Fractal Softworks Forum

Starsector => Mods => Topic started by: Histidine on March 07, 2015, 12:40:41 AM

Title: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
Post by: Histidine on March 07, 2015, 12:40:41 AM
(http://i.imgur.com/3nMFPev.jpg)
(explanation) (http://ecx.images-amazon.com/images/I/91vErtBKHaL._SL1500_.jpg)

Nexerelin v0.9.5g

Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5g.zip)

Previous downloads (https://bitbucket.org/Histidine/exerelin/downloads)

On Nexus (https://www.nexusmods.com/starsector/mods/28)
Git repository (https://bitbucket.org/Histidine/exerelin)

Make sure to delete your old Nexerelin folder before installing a new full version!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Features
  • 4X game features in Starsector
  • Factions will wage war against each other and try to conquer their enemies
  • Diplomacy events see faction relationships changing over time
  • Join a faction to gain useful support and represent them in war and peace, or start your own
  • Mine planets and asteroids for useful resources for trade, or some treasure
  • Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler

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; can be toggled in exerelin_config.json
* 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

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

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

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

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
[close]

Note on using Save Transfer (and other console commands)
You may want to use the ResetRelationships command to start with fresh faction relationships (particularly if some factions died in the last run).

The SetMarketOwner <market_or_location_name> <faction> command can be used to give a market to another faction (including one not currently alive in the sector).

Report issues on Bitbucket (https://bitbucket.org/Histidine/exerelin/issues)

Quick help
Alliances (https://bitbucket.org/Histidine/exerelin/wiki/Alliances)
Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)
Faction config files (https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig)

FAQ
Spoiler
What is this?
This is my personal fork of Exerelin (http://fractalsoftworks.com/forum/index.php?topic=6053.0), given its own thread because I wanted to be able to maintain my own OP. It is essentially a reimplementation of Zaphide's project (and in fact uses it as a codebase), but updated for new Starsector versions. It is compatible with most faction mods.

How do I win the game?
You win when all the other factions are either friendly or better towards your own… or dead.
Other factions can also win in the same way; you get an ally victory if you're at least friendly with whoever wins.

How do I remove a vanilla faction?
Open its faction config in data/config/exerelinFactionConfig and set the playable tag to false.

How do I make my mod compatible with Nexerelin?
There are a few things you need to do.
(note: add needed files and csv entries in your own mod, so you don't need a new Nexerelin release before your mod becomes Nexerelin compatible)
Spoiler
1) Stop it from crashing
Your sector generation code should have something like this:

Code: java
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());
    }
/*[...]*/
}
If you don't want to import Nexerelin as a library, you can check for random sector at the new game stage by checking if Corvus (or some other vanilla system/planet) exists.

Be careful with any code that targets a specific planet or star system 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.

2) Add your faction to the list
Open data/config/exerelinFactionConfig and make a .json file with the name of your faction. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way.

Now open your new file and edit it. See this page (https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig) for details on the various tags and what they do.

Then make a copy of data/config/exerelinFactionConfig/mod_factions.csv in your mod. Edit this copy to contain your faction(s) (and only yours; the other factions should remain in Nexerelin's master copy).

3) Non-random sector support
Copy data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv in the same way and have them contain appropriate entries for your faction. This tells Nexerelin where to spawn the player at start, and which planet or station changes the system relay's faction when captured.
[close]
[close]

Credits
Zaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ and descendant mod compatibility
LazyWizard: Version Checker, Console Commands, other code
Soren: Player flags
Tartiflette: Prism Freeport
Weezer: Captured planet descriptions
The SS mod community: various content, tips, pointers and feedback
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this
Title: Re: [0.65.2a] Nexerelin v0.2 (release 2015-03-07)
Post by: Tartiflette on March 07, 2015, 02:53:31 AM
Nice to see (N)exerelin back, good work Histidine. I'll have to release a Scy update to make it compatible, but in the meantime here's an updated faction file: the current one is lacking a lot of new stuff.

Since it didn't worked in Exerelin, would it be possible to use ships instead of wings to mine too? I made a mining destroyer that beg to be put to good use, and should be more efficient than a wing since it's quite bigger. I already commented out the corresponding entry for when it become possible (unless you already changed that in this case thank you).

Well, gotta get back working on that update then.

[attachment deleted by admin]
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: HELMUT on March 07, 2015, 05:11:40 AM
Bug when i launched the campaign, after distributing my skill points at the character creation.

Code
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)

Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: Histidine on March 07, 2015, 05:41:37 AM
Bug when i launched the campaign, after distributing my skill points at the character creation.

Code
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)

Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
Hmm, that's odd.

What OS? I'm wondering if the Linux/Mac installers don't have the (unused in vanilla, AFAIK) urban graphics included.
Vanilla folder graphics\illustrations should contain files urban_0[1-3].jpg, with the corresponding entries in settings.json->illustrations:
Code
"urban00":"graphics/illustrations/urban00.jpg",
"urban01":"graphics/illustrations/urban01.jpg",
"urban02":"graphics/illustrations/urban02.jpg",
"urban03":"graphics/illustrations/urban03.jpg",

But I want to push another bugfix soon anyway, so I'll probably just take them out for the time being.
To do this locally: comment out lines 150-153 in data/scripts/world/ExerelinSectorGen.java

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!
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: Ahne on March 07, 2015, 06:45:50 AM
Awesome man!

If this mod gets compatible with SS+ my life is complete!

Hahaha, great work indeed!

greetings
Ahne
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: HELMUT on March 07, 2015, 08:36:15 AM
Hmm, that's odd.

Actually nevermind. I'm just a braindead idiot that forgot to update his game to RC2. God i feel so bad...

Anyway, congrats on updating (N)Exerelin to 0.65.2, i'm sure a lot of people will be happy to see this mod working again.
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: gruberscomplete on March 07, 2015, 08:47:51 AM
Thank you I appreciate this.
Also this should be moved to the mods thread instead of hiding in the modding area.
After adding all the mods you mentioned, and after making a character, when it is starting the game by "creating trade fleets", it crashes, saying something like
: out of bounds:10.

UPDATE:
after reinstalling SS and all mods it worked. Thanks.
another update
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:
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)
Title: Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
Post by: Midnight Kitsune on March 07, 2015, 10:16:15 AM
Dude, why isn't Exi in here? They were around in 54 and especially in 62!
Title: Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
Post by: Histidine on March 07, 2015, 07:56:46 PM
Nexerelin v0.2.2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.2.2.zip)

Code
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:
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)
Thanks for report, fixed.

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)
Don't worry, it'll be updated in time.
Title: Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
Post by: xenoargh on March 07, 2015, 08:01:57 PM
Hey, this great, looking forward to seeing it get done.  It's so boring not having a conquer-the-Sector mod atm :)
Title: Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
Post by: Dark.Revenant on March 07, 2015, 10:34:16 PM
Starting templar ship really needs to be the _sal variant.  The current one is the support one, making it nigh impossible to fight properly.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Histidine on March 08, 2015, 01:39:30 AM
Nexerelin v0.2.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.2.3.zip)

Code
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
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: MesoTroniK on March 08, 2015, 01:43:47 AM
Histidine, since you are updating this very often (appreciated!) I might suggest utilizing Version Checker here :)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Tartiflette on March 08, 2015, 01:48:48 AM
Hum, Scy will need an update on my end to be compatible, since I removed the "Exerelin" check. But at least it should work as soon as I release something.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Nicke535 on March 08, 2015, 10:08:27 AM
Huh, i did not even realize i made my mod (N)exerelin compatible. Oh well. Time to stomp some stations with the Rebirth-class.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: zoe_zucchini on March 08, 2015, 04:53:41 PM
I think what this needs the most right now is a lot of the recent SS+ features. Randomised ship loadouts, scaled fleets/bounty spawns, bounties on the player, rebalanced skills and hullmods, etc. Right now it feels really empty past the super early game since the spawns are so small scale. Although I guess just making them compatible would also work.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: MindsEye on March 09, 2015, 06:49:45 AM
This is great. Thanks for updating. One suggestion so far is to move this thread to the mods page I didnt know it existed.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Spoorthuzad on March 10, 2015, 06:04:42 AM
Yes! I have been waiting for someone to make an exerelin like mod! ;D
Downloading and testing when I have the time.

Edit: And i see you have tested my mod (flu-X) with it.
I really should start working a bit more on it and i will try to make it compatible!

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?
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Histidine on March 10, 2015, 07:43:49 AM
I just noticed pirates are always neutral unless randomization is on (then they're always hostile).
*sigh* Someday I hope to make a release without painfully obvious bugs in it.

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 nagging me suggesting some ideas with active mining fleets + a more sophisticated tying of fleet spawning to economy, so that's something to look at too. Actual alliances, eventually.

Anything else in particular that people want?
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: MindsEye on March 10, 2015, 07:56:49 AM
This is great so far. I love being able to shape the galaxy.

First thing is I have a hard time finding fighters and bombers to purchase anywhere.Im playing with most mods suggested btw.Most of the time seems to be only a few available sometimes in black market.

Second defense fleets seem really weak so far. I have eliminated 2 factions so far(tho they were weak).Also be nice to get some reward for capturing a planet or station. Maybe like everything is half off for that place for a short time(like you get to pillage).

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?
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.

I also think it would be cool if you went to capture a world you had to fight a fleet plus a star/defensebase.Kinda like a boss ship fight.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Aklyon on March 10, 2015, 08:16:01 AM
For the Templars to work, do they need both this and SS+ enabled? I'm getting an error:
Code
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)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Azmond on March 10, 2015, 08:50:02 AM
For the Templars to work, do they need both this and SS+ enabled? I'm getting an error:

If it's a fatal null error it's likely they do... They shouldn't, but I'm getting  fatal null error and will be testing it with just the vallina factiosn before posting the code-file with the normal compliment of mods I carry.

PS: make sure the mod is actually supported first in the list. Otherwise, start looking at he log file every time it crahs and disable the likely mod.

PSS: after going through my mods I've found that it works, I just need to disable the mods that aren't up to date or unsupported. an they're not that big ofa deal to play this fun mod again! :)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Histidine on March 10, 2015, 09:03:34 AM
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?
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.
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.

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?
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Aklyon on March 10, 2015, 09:57:06 AM
Are you using Templars 0.94b?
I am now :)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Jim.jhd on March 10, 2015, 07:14:14 PM
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.

I have played this mod for couple days! I do like this mod!  :D :D

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??
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: jeffg10 on March 10, 2015, 07:50:17 PM
so i got an error twice when i tried to start a game with this, help?
error log:
Spoiler
(-Snipped- for sanitys sake, and because I can't upload the file for some reason)
339179 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
339181 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
339182 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
339184 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
339185 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
339186 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
339188 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/batavia.json]
339190 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
339193 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
339195 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
339197 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/dstech.json]
339198 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/gedune.json]
339200 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
339202 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
339204 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
339206 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
339208 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
339209 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
339211 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
339215 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
339216 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
339218 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
339221 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
339224 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pn.json]
339230 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
339232 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
339233 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
339235 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
339238 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/zorg.json]
339241 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/relics.json]
339242 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/BGE.json]
339244 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/qualljom.json]
339246 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
339248 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sun_ice.json]
339250 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
339251 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
339252 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
339255 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/eleutheria.json]
339256 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
339258 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/lotus_pirates.json]
339260 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
339262 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
339263 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
339265 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/diplomacyConfig.json]
339267 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Official Aid
339267 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Philanthropy
339267 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Cultural Boom
339268 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Cooperation Deal
339268 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Major Cooperation Deal
339268 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Celebrity Wedding
339268 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Helped Foil Terror Plot
339269 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Criminal Extradited
339269 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Prisoner Exchange
339269 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Antiwar Protests
339269 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Star-crossed Lovers
339270 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Diplomatic Blunder
339270 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Failed Deal
339270 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Celebrity Wedding Jilted
339270 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Political Funding Uncovered
339270 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Xenophobia
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Criminal Extradition Refused
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Spy Ring Uncovered
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Sabotage Uncovered
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Supporting Rebels
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Diplomat Crime Ring
339271 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Privateering
339272 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Shots Fired
339272 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Ceasefire
339272 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Peace Treaty
339272 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Religious Expansion
339272 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Religious Minority Persecuted
339273 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Religious Majority Persecutes
339273 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Priest Scandal
339273 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Condemn Treatment of Dissidents
339273 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Anti-Corporation Movement
339273 [Thread-5] INFO  exerelin.campaign.DiplomacyManager  - Adding diplomacy event Technology Stolen
340151 [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.IIModPlugin.onGameLoad(IIModPlugin.java:53)
   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]
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Dark.Revenant on March 10, 2015, 07:52:55 PM
Update Interstellar Imperium.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: JohnDoe on March 10, 2015, 08:05:05 PM
Oh hell yeah. You just made me a very happy man.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: MindsEye on March 11, 2015, 01:38:07 PM
Economy seems fairly well off. Some items seem priced wrong tho. 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.

I like how you cant just run around capturing planets without it cost you money.Kind of simulates war as being expensive.

Would love to see factions put high bounties against you for war crimes and send out massive fleets to attack you.Would be cool if they could group up and attack all at once.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Histidine on March 12, 2015, 07:58:31 AM
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:

Patrol fleets: not easily
Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?

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?
I'm not sure it'll actually work for the purpose of increasing price differentials, but I could try making planets more specialized so they're less likely to produce everything they need themselves.
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Jim.jhd on March 12, 2015, 10:07:45 AM
Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?

Yep, that would be cool !!   :D :D

More powerful enemy fleets could make the late game more interesting and enjoyable. ;D

Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: Lcu on March 13, 2015, 04:05:34 AM
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?)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: mendonca on March 13, 2015, 05:32:00 AM
This is cool.

Came across an interesting edge case with respect to system generation - the systems were placed so close together I was receiving bounties from one whilst in the other - presumably I'm still in the catchment area of the adjacent system.

Might be worth thinking about whether it's useful to put in some distance checking of adjacent systems (or just treat it as a feature ...)
Title: Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
Post by: MindsEye on March 13, 2015, 07:15:25 AM
I havent noticed prices being the same on my second run so maybe that was a rare thing.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Histidine on March 13, 2015, 09:36:55 AM
Nexerelin v0.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.zip)

Code
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).
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: connortron7 on March 13, 2015, 11:12:22 AM
Whan ever i try to load the campaign it gives me

(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)

 ??? ???

Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Lopunny Zen on March 13, 2015, 01:01:21 PM
Can you make the Red & Blue mod compatible for this :D?
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: The Soldier on March 13, 2015, 03:08:45 PM
Can you make the Red & Blue mod compatible for this :D?

That's going to be up to Protonus to do, if he returns to those mod.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Lopunny Zen on March 13, 2015, 04:35:07 PM
Ah OK...he stopped making them :|? What about interstellar Federation..I heard someone was keeping that up to date
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Tartiflette on March 13, 2015, 05:12:14 PM
Some feedback after a rather complete campaign:
- I was about to start by suggesting to try keeping the systems close to the center but I see you took care of that so great!

- A true alliance system would be most beneficial, but maybe you only need to make an attacked market call nearby allies to defend itself? In the case of the player attacking that would have exactly the same effect since they would turn hostile when you fight back (maybe disengaging then could have only minor consequences as long as you don't reengage the market afterward)

- In the same vein, maybe factions that are dominating the sector should get increasingly more negative events, be more targeted by agents and saboteurs. Other factions would tend to get more friendly with each other... Some sort of natural balancing. Of course it shouldn't be perfect or the game could only end with a player victory.

- While trying to capture a market, it's a bit frustrating to be engaged by a fleeing single Thunder wing three time in a row, each time cancelling the capture. Defeated response fleet should give up when they lost around 75% of their initial FP.

- Factions start with random stations witch can lead to an unbalanced game. Instead of choosing the number of planets and stations, maybe we could choose how many stations per faction, and all faction have at least one HQ with a very large market. That would make it difficult to capture, completely wipe out a faction would require a significant investment (end game challenge).

- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)

- The omnifactory allows you to refit your ship with free weapons, witch can be exploited for money. It also never seems to stop producing weapons (I got stacks of 200 salamanders!)

- The market keep it's stability upon capture. One would expect the transition shouldn't be so smooth... Also spamming saboteurs could destroy all the stocks and ships, as an incentive to try getting it the hard way.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Histidine on March 13, 2015, 06:17:49 PM
Thanks Tartiflette! Some pretty good ideas there, I'll see about implementing them.
Whan ever i try to load the campaign it gives me

(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)

 ??? ???
Update to the RC2 version of Starsector 0.65.2a
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Tommy on March 13, 2015, 06:57:01 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: MesoTroniK on March 13, 2015, 08:06:30 PM
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.

Version Checker 1.4b (http://bit.ly/1wSPmKE) :)
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Tommy on March 13, 2015, 10:41:40 PM
I had it, it's just not installed properly. I am too lazy to do it. This game moves so fast, that it feels as if I have to change factions and mods daily :)

A bug I just encountered. Head over to the Exerelin Relay and choose Faction list. You'll get a NullPointerException: Name is Null. And you have no option. The only way to exit is to manually kill the game.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: connortron7 on March 14, 2015, 01:15:23 AM
Forgive my lack of knowledge but what does RC2 mean?
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Tartiflette on March 14, 2015, 01:31:59 AM
*smartass mode ON*
That means it's better than RC1?  ???
*smartass mode OFF*

Sorry I had to, RC is the last number of the version, it means Release Candidate I believe, and you are using RC1 (0.65.2a RC1) so you are one version of Starsector behind.

Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Blaze on March 14, 2015, 09:25:39 AM
  • Starsector+ is now compatible with Nexerelin
*Squeeeeeeeeeeeeee*
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: HELMUT on March 14, 2015, 09:31:56 AM
- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)

+1

Suggested something similar to Zaphide back then. Lone pirates/independents stations would provide some early-game distraction for the player, rather than asteroid grinding.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: connortron7 on March 14, 2015, 10:31:50 AM
That's very confusing but thanks and a guess it explains why a bunch of mods didn't work 
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Nanao-kun on March 14, 2015, 10:55:49 AM
Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: garfu on March 14, 2015, 12:44:15 PM
It seems like I can't take over Templar stations/planets, is this a bug or???

I have the latest version of all mods and am able to take over/invade all other planets/stations that I'm hostile to.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: mendonca on March 14, 2015, 02:31:32 PM
Here is an updated PACK faction file I have been using, which picks up the new skins for the newer version of JP, for anyone that may be interested:

https://dl.dropboxusercontent.com/u/66536185/pack.json (https://dl.dropboxusercontent.com/u/66536185/pack.json)

Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Jim.jhd on March 14, 2015, 05:48:11 PM
Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?

Yes, you don't need to enabling Omnifactory separately, otherwise you may find two Omni stations in your game.  ;D ;D. And, that's not bad :o
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Tartiflette on March 14, 2015, 06:18:52 PM
New batch of ideas/feedback:

- When using the largest systems possible, having only two jump points makes traveling a bit of a chore

- An option for an easy start maybe?

- Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.

- Coherent orbits periods maybe?

- Capturing seems a bit fast, maybe large/high stability markets should require several rows? Also it would make the agent more useful as they can reduce the stability.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Blaze on March 14, 2015, 08:05:16 PM
It's surprising what a small change could do to your playstyle. In this case, the "Green Crew may appear as loot drops.".

I intentionally keep my fleet pretty small so I can remain fast, efficient, and not have to spend too much on logistics. I can just survive on raiding enemy fleets. Fighters, particularly ones that rely on numbers like talons and wasps, were pretty much off limits since it meant I had to run all the way back for more crew. And capturing ships also relied on marines, so I passed on a lot of them.

Now that I can just loot more crew, I can just hurl loads of fighters as a distraction so my flagship and missile ships can tear the enemy apart. And just sacrifice them in droves to capture ships.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: garfu on March 14, 2015, 09:00:33 PM
Yeah definitely can't take over Templar planets. Going to have to put aside my Nexelerin game for now.
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: Toxcity on March 14, 2015, 09:05:26 PM
Also related to Templar planets is the fact that they only seem to spawn small smuggler and trade fleets. Made it real easy to farm Templar flux cores though, especially since the fleets were all frigate only (the smuggler fleets weren't even Templar ships).
Title: Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
Post by: frogbones on March 14, 2015, 10:11:22 PM
Sweet just came across this and saw it's compat. with SS+.  Is the mining still workin' ? Haven't seen any mining drones....
Title: Re: [0.65.2a] v0.3.1 (update 2015-03-15)
Post by: Histidine on March 15, 2015, 01:59:28 AM
Nexerelin v0.3.1
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.1.zip)

Code
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

I plan to overhaul the market capture system eventually, and figure out an easy start option.
Also, do people feel star systems are too large? I could bring the planets in closer together.

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!
(Or maybe it's the sun lighting? I could change that as well.)

Is the mining still workin' ? Haven't seen any mining drones....
No mining yet, sorry!
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: matveich on March 15, 2015, 05:22:07 AM
Hi, Histidine
Could you look into this problem: http://fractalsoftworks.com/forum/index.php?topic=9209.0 ?
It looks like some stations might contain too many goods for the game to handle.

I am using v0.3.0, so I am not sure if this is the problem of the new mod version.
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: garfu on March 15, 2015, 11:11:51 AM
Looks like the most recent patch broke faction relations with SS+. I'm not gaining or losing and rep with any factions.
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: matveich on March 15, 2015, 11:56:16 AM
Indeed I do not get any reputation improvements. Only prisoners help gaining reputation.
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: Tommy on March 15, 2015, 12:17:15 PM
Playing as Templars, I can only access small weapons in their stations. I currently have two level 5 markets. How do I increase the level of the planets/stations ? Also, is this related to the equipment stock ? (ships, I can see/purchase all, just not weapons).
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: frogbones on March 15, 2015, 12:58:32 PM
Overall great work Hist. Just having this mod revived is fantastic, and your consistent work on it is commendable. 8)
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: Noran on March 15, 2015, 02:10:43 PM
I just got this:

Spoiler
259890 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:105)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
   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)
[close]

I think I just overlooked something or did something stupid.

EDIT: Yep it was me! LOL I forgot to update SS+
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: garfu on March 15, 2015, 03:08:20 PM
Seems like issues with your new UtilReputation stuff:

https://bitbucket.org/Histidine/exerelin/commits/658cb45292d2ae157d236a0fe6c8f0e865bebee8
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: Megas on March 15, 2015, 03:42:31 PM
Does Nexerelin require any mods beyond LazyLib?  Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: MindsEye on March 15, 2015, 03:51:24 PM
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.

If not I would like to suggest maybe some type of system like this.

I am still having a hard time finding sc wings.
I vote for everything to be closer.One of the most boring things for me in ss is traveling.I just sit and hold space. I actually doubled speed of everything just for this reason.
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: Histidine on March 15, 2015, 06:08:06 PM
Augh, I was wondering which bug slipped through the cracks this time. Hotfix in ~12 hours.

Should I turn off pirate patrols as well? Do people find it too crowded around pirate planets/stations?
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: garfu on March 15, 2015, 06:16:10 PM
I wouldn't turn them off. The chaff usually ignores you anyways, and it feels like an accomplishment when you wipe the pirates out of a system, which personally is the first thing I go for.
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: Lopunny Zen on March 15, 2015, 10:55:59 PM
Can the Ice faction become a part of this or did that mod die?
Title: Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
Post by: matveich on March 16, 2015, 06:32:35 AM
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?
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Histidine on March 16, 2015, 06:54:26 AM
Nexerelin v0.3.2
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.2.zip)
Download (patch 0.3.1 -> 0.3.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.2_patch.zip)
(extract the patch over your v0.3.1 install, overwriting all files)

Note: Save games started in v0.3 should still work, but v0.3.1 ones will likely fail! Consider using Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950.0)

Remember to delete your old install(s) if not using the patch!

Code
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?
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?
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.
Templars not getting their medium/large weapons is due to them not getting their special submarket; but now they do!

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!)
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: garfu on March 16, 2015, 07:33:05 AM
Thanks! Looking forward to starting a new game when I'm home from work.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 16, 2015, 11:43:33 AM
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 :|
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Midnight Kitsune on March 16, 2015, 01:33:03 PM
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
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: MindsEye on March 16, 2015, 01:42:32 PM
So with the new version + ss+ I can find sc pretty easily it seems.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tommy on March 16, 2015, 09:38:06 PM
We really need a system size option. The distances between two planets on my last 4-5 generated playthroughs are just insane.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: connortron7 on March 16, 2015, 11:09:09 PM
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 ships

Maybe lower it to 200 or something?

I don't know That's just my opinion



Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: taro8 on March 16, 2015, 11:11:10 PM
Would love to have an option to play as a completely independent character that starts without enemies (except for maybe pirates). However without salaries.

Also true Omnifactory random placement would be nice. Right now it always spawns at your home planet, at least for me it does.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Blaze on March 17, 2015, 01:12:51 AM
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 ships

Maybe lower it to 200 or something?

I don't know That's just my opinion
Supplies 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.

Would love to have an option to play as a completely independent character that starts without enemies (except for maybe pirates). However without salaries.

Also true Omnifactory random placement would be nice. Right now it always spawns at your home planet, at least for me it does.
If you manage to *** off your own faction they won't pay you.

There should be an option for randomized Omnifactory placement in the starting options.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Histidine on March 17, 2015, 04:37:20 AM
I'll bring the planets closer together in a later release.

For now you could try tinkering with the following options in config/settings.json:

Code
	"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)
(don't set it too high!)

Also on the todo: distribute markets between factions more evenly
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: taro8 on March 17, 2015, 07:53:18 AM
I just dont want to affiliated with any faction at start. I noticed that there is "Independent" faction, but from what I know there is "player.faction" as well.

As for the Omnifactory: even if I turn on the random placement every time it spawns at my faction's home planet, in sector I start in.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tommy on March 17, 2015, 10:44:16 AM
Thanks Histidine. Will go and change those a bit.

My current config/settings.json has this now:

Code
{
"plugins":{
   #"newGameDialogPlugin":"exerelin.plugins.ExerelinNewGameDialogPlugin",
   "newGameCreationEntryPoint":"data.scripts.world.ExerelinSectorGen",
   "coreLifecyclePlugin":"exerelin.plugins.ExerelinLifecyclePlugin",
}
}

Where do I add the code above, exactly ? :)

Later edit: found it. I was looking in the mod, not the settings.json of Starsector itself.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: taro8 on March 17, 2015, 10:50:13 AM
Ok, so with the power of savegame editing I made myself completely independent. I changed "exerelin_playerFactionId" to "player" and then I went around and made everyone neutral to "player" faction with exception to pirates and other faction that is hostile to everyone.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: gruberscomplete on March 17, 2015, 11:15:07 AM
Hey.
No more bugs. good job.
May I ask a question?
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?
And another request: be able to tell your faction to send an invasion fleet to this location or that planet.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 17, 2015, 01:05:54 PM
I installed it and set it back to 4 GB but still crashes when I try to play a new game:|

140280 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/5-1.jpg into existing tex id 309
141061 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: javax.imageio.IIOException: Insufficient memory (case 4)
java.lang.RuntimeException: javax.imageio.IIOException: Insufficient memory (case 4)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(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)
Caused by: javax.imageio.IIOException: Insufficient memory (case 4)
   at com.sun.imageio.plugins.jpeg.JPEGImageReader.readImage(Native Method)
   at com.sun.imageio.plugins.jpeg.JPEGImageReader.readInternal(Unknown Source)
   at com.sun.imageio.plugins.jpeg.JPEGImageReader.read(Unknown Source)
   at javax.imageio.ImageIO.read(Unknown Source)
   at javax.imageio.ImageIO.read(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   ... 10 more
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: HoneyFox on March 17, 2015, 07:57:01 PM
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!)

Running with LazyLib+Nexerelin+CommonRadar and 1GB memory allocation, I found that it's very easy to crash due to OOM when entering a star system from hyperspace, or when clicking "Run Simulation" in Refit page. Other than those two cases, it never crashes because of insufficient memory.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: MindsEye on March 18, 2015, 06:04:32 AM
I think just above plugins like this.You can look at the core settings file to get an idea too.I put mine in the ss+ file.I have my numbers tripled but doubled is what I would recommend.



{
   "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",
   }
}
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: gruberscomplete on March 18, 2015, 11:38:16 AM
Actually Ive been playing with this and I think that Nexerelin is much more fun if you set it as follows:
No mods (makes it much more balanced) except for Nexerelin, lazylib, shaderlib, and SS+
1 sector
max # of planets.
Change your speed to be 2x as mentioned above.


>>This makes the sector super populated and exciting. It really complements vanilla SS by offering new events and ability to capture.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Zudgemud on March 20, 2015, 06:30:50 AM
@ Histidine
Do I need to petition you to do anything to get my P9 faction compatible with Nexrelin?

It was compatible up until the new market dynamics was included last autumn so I assume it will be compatible if I don't mess with anything else than the system market.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Histidine on March 20, 2015, 07:46:33 AM
@ Histidine
Do I need to petition you to do anything to get my P9 faction compatible with Nexrelin?
Once 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).

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?
And another request: be able to tell your faction to send an invasion fleet to this location or that planet.
Eventually™ (maybe in next update, actually)
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tommy on March 20, 2015, 11:33:53 PM
Ok, so I've tested Nexerelin deeply.

Great work so far. What I would want to see in it is a greater customization for starting conditions. More planets, more stations, do I start with pirates in my system or not, my own faction, being able to upgrade planets/stations (better fleets, better chance of surviving captures).

Mainly the generation part. I sometimes start a game 20 times before I get a pirate faction in my system. Or planets that are not miles apart, or having just 3 planets in my whole system.

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.

Thanks for listening :)
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tommy on March 21, 2015, 01:27:56 AM
I sometimes encounter a bug. Loading my previous save doesn't work. I think it's the Omnifactory feature in Nexerelin.

Quote
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
-------------------------------
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Nanao-kun on March 21, 2015, 11:44:50 AM
I use randomized faction relations, so I don't really pay attention to having pirates in my system.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Jim.jhd on March 21, 2015, 08:02:12 PM
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.

Thanks for listening :)
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.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Cyan Leader on March 22, 2015, 07:53:00 AM
I'm confused about faction relationships while playing this. I see a bunch of events going on but after 4-5 hours of playing the only time I see a faction start attacking another is when I actually attack someone and then my faction follows me.

In the old Excerelin this was a lot more clearer.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Nanao-kun on March 22, 2015, 02:08:51 PM
Citadel 0.8 is out, so I loaded it up with Nexerelin and got a CTD.

Code
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)

Might be due to the changes in the Citadel fleet variants, so the faction config files in Nexerelin might be different.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 22, 2015, 03:04:32 PM
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?
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Nanao-kun on March 22, 2015, 03:06:00 PM
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
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Foxer360 on March 22, 2015, 04:54:15 PM
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.

Indeed, most of the old variants have been removed. I'll upload an updated nexerelin file in a bit.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 22, 2015, 06:04:56 PM
42208 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
42726 [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 352, Column 21: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
   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 352, Column 21: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8595)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5312)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5220)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
   at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1877)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2552)
   at org.codehaus.janino.UnitCompiler.access$4300(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$6.visitLocalVariableDeclarationStatement(UnitCompiler.java:2434)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:2508)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2459)
   at org.codehaus.janino.UnitCompiler.access$3200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$6.visitBlock(UnitCompiler.java:2421)
   at org.codehaus.janino.Java$Block.accept(Java.java:2012)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2476)
   at org.codehaus.janino.UnitCompiler.access$3400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$6.visitForStatement(UnitCompiler.java:2423)
   at org.codehaus.janino.Java$ForStatement.accept(Java.java:2196)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2459)
   at org.codehaus.janino.UnitCompiler.access$3200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$6.visitBlock(UnitCompiler.java:2421)
   at org.codehaus.janino.Java$Block.accept(Java.java:2012)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2493)
   at org.codehaus.janino.UnitCompiler.access$3600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$6.visitIfStatement(UnitCompiler.java:2425)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2395)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2250)
   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

I got this after I fixed everything to play it...regardless of which mod I chose
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Nanao-kun on March 22, 2015, 06:07:22 PM
What version of LazyLib do you have?
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Foxer360 on March 22, 2015, 06:19:56 PM
Heh, well, nevermind. I can't make a new faction file on my side, it just overwrote my changes or something.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 22, 2015, 07:02:02 PM
I have 2.0b version...most recent
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: LazyWizard on March 22, 2015, 08:07:06 PM
I have 2.0b version...most recent

Are you sure LazyLib is tagged in the launcher?
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 22, 2015, 08:15:45 PM
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)
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Nanao-kun on March 22, 2015, 08:16:51 PM
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)

That'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.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Lopunny Zen on March 22, 2015, 08:19:11 PM
God dammit...but I love Citadel...first Interstellar Federation...then ICE then this...sheesh :|
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tartiflette on March 23, 2015, 05:06:05 AM
I think the events should be rarer but have a much larger influence: Right now they happens all the time but never seems to really change the relations between faction, probably because they are random and it take a very long streak of negatives or positives ones to bring two factions to peace or war. In the same idea, the agents seems very ineffective. In a recent game, Blackrock eliminated all it's enemies and was the strongest faction by far with a third of the stations and planets under it's control. Everyone else was their friend so I tried to stir up things against them with agents, but after using 20 or more of them they were still at peace with everyone.

Of course if you get around making a true alliance system, shared enemies may make the agents more powerful since they will influence several factions at once...
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Blaze on March 23, 2015, 12:19:21 PM
It seems that pirates never invade or get invaded. Is there some way to remove that?
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tonny on March 23, 2015, 01:13:00 PM
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)


yesterday i got that kind of error twice. Now, yesterday i used the save transfer mod, because Citadel mod had a new version (0.80). But i also started a new game with everything i collected already, and alliated also with a new faction (before it was Crystanite, now i had chosen Pirates). After the loadsave command i had that error. Restarting and executing the same command again worked, but six gamehours later i had again that error, after undocking.
My errorlog is this:

10253734 [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:351)
   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.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.ooOO.super(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 can provide more information. Everything worked fine before i updated the Citadel mod, but no clue which mod or what is causing this error
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Foxer360 on March 23, 2015, 09:34:50 PM
There is a new version of Citadel (0.8.1) that should fix both of you's problems.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 24, 2015, 07:53:36 AM
New update! Highlights are the refined sector generation and your own personal faction.

Probably has a lot of bugs, so be sure to report any you see.

This is probably the last of the low-hanging fruit. More advanced features like alliances and mining will take longer to implement (I can't promise they'll ever come out).

Nexerelin v0.3.3
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.3.zip)
(no patch this time for cleanliness reasons, sorry!)

Code
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
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Nanao-kun on March 24, 2015, 01:47:03 PM
The omnifactory seems to hang out away from any of the planets now. Is this intentional?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: NightfallGemini on March 24, 2015, 04:10:16 PM
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?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 24, 2015, 06:48:03 PM
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.

Factions need to be defined in the general config file and have a faction-specific config file to spawn; instructions are under "How do I make my mod compatible with Nexerelin?" in the first post.
(Also check to see that the faction wasn't eliminated during the economy pre-simulation period, lol)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Bobakanoosh on March 24, 2015, 07:21:27 PM
I currently cannot launch your mod. I'm getting an error that seems to convey that the Omnifactory mod cannot be found. However, it says that the mod is embedded in your mod, soooo yeah...not too sure where to go from here...

Below is the error message in question:

Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 342, Column 55: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"


Just let me know if you need any more information from me.

Thank you.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 24, 2015, 08:11:11 PM
Delete your Nexerelin folder and reinstall.

(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Bobakanoosh on March 24, 2015, 09:58:56 PM
That did it! Thank you.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Lopunny Zen on March 25, 2015, 07:18:42 PM
YES..it worked..thank you guys..btw I think the Beholder class ship is bugged...i mean yeah it can rebuild up to 4 drones but it doesnt have the free roam option...which makes his role entirely pointless...if you can fix it that would be awesome then I can try the drone Swarm Tactic using ships and or fighter that take no pilots :)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: MesoTroniK on March 25, 2015, 08:51:15 PM
That is the entire point of the Beholder class, it is a mobile weapons platform and the drones are specifically meant to only be able to focus fire their main weapon foward in-line with the ship while also covering the rear with PD.
Title: Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
Post by: Tonny on March 25, 2015, 10:01:50 PM
There is a new version of Citadel (0.8.1) that should fix both of you's problems.

yep, indeed. All mods in the game do run bugfree again.

love the dedication of all modders. Thank you all!
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: TheLochNessCheeseBurger on March 26, 2015, 06:20:32 AM
You can change all the planets and stars names in planetNames.json, but when you try to change Exerelin's name, you get this error:
Code
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)
The fix is obviously 'don't rename Exerelin' but you should probably include a disclaimer in that section or something.

EDIT: Also, a couple of bugs related to the faction directory:
If you look at a couple of factions, go back, look at some more, the text gets cut off at the bottom like so:
Spoiler
(http://puu.sh/gQjjA/b757f7af70.jpg)
[close]
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]
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Lopunny Zen on March 26, 2015, 10:58:42 AM
yeah but that leaves the ship vulnerable to getting focused down or attacked from behind....if the drones wondered around they would cause so much trouble you would have to choose between dealing with them or taking damage to attack the building ship....when they are in a formation I dont really have a problem pointing my shield in one direction and murdering it...as you can see the Tempest and the smaller ship that launches 2 those drones are very good at pinning a trget down because they can go wherever they want forcing you to pick. Its nice to have them have that option to focus like that but I would rather that be a tactical option rather then a mandatory one
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Lakis on March 26, 2015, 07:33:04 PM
Spoiler
Hey guys, just noticed something weird, not sure if it's intended or a bug, but when being stopped by other fleets for 'inspections' and having a full cargo of illegal goods and a plethora of other items I don't seem to get anything in the way of fines.  I've noticed this with the Luddic Church as well as a few other factions so I was thinking that it was a problem with Nexerelin or SS+. Possibly the mosd as well.

Running with the following mods:

Nexelerin v3.3
ss+  v2.7.2
Common Radar v1.1f
BRDY v0.7.3
II v1.8
PACK, Junk Pirates, and ASP v2.3.6
Lazy Lib v2.0b
Shaderlib v1.0.6
Shadowyards v5.2.3
The Knights templar v0.94
Version Checker v1.4b

Nothing should be having an issue... Least, to my knowledge. I'll be chcking SS+ for any reports of a similar or the same issue as well.
[close]

Okay, so I figured out that it may just be in relation to the modded faction supporting fees, Tariffs, importation taxes, and stuff like that... ><;
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Lopunny Zen on March 26, 2015, 08:27:08 PM
btw I cant load games at all

70135 [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)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Flare on March 26, 2015, 11:20:24 PM
Did you increase vram?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Lakis on March 27, 2015, 12:48:29 AM
Did you increase vram?

Why Vram? Why not Ram in general?

Assuming he's not tried that fix, what mods have you installed?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: HoneyFox on March 27, 2015, 09:49:17 AM
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?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Megas on March 27, 2015, 11:04:26 AM
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, despite paying me lip service as their "chief".  Talk about a hostile takeover where members want to eject its founder.  The player faction is nothing more than yet another faction that has the advantage of spawning anything for sale.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 27, 2015, 06:20:56 PM
Thanks for feedback! I've got the "renaming Exerelin" bug fixed for next release.

EDIT: Also, a couple of bugs related to the faction directory:
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]
That's a vanilla bug, as I understand it. Not sure how to fix short of removing the highlight, unfortunately.

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.
(I originally wanted to remove reputation interactions with player faction entirely, but it didn't seem possible to do this without potentially breaking SS+ compatibility)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: HoneyFox on March 27, 2015, 09:39:59 PM
hmm... i dont care about custom inspect too much. But it will be very interesting if i can perform custom inspection to other faction when near any planet/station of my faction... yeah, leave all your illegal goods and money or you will be fired upon.   >:(  8)  ;D
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: NightfallGemini on March 28, 2015, 04:51:34 AM
Got this strange error:

Code
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)

Not sure what caused it, was just flying around after killing a few pirate fleets and it gave me a CTD with that error message listed (the number 1-3999 thing). Could it be a mod having variant issues?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Protonus on March 28, 2015, 09:39:06 AM
I can't seem to get the Nexerelin running right after Faction selection, it usually crashes.

Spoiler
Code
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]
[close]

I could use some help.

So far, these are the files that I have already done.

[attachment deleted by admin]
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: sotanaht on March 28, 2015, 02:33:53 PM
I've been finding the game moves a little too fast early on with this mod.  One or more factions is often completely eliminated before I can really even get off the ground.  Last game it was the templars, which made for a fairly boring late game without them to challenge me.

I think it would help if there were a way to bring factions back from the dead.  They could either revolt on their home planets and take them back over from within, or else you could let the player join a dead faction and re-establish it that way.  That, and it should probably be a lot harder for non-players to take over the strongest bases by themselves.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Tartiflette on March 28, 2015, 04:38:47 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: EI on March 28, 2015, 07:44:43 PM
I can't seem to get the Nexerelin running right after Faction selection, it usually crashes.

Spoiler
Code
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]
[close]

I could use some help.

So far, these are the files that I have already done.

So no, Nexerelin for us? ;-;
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Protonus on March 28, 2015, 08:04:00 PM
Not quite. I'm still making changes to the data, I'll see what I can do.
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 28, 2015, 08:30:14 PM
It's crashing when it tries to set the population. I have no idea why it may be doing this (in fact, staring at the code tells me it shouldn't even be possible), 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.

EDIT: Also try running in debug mode
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Protonus on March 28, 2015, 08:43:54 PM
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.

We actually did. But all right, debugging.

Edit: Right, quick question. How do we actually set the game in debug?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on March 28, 2015, 08:52:01 PM
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?
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Protonus on March 28, 2015, 09:03:08 PM
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?

Code
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

Both seemed to be undeterminable despite that I have already filed in the Excel code and the factions within the Exelerin folder.

Edit: Both are also tested independently, and ended up crashing.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Histidine on March 29, 2015, 01:31:14 AM
Small quality-of-life update.

Nexerelin v0.3.4
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.4.zip)
Patch (0.3.3 -> 0.3.4) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.4_patch.zip)

Code
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

Code
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
should be OculusBerserk and PTech everywhere it occurs (although I expect that won't fix the crash)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: sotanaht on March 29, 2015, 03:08:19 AM
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.

Allowing the player to resurrect a faction (join dead faction, capture planet(s), leave faction) should be a very easy to implement workaround for those of us who just want to play in a randomized persistent world rather than doing everything for the sole purpose of "winning" by conquering the galaxy.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Tartiflette on March 29, 2015, 04:21:53 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Histidine on March 29, 2015, 05:11:49 AM
In the original Exerelin factions could (re)spawn with a large invasion fleet flying in from outer space to capture an existing station. I'm planning to implement something similar at some point.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Protonus on March 29, 2015, 05:49:37 AM
Tried to implement Red mod alone, this time. Even the debug forbids me from having the population...

Code
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)

Or probably I'm doing the Nexerelin implementation wrong, which I could use some help putting it up.

I've uploaded the modified data. Apologies!

[attachment deleted by admin]
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Nizzo on March 29, 2015, 06:47:15 AM
At the beginning of the Battle of the crash, started after upgrading to 3.3
Code
[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:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
[close]
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: TheLochNessCheeseBurger on March 29, 2015, 08:12:52 AM
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
[close]
I think this might be the problem
Spoiler
(http://puu.sh/gU7xJ/eb614d1ed9.png)
[close]
* Some new planet/star names
Seeing Galaxy Angels in the new planet names made my day  :D
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Lopunny Zen on March 29, 2015, 09:20:35 PM
I gave it 4 gb of ram out of 16 :|
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Nanao-kun on March 29, 2015, 09:32:55 PM
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
[close]
I think this might be the problem
Spoiler
(http://puu.sh/gU7xJ/eb614d1ed9.png)
[close]
* Some new planet/star names
Seeing Galaxy Angels in the new planet names made my day  :D
I see some Final Fantasy in there too!
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Histidine on March 30, 2015, 05:11:52 AM
At the beginning of the Battle of the crash, started after upgrading to 3.3
Code
[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:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
[close]
Looks 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?

If I'm guessing what the issue is right, avoiding that fleet until it despawns could work around the issue. If not, you may have to use Save Transfer. Sorry!
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Lopunny Zen on March 31, 2015, 10:07:57 PM
6 GB of memory and things load like Lightning...sadly...i still get this...cant load games

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)
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Nanao-kun on March 31, 2015, 10:13:02 PM
6 GB of memory and things load like Lightning...sadly...i still get this...cant load games

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)
I've heard some stuff about deleting saves from older versions of the game and such to prevent a crash. Perhaps that? Might be wrong.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Zudgemud on April 02, 2015, 10:07:56 AM
I have my P9 (http://fractalsoftworks.com/forum/index.php?topic=7430.0) faction up and running again and would like to make it compatible with Nexerelin, it was previously compatible with Exerelin but I have since renamed the faction "pn_colony" instead of "pn", and I assume this will mess with the compatibility. Guns and variants should still have the same IDs as before.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: RoboticManiac on April 02, 2015, 06:36:37 PM
Are there any special tricks that are needed for Starsector +?

Running the two together leads to a CTD without any error message after the initial load up.
Title: Re: [0.65.2a] Nexerelin v0.3.4 (small update 2015-03-29)
Post by: Nanao-kun on April 02, 2015, 06:59:49 PM
Are there any special tricks that are needed for Starsector +?

Running the two together leads to a CTD without any error message after the initial load up.
Have you checked the starsector.log?
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Histidine on April 03, 2015, 09:21:38 PM
Just pushing this out for P9. As usual, please report any bugs or odd behaviour you see!

Nexerelin v0.3.5
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.5.zip)
Patch (0.3.4 -> 0.3.5) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.5_patch.zip)

Code
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
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: chicken_mcpie on April 04, 2015, 03:02:41 PM
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:

Code
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
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: Histidine on April 04, 2015, 06:11:01 PM
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:

Code
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

Try this:
Delete your Nexerelin folder and reinstall.

(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
Title: Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
Post by: chicken_mcpie on April 04, 2015, 06:17:01 PM
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:

Code
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

Try this:
Delete your Nexerelin folder and reinstall.

(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)

*GASP*
It worked! Thank you!
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tonny on April 05, 2015, 07:04:33 AM
just started a new game with all mods updated

lovely to finally have your own faction. Love the possibility to board multiple ships. And, as mentioned by others....so funny to be taxed by your own player faction  ;D

a huge 'thank you' to ALL modders
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Shuka on April 05, 2015, 07:36:53 AM
Sorry if it has been answered, how do I name my faction?
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Histidine on April 06, 2015, 06:11:44 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Nanao-kun on April 08, 2015, 11:25:40 AM
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.
Is it possible to add ships from mods to the fleet composition?
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tartiflette on April 08, 2015, 11:53:13 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Nanao-kun on April 08, 2015, 12:52:20 PM
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)
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tartiflette on April 08, 2015, 02:18:50 PM
Yes that's it, though be warned: you will never be able to run Nexerelin without Scy then.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Shuka on April 08, 2015, 02:23:38 PM
Thank you histidine, thats pretty cool that we can customize it like that.

In my most recent start the mayorate got wiped out by the AI factions right off the bat, and by the time I was level 16 almost all the factions had become peaceful to one another with the exception of the pirates and junk pirates, which I thought was pretty funny.

Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: SometimesMaybe on April 08, 2015, 05:18:50 PM
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.  :'(
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tonny on April 10, 2015, 09:47:00 AM
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.

'capital' idea +1
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tommy on April 10, 2015, 12:09:15 PM
Quote
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.

I can't remember exactly either, but indifferent to this, awesome idea. +5 (because +1 is so 1994)
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: sotanaht on April 10, 2015, 09:29:47 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tonny on April 11, 2015, 02:53:46 AM
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.

about becoming bigger read http://fractalsoftworks.com/forum/index.php?topic=9278.0
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: HELMUT on April 11, 2015, 03:09:30 AM
I can't remember exactly either, but indifferent to this, awesome idea. +5 (because +1 is so 1994)

+6 then i guess? Massive invasion fleets scourging the sector would add some spice when one faction pretty much conquered everything. It's also a good excuse to see things like the Valkyrian royal armada or the Cathedral fleet with their giant bosses ships.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Tartiflette on April 11, 2015, 05:10:00 AM
I for one never liked faction re-spawning, kinda defeat the purpose of having an actual end-game. As long as it is optional I have nothing against though.
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: Megas on April 11, 2015, 10:03:18 AM
Faction respawning in Exerelin was cute but mostly useless if you owned much.  What happened was one faction respawned, took over one of my stations, and the other three bases I owned in the system utterly crushed the respawned faction and reclaimed the base without any help from me.

What would be nice is after you win the game, you can push a button to respawn multiple enemy factions so you have something to fight with all of your amassed power.  In other words, manual faction respawn.
Title: Re: [0.65.2a] Nexerelin v0.3.6 (update 2015-04-12)
Post by: Histidine on April 12, 2015, 01:23:46 AM
Nexerelin v0.3.6
New features include the return of faction respawns, the Prism Freeport (as seen in SCY), and dedicated headquarters planets for each faction. Also the Templars should (hopefully) finally stop getting their posteriors kicked in the early game; if not, I'll have to resort to even harsher measures.

As always, please report bugs!

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6.zip)
Patch (0.3.5 -> 0.3.6) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.3.6 (update 2015-04-12)
Post by: JohnDoe on April 12, 2015, 01:31:35 AM
Thank you, I've been waiting for faction respawn for a while :)

(Also you can update the feature list in OP now)
Title: Re: [0.65.2a] Nexerelin v0.3.6 (update 2015-04-12)
Post by: Tonny on April 12, 2015, 10:36:22 AM
a huge THANK YOU for your dedication, Sir!
Title: Re: [0.65.2a] Nexerelin v0.3.6 (update 2015-04-12)
Post by: Histidine on April 12, 2015, 11:47:52 PM
Ugh, guess who didn't read their code carefully again?

Don't use the agent destabilization or reserve sabotage options for the next 6 or so hours (it's pretty much a guaranteed failure unless you want to spam them); I need to get a hotfix out.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Histidine on April 13, 2015, 05:36:02 AM
Nexerelin v0.3.6b
(you can install the patch over 0.3.6 too)

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6b.zip)
Patch (0.3.5 -> 0.3.6b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.3.6b
* Fix several security alert bugs
* Fix a couple of small typos in the Prism Freeport flavor text
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Tonny on April 15, 2015, 11:28:16 PM
i sadly just had an error. Invaded a planet occupied by Imperium, chased afterwards their fleets orbiting that planet. I then wanted to access the market: i had all available options, had chosen for trade, then the game slowed down for several seconds, and BAM.

3968336 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalStateException
java.lang.IllegalStateException
   at java.util.ArrayList$Itr.remove(Unknown Source)
   at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.????00(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
   at com.fs.starfarer.campaign.CampaignUIPersistentData.?O000(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.?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)

have your mod running, along with SS+ and others

Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: cpmartins on April 17, 2015, 08:51:18 AM
Just stopping by to say I'm loving this. Having a blast with Nexerelin and SS+. Thanks for all the work dude, you rock!
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Midnight Kitsune on April 17, 2015, 03:50:13 PM
Just started playing this a few days ago and I have a slight beef with the player faction... They behave like most other factions, especially when it comes to rep. Hell, I'm at Inhospitable right now because the Sindrians started a smuggling investigation into me and the station was captured by my "faction" before it finished. When it did, I got -130 rep with my own guys! WTF
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Megas on April 17, 2015, 04:27:21 PM
That happens with any faction.  During a game where I played as the Templars, I smuggled stuff at a hostile base, then took it over, then got investigated and lost rep when found guilty as charged.  (Got so mad I loaded the game in dev mode, and undid the rep damage.)

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.

Yes, player faction being yet another standard lawful faction, including t(r)olling their "chief", is lame.  Yes, my own faction still tolls me in 0.3.6b.

Speaking of tolls, it is liberating to just kill the toll trolls of other factions.  "Tolls? You will be mad at me anyway once I start invading your bases, so might as well get the party started."  Vengeful reactions is an inconvenience easily remedied by prisoners/agents or the periodic ceasefire events, provided I do not conquer their bases first.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Tartiflette on April 17, 2015, 04:58:19 PM
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.
In short: it may be possible to prevent it, but each issues of this kind has to be dealt with on a case by case basis.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: muttiman on April 19, 2015, 03:44:52 PM
hi!
there might be something wrong with the "request a fleet" button. it somehow cost only 2500 each.
please see (if you like)
pics:
Spoiler
(http://i.imgur.com/aQZgqHX.jpg)
[close]
Spoiler
(http://i.imgur.com/QLRNQmO.jpg)
[close]
Spoiler
(http://i.imgur.com/Oon7TEB.png)
[close]

and log snippet:
Spoiler
Quote
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
[close]

PS: much love to all the coders out there
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Histidine on April 19, 2015, 09:30:52 PM
Currently invasion fleets only bill you for the marines (by default 250 credits each); the ships are provided gratis. I guess you've found a way to exploit it, even if it's not very useful (you could easily capture such a weak market yourself, and the fleets won't go and attack a different market afterwards). But yeah, it's silly, so I'll change it.

I was also considering a way to request a "strike" fleet that doesn't actually do any invading but instead hangs around the planet killing patrols and trade fleets. Maybe I'll combine the two.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Tommy on April 21, 2015, 02:34:35 PM
Bug I encountered today. No clue if this is SS+ or Nexerelin.

Spoiler
(http://i.imgur.com/Ce3KR0J.jpg)
[close]
Title: Re: [0.65.2a] Nexerelin v0.3.5 (polish+compatibility update 2015-04-04)
Post by: cpmartins on April 22, 2015, 03:22:47 PM
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.  :'(

I'm having the exact opposite problem. In my game the templars now control over 40 markets and are unstoppable.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Blaze on April 23, 2015, 03:12:02 PM
Save edit and change the line entry on "exerelin_playerFactionId" to "templars", then conquer a planet.

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.

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.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Nanao-kun on April 23, 2015, 06:19:25 PM
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.

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.
That would certainly make for an interesting story.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: sotanaht on April 27, 2015, 06:44:38 AM
Just had the templars take control of the Prism Freeport.  Considering there is no "invade" function available, I'm guessing that that is NOT supposed to happen. 
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: ValkyriaL on April 27, 2015, 06:50:24 AM
You can indeed invade both planets and stations, i just won my Nexerelin playthrough by beaing a sneaky bugger and capping everything. ::)
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: sotanaht on April 27, 2015, 07:20:38 AM
You can indeed invade both planets and stations, i just won my Nexerelin playthrough by beaing a sneaky bugger and capping everything. ::)

Prism Freeport is a special new feature in one of the recent Nexerelin releases.  It's a port in the middle of subspace controlled by independant which sells high end ships and weapons from all factions at a HUGE markup (200% tax).

It's NOT a normal port, it's closer to the Omnifactory.  The special function to invade it is completely missing.  It might work as a normal station, but currently only NPCs are able to attempt capture.

SO... either give the player the option to attempt to capture it, or fix it so that NPC fleets can't.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: Histidine on April 27, 2015, 08:34:42 PM
Oh, whoops. Thanks for reporting.

You can give it to yourself or an ally with the SetClosestMarketOwner command for now (it'll throw an error if you try to give it back to independents though).
Next version with the fix (and not-exploitable fleet requests, and hopefully making Templars not a steamroll machine) should be out soon-ish.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: ValkyriaL on April 28, 2015, 12:01:50 AM
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. :-\
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: sotanaht on April 28, 2015, 12:46:50 AM
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. :-\

Have you played the latest release?  He gave them something like a flat 25% calculation bonus, so now templar fleets wreck everything. It's OK though, I don't mind having my galaxy slowly taken over by templars.  It gives me a time challenge that I have to build up a templar-crushing fleet before I run out of friendly planets to trade with, and taking back the galaxy from templars is much more fun then, say, luddites.  If I decide it's too much I'll probably just disable templars, maybe re-enable them further down the line with the "respawn factions" option on.

As far as request-a-fleet, it doesn't actually seem that overpowered.  Trying to request one to help me with a 6 pop ends up costing over 100k, and then they just get eaten by the first templar fleet they come across anyway.  Buying enough fleets to actually take it would be closer to 2m, which I think is fairly reasonable.  If you give the requested fleets some other useful functions besides trying to help conquer the most ludicrously overpowered planets, it might make sense to increase their cost.
Title: Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
Post by: sotanaht on April 28, 2015, 10:24:47 AM
Player faction not doing customs inspections doesn't seem to be working for me, since I just got a whopping 100k+ fee from a "Player Patrol".  I belong to the player faction atm.
Title: Re: [0.65.2a] Nexerelin v0.3.7b (QoL update 2015-04-29)
Post by: Histidine on April 29, 2015, 06:20:50 AM
Accumulated fixes. Some gameplay changes to note:

Possible bug: loading may or may not work if there's an ongoing investigation into the player, I haven't had the opportunity to test.

Nexerelin v0.3.7b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7b.zip)
Patch (0.3.6b -> 0.3.7b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
* 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
Title: Re: [0.65.2a] Nexerelin v0.3.7b (QoL update 2015-04-29)
Post by: NoPantsMcDance on May 01, 2015, 01:45:49 AM
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.

Code
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)
Title: Re: [0.65.2a] Nexerelin v0.3.7b (QoL update 2015-04-29)
Post by: Zudgemud on May 01, 2015, 05:38:46 AM
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.

Code
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)

If you are unlucky it might be your character name, apparently Nexerelin or starsector have previously be known to dislike some non standard characters. So if you happen to be named "~*mÖrDeRfAzE*~" or similar you might be *** out of luck as dialogue or prompts including your name might crash the name. :/
Title: Re: [0.65.2a] Nexerelin v0.3.7c (hotfix 2015-05-01)
Post by: Histidine on May 01, 2015, 06:05:53 AM
Gah.

Nexerelin v0.3.7c

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7c.zip)
Patch (0.3.6b -> 0.3.7c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7c_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.3.7c
* Fix crash at start of comm sniffer investigation
Title: Re: [0.65.2a] Nexerelin v0.3.7c (hotfix 2015-05-01)
Post by: Histidine on May 07, 2015, 07:59:49 AM
Okay, does anyone else think I overnerfed Templars? They got knocked out of my recent game (with about 8 other mod factions plus all the vanilla ones) and I didn't even notice.

I think I'll bump their bonuses up to 18.75% (binary search ahoy), and see if I can implement a proper victory screen in time for Everlazy's LP.
Title: Re: [0.65.2a] Nexerelin v0.3.7c (hotfix 2015-05-01)
Post by: Nanao-kun on May 07, 2015, 11:32:04 AM
I haven't been playing much (started to play Skyrim again) so I haven't really noticed.
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Histidine on May 09, 2015, 03:53:22 AM
Pushing this update out for Everlazy's LP.

Nexerelin v0.3.8

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8.zip)
Patch (0.3.7c -> 0.3.8) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Everlazy on May 09, 2015, 07:52:08 PM
Fantastic, thanks Histidine.  I'll get it updated and it will be active as of episode 13.
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Linnis on May 10, 2015, 05:04:55 AM
Best mod ever, my gameplay mostly consists of how fast (real time) I can eliminate everyone on default settings. Very fun.

Keep up the great work
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Noxxys on May 12, 2015, 01:58:57 AM
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").
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.
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Histidine on May 12, 2015, 04:57:46 AM
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").
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.
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.

There are also "Strike Fleets" ("Classis" for Imperium) that fly around shooting stuff up. They spawn at the same time as the invasion fleets and go to the same system, so if you see one an invasion fleet is usually somewhere behind it (unless it got killed or forced to retreat separately).

Invasion fleets are quite rare (possibly too much so); a new one spawns somewhere in the sector every 8 days on average. I think I'll revise this system somewhat in the next version.
Title: Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
Post by: Noxxys on May 12, 2015, 07:01:03 AM
Thanks a lot for the explanations, keep up the great work!
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 12, 2015, 08:01:25 AM
so I herd you like hotfixes

Nexerelin v0.3.8b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8b.zip)
Patch (0.3.7c -> 0.3.8b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.3.8b
* Fix qualityFactor floor not being applied in all instances

PS: Use the patch zip, it's provided for a reason!
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: ahrenjb on May 12, 2015, 10:44:28 AM
Just wanted to drop in and say that I've been playing with Nexerelin for the first time and it's absolutely phenomenal. Great work, keep it up. I'm not sure I can go back to playing vanilla.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Rap1d on May 16, 2015, 08:49:53 AM
Hello!

I can't seem to get this mod to work. I can run the base game just fine, and when I checkmark  just the lazylib mod I have no problem running the game, but when I try to run Nexerelin, I get this error:


http://imgur.com/6hsoQL3


These are the last lines of the log file:

Spoiler
26681 [Thread-10] ERROR com.fs.graphics.float  - Error loading [graphics/portraits/portrait24.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/portrait24.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.float.String(Unknown Source)
   at com.fs.graphics.float.?00000(Unknown Source)
   at com.fs.graphics.float$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
27711 [Thread-10] ERROR com.fs.graphics.float  - Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.float.String(Unknown Source)
   at com.fs.graphics.float.?00000(Unknown Source)
   at com.fs.graphics.float$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
27711 [Thread-10] ERROR com.fs.graphics.float  - Error loading [graphics/icons/markets/plundered.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/plundered.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.float.String(Unknown Source)
   at com.fs.graphics.float.?00000(Unknown Source)
   at com.fs.graphics.float$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
27928 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.null.o00000(Unknown Source)
   at com.fs.starfarer.loading.void.o00000(Unknown Source)
   at com.fs.super.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Just to make sure, here is the whole log file.

http://ge.tt/6wCLHTG2/v/0


I have seen some playthroughs of this mod on youtube and I love it, it looks phenomenal, I'd really appreciate it if someone can help me out. If it helps, I can't seem to get Starsector Plus running either, but I get a different error. I am running an up to date genuine windows 7 on like a 5 year old sony notebook.


EDIT: I noticed that the error showed a Java icon in the windows taskbar at the bottom, I tried updating my java runtime but it didn't help.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 16, 2015, 09:36:48 AM
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/).
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: cpmartins on May 17, 2015, 05:07:31 PM
First things first. I love this mod. It really is a new experience after finishing vanilla ,and even adds a lot to the excellent SS+, so thank you.
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.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Ahne on May 17, 2015, 05:21:35 PM
Heyo, i'm playing the latest version for a while now and i would like to see a slight change to the invasion fleet spawn rates (it's so often *sad face*) and the political system. 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. 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.

just my 2 cents, i love that mod combined with SS+.

Superior work!
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 18, 2015, 04:52:03 AM
I hadn't said it earlier, so I'll do it now: thanks for the positive feedback, everyone!

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.

Quote
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).
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Rap1d on May 18, 2015, 06:44:51 AM
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/).


It worked! THANKS A TON!
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: SCC on May 20, 2015, 09:49:47 AM
Praise Zaphide (for creating Exerelin) and Histidine (for making Nexerelin) for making me care so much about my faction that I am willing to sacrifice my fleet to protect planets! :D Awsum work guyz.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Ahne on May 20, 2015, 10:37:11 AM
I'm excited what exactly will change in the next version!   :D
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 23, 2015, 05:17:55 PM
I keep getting this error >:(

Fatal: Error compiling [data.scripts.ExerelinModPlugin]
Cause: data.scripts.ExerelinModPlugin
Check starsector.log for more info

Also, can someone tell me where are the error logs at because I have still no idea after a year -_- never really asked someone yet
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 23, 2015, 05:20:57 PM
nevermind I am am so stupid I found the log lol :P

I still get the crashing thought...
here is the log

Spoiler
20087 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/templars/ships/tem_martyr.png] as texture with id [graphics/templars/ships/tem_martyr.png]
20088 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 609.87 MB of texture data so far
20088 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/templars/ships/tem_martyr.png (using cast)
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/tempest.png] as texture with id [graphics/ships/tempest.png]
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 609.91 MB of texture data so far
20089 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/tempest.png (using cast)
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/HD/ships/hii_vihr.png] as texture with id [graphics/HD/ships/hii_vihr.png]
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 610.58 MB of texture data so far
20092 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/ships/hii_vihr.png (using cast)
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/neut/ships/neutrino_drohne.png] as texture with id [graphics/neut/ships/neutrino_drohne.png]
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 610.60 MB of texture data so far
20092 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_drohne.png (using cast)
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/neut/ships/neutrino_guardian.png] as texture with id [graphics/neut/ships/neutrino_guardian.png]
20093 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 610.76 MB of texture data so far
20093 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_guardian.png (using cast)
20093 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/neut/ships/neutrino_schwarm2.png] as texture with id [graphics/neut/ships/neutrino_schwarm2.png]
20094 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 610.76 MB of texture data so far
20094 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_schwarm2.png (using cast)
20094 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Valk_Eclair.png] as texture with id [graphics/ships/Valk_Eclair.png]
20096 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 611.10 MB of texture data so far
20096 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/Valk_Eclair.png (using cast)
20096 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/imperium/ships/interrex/ii_interrex_dd.png] as texture with id [graphics/imperium/ships/interrex/ii_interrex_dd.png]
20097 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 611.26 MB of texture data so far
20097 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/imperium/ships/interrex/ii_interrex_dd.png (using cast)
20097 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/gonodactylus.png] as texture with id [graphics/BR/ships/gonodactylus.png]
20098 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 611.60 MB of texture data so far
20099 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/gonodactylus.png (using cast)
20099 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/karkinos.png] as texture with id [graphics/BR/ships/karkinos.png]
20104 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 612.93 MB of texture data so far
20104 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/karkinos.png (using cast)
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Valk_inquisitor.png] as texture with id [graphics/ships/Valk_inquisitor.png]
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 613.09 MB of texture data so far
20105 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/Valk_inquisitor.png (using cast)
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/imperium/ships/boss/ii_boss_praetorian.png] as texture with id [graphics/imperium/ships/boss/ii_boss_praetorian.png]
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 613.26 MB of texture data so far
20106 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/imperium/ships/boss/ii_boss_praetorian.png (using cast)
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/construction_rig.png] as texture with id [graphics/ships/construction_rig.png]
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Valk_Elysium.png] as texture with id [graphics/ships/Valk_Elysium.png]
20108 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 613.92 MB of texture data so far
20108 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/Valk_Elysium.png (using cast)
20109 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/HD/ships/hii_sajuukkhar.png] as texture with id [graphics/HD/ships/hii_sajuukkhar.png]
20116 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 616.58 MB of texture data so far
20116 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/ships/hii_sajuukkhar.png (using cast)
20117 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/HD/ships/hii_saari.png] as texture with id [graphics/HD/ships/hii_saari.png]
20119 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 617.25 MB of texture data so far
20119 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/ships/hii_saari.png (using cast)
20119 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/defenders/ships/MultiSeige.png] as texture with id [graphics/defenders/ships/MultiSeige.png]
20121 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 617.58 MB of texture data so far
20121 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/defenders/ships/MultiSeige.png (using cast)
20121 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/neut/ships/neutrino_bansheenorn.png] as texture with id [graphics/neut/ships/neutrino_bansheenorn.png]
20124 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 618.91 MB of texture data so far
20125 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_bansheenorn.png (using cast)
20125 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/buffalo/buffalo_base.png] as texture with id [graphics/ships/buffalo/buffalo_base.png]
20126 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 619.08 MB of texture data so far
20126 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/buffalo/buffalo_base.png (using cast)
20126 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/pack/ships/pack_komondor_canebianco.png] as texture with id [graphics/pack/ships/pack_komondor_canebianco.png]
20127 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 619.24 MB of texture data so far
20127 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/pack/ships/pack_komondor_canebianco.png (using cast)
20127 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/pack/ships/pack_komondor.png] as texture with id [graphics/pack/ships/pack_komondor.png]
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 619.41 MB of texture data so far
20128 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/pack/ships/pack_komondor.png (using cast)
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/ox.png] as texture with id [graphics/ships/ox.png]
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 619.45 MB of texture data so far
20128 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/ox.png (using cast)
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/brawler.png] as texture with id [graphics/ships/brawler.png]
20129 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 619.49 MB of texture data so far
20129 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/brawler.png (using cast)
20129 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/imperium/ships/ii_caesar_dr.png] as texture with id [graphics/imperium/ships/ii_caesar_dr.png]
20132 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 620.16 MB of texture data so far
20132 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/imperium/ships/ii_caesar_dr.png (using cast)
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/BR/ships/shredderdrone.png] as texture with id [graphics/BR/ships/shredderdrone.png]
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 620.16 MB of texture data so far
20133 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/BR/ships/shredderdrone.png (using cast)
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_octopus.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_octopus.png]
20135 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 620.49 MB of texture data so far
20135 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_octopus.png (using cast)
20136 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
20139 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 621.82 MB of texture data so far
20140 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
20140 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Valk_Valkyrie_B.png] as texture with id [graphics/ships/Valk_Valkyrie_B.png]
20141 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 622.16 MB of texture data so far
20142 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/Valk_Valkyrie_B.png (using cast)
20142 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/tarsus/tarsus_base.png] as texture with id [graphics/ships/tarsus/tarsus_base.png]
20143 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 622.32 MB of texture data so far
20143 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/tarsus/tarsus_base.png (using cast)
20143 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Valk_Nirvana_I.png] as texture with id [graphics/ships/Valk_Nirvana_I.png]
20146 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 622.99 MB of texture data so far
20146 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/Valk_Nirvana_I.png (using cast)
20147 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/enforcer/enforcer_base.png] as texture with id [graphics/ships/enforcer/enforcer_base.png]
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 623.32 MB of texture data so far
20148 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/enforcer/enforcer_base.png (using cast)
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/shuttle.png] as texture with id [graphics/ships/shuttle.png]
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 623.33 MB of texture data so far
20149 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/shuttle.png (using cast)
20149 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/hound/hound_luddic_church.png] as texture with id [graphics/ships/hound/hound_luddic_church.png]
20149 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 623.37 MB of texture data so far
20149 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/hound/hound_luddic_church.png (using cast)
20150 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/defenders/ships/MeatShip_Internal.png] as texture with id [graphics/defenders/ships/MeatShip_Internal.png]
20163 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 628.69 MB of texture data so far
20164 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/defenders/ships/MeatShip_Internal.png (using cast)
20164 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/imperium/ships/ii_centurion_dd.png] as texture with id [graphics/imperium/ships/ii_centurion_dd.png]
20165 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 629.02 MB of texture data so far
20166 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/imperium/ships/ii_centurion_dd.png (using cast)
20166 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/HD/ships/hii_fiirkan.png] as texture with id [graphics/HD/ships/hii_fiirkan.png]
20166 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 629.04 MB of texture data so far
20166 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/HD/ships/hii_fiirkan.png (using cast)
20167 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/neut/ships/neutrino_april1.png] as texture with id [graphics/neut/ships/neutrino_april1.png]
20171 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 630.37 MB of texture data so far
20172 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_april1.png (using cast)
20172 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/xyphos.png] as texture with id [graphics/ships/xyphos.png]
20172 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 630.39 MB of texture data so far
20172 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/xyphos.png (using cast)
20796 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
   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.ExerelinModPlugin
   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
[close]
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 23, 2015, 07:14:00 PM
Have you tried a clean install of Nexerelin (delete the existing folder)?
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 06:22:45 AM
I did it around 4 times, reinstalled the game 4 times as well, checked every file in starsector core ehich could have bine the problem but they were all compressed files so I can't change anything... I don't know why it does this! Could you give me a copy of your game which works to see what are the different files and possibly find the problem?
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 06:23:09 AM
also I have java 64-bit
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 06:24:55 AM
Also all the mods I have installed are all compatible and installed them clean at least two times. they all work fine but as soon as I load exerelin it gives me this error
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 24, 2015, 06:44:12 AM
Hmm. In the next all the mod scripts will come compiled in the .jar (currently a few are still compiled at runtime, including the mod plugin), which should (hypothetically) fix this unusual bug. In the meantime:

- Have you tried redownloading Nexerelin (as opposed to extracting from the same possibly broken download)?
- What version of Java are you using?
- Are you on the RC2 release of Starsector?
(none of this will probably make a difference, but just checking to be sure)
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 07:36:00 AM
I did all of it, I even went in the source code to try to change so things and make the game load Nexerelin load differently and it almost worked but I am not the one who wrote all of it so I would need to look at everything. I think what crashes it is the fact that it tries to load something at the wrong place from this file

C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin\mod_info

{
    "id":"nexerelin", # internal id
    "name":"Nexerelin", # displayed to the player
    "author":"Zaphide, forked by Histidine",
    "version":"0.3.8b",
    "description":"Choose your banner and fight for supremacy of sector (n)Exerelin!",
    "gameVersion":"0.65.2a-RC2",
    "totalConversion":"false",
    "jars":["jars/ExerelinCore.jar", "jars/Omnifactory.jar"],
    "modPlugin":"data.scripts.ExerelinModPlugin",
    "replace":
    [
   "data/config/settings.json",
   "data/campaign/econ/economy.json",
   "data/campaign/starmap.json",

        "data/world/factions/abandoned.faction",
        "data/world/factions/rebel.faction",
    ],
}

There is no place data.scripts.ExerelinModPlugin which I could find
 
I am most likely wrong and I guess you will find a way to fix this :)

also I am using java jre1.8.0_40 from here: http://java.com/en/download/manual.jsp.

http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 24, 2015, 07:39:27 AM
I clearly see a data/scripts/ExerelinModPlugin.java in my Nexerelin folder.

I don't know why you don't have one, but try putting it in: download (https://www.dropbox.com/s/1383j09sxpwh84l/ExerelinModPlugin.java?dl=0)
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:10:55 PM
So I create a script folder in the data one and put the file in the scripts folder? If thats what I was supposed to do it still won't load.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:12:23 PM
hold-on, just remembered I need to make a plugins folder inside the scripts folder... lets hope it works :/
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:14:05 PM
nope... still won't work. gives me the same error. It tells me to check the log but for some reason it doesn't create one! It might be the download which is broken
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:17:10 PM
okay... I found the problem, it was the download! in the Nexerelin folder I only had 3 folders and 2 files: data, jars, sound, mod_info, nexerelin

I guess it was broken the night I was downloading it :) anyway, I will still stay because it might still be broken
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:20:53 PM
I don't understand! It gives me the same error but I clearly have all the files... -__- 

day 3: discouragment starts to appear... I think I might snap soon or later...
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Mealstrom on May 24, 2015, 02:33:21 PM
fixed it :D It works, thanks for the help :)
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Nanao-kun on May 24, 2015, 06:11:30 PM
Sounds like you just downloaded the Patch, instead of the full mod.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Anontikon on May 28, 2015, 11:33:49 PM
I have 2 problems when using this mod:

Omnifactory and Prism Freeport are nowhere to be found.

And my game crashes when I try to load a file up :(
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on May 28, 2015, 11:42:57 PM
Omnifactory and Prism Freeport need to be enabled in the start settings in the new game dialog.

What does starsector.log say when your game crashes on load? Bear in mind that new versions of Nexerelin or other mods can break saves, although this is rare.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: samsaq on June 01, 2015, 06:04:07 PM
I can't start the game with the Nexrelin + all recommended mods. I'm using every mod that is confirmed to be compatible with the game, have increased memory allowance to 6g(and 2g at start)(I have 16g of RAM so...) but when I start the game it tells me that i'm missing JSONOBJECT["logo'] (to extend memory I replaced the jre file with the jre1.8.40 that I have in computer, renamed it to jre, and edited the vprams folder) Any idea as to why this is happening, and how I can fix it?(and when I start with the galactica complete mod(with other music affecting mods disabled, as far as I know) it just says that Fatal Index: 0 and Size: 0)
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: MesoTroniK on June 01, 2015, 07:29:12 PM
That error message means you are attempting to use a mod faction that is not up to date.

And for Galactica Complete, that is also extremely out of date.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: samsaq on June 01, 2015, 08:12:18 PM
Thx for the response, this has fixed the problem. To prevent this from happening to others, can Histidine please put outdated markers next to the three outdated race mods.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Tartiflette on June 01, 2015, 11:03:27 PM
Well he did made a list of the compatible ones in his OP.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Histidine on June 02, 2015, 04:43:24 AM
Which faction mods didn't work exactly? I think I listed all the ones in the mod index (except Flu-X, but that one doesn't even have campaign integration so I ended up not caring).
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: saqib126 on June 02, 2015, 07:47:48 PM
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?
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Nanao-kun on June 02, 2015, 07:57:11 PM
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.

EDIT: I read your post wrong. Haven't actually used them together, so I don't really know.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: saqib126 on June 02, 2015, 08:09:11 PM
still, how do i edit the tariff on the omnifactory in nexrelin?
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: Nanao-kun on June 02, 2015, 08:13:18 PM
still, how do i edit the tariff on the omnifactory in nexrelin?
mods\Nexerelin\data\config\omnifactory\omnifac_settings.json

Is where you can change it.
Title: Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
Post by: saqib126 on June 02, 2015, 08:33:07 PM
I did a little bit of testing and it seems that editing the file you suggested worked,but it also edited the tariff of the other omnifactory, so it seems that the nexrelin ommnifactory is a overruling the normal settings folder in some way, Either way, so far it seems to work,thanks!! :)
Title: Re: [0.65.2a] Nexerelin v0.4 "Diplomatic Immunity" (update 2015-06-06)
Post by: Histidine on June 06, 2015, 12:16:22 AM
Wooooo new update!

Nexerelin v0.4 "Diplomatic Immunity"

"It's just been revoked."

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0.zip)
(no patch available at this time)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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

Note: Will likely have a lot of bugs given the number of new features added, please report any you see!

Corvus Mode
Spoiler
(http://i.imgur.com/AUOdmps.jpg)

Corvus Mode is a new experimental game mode that uses the normal star map (vanilla + mods) instead of the randomly generated ones. To enable/disable, see mod_info.json and data/config/exerelin_config.json. Unfortunately no mods (except SS+) support it yet; you'll probably want to wait for them to update.

For modders: You need to change your Exerelin compatibility check to support Corvus mode.

Quote
Your sector generation code should have something like this:

Code: java
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();
        }
    }
Be 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.
[close]
Title: Re: [0.65.2a] Nexerelin v0.4 "Diplomatic Immunity" (update 2015-06-06)
Post by: spartan117pr on June 06, 2015, 02:16:55 PM
Thanks for the work Histidane, if I read that right is it harder to gain favorable reputation now? Or is that something that SS+ would control?
Title: Re: [0.65.2a] Nexerelin v0.4 "Diplomatic Immunity" (update 2015-06-06)
Post by: Nemerid on June 06, 2015, 03:19:00 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.4 "Diplomatic Immunity" (update 2015-06-06)
Post by: spartan117pr on June 06, 2015, 05:08:06 PM
Hey histidane just got this crash when trying to start a new game using 0.4  :'(

784081 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Texture [twin_cities.png] from category [illustrations] not found
java.lang.RuntimeException: Texture [twin_cities.png] from category [illustrations] not found
   at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
   at exerelin.world.ExerelinSectorGen.pickEntityInteractionImage(ExerelinSectorGen.java:343)
   at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:975)
   at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:798)
   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)
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Histidine on June 06, 2015, 08:05:38 PM
Oh, whoops.

Nexerelin v0.4.0b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0b.zip)
Patch (0.4.0 -> 0.4.0b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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)
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: spartan117pr on June 06, 2015, 08:53:55 PM
Thanks histidane, new game working now :-*
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Histidine on June 09, 2015, 08:12:26 AM
Note: there is currently a serious bug where the game forgets your faction after you close and reopen Starsector. Sorry, I'll get a fix out tomorrow, or you can use this .jar here (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) (place in Nexerelin/jars).
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Surge on June 09, 2015, 09:44:25 PM
jesus christ, is literally doubling system resource usage supposed to be a feature on this mod? I mean with just SS+ starsector can use up a fair chunk of my RAM but with nexerlin even the main menu eats up so much that the computer doesn't have enough for anything else, and then demands more.

I got 6 FPS and my whole system was running so slow it took 2 minutes to go into task manager (not bring it up, just mouse over to the window) and shut down starsector, after I got it minimized.
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Flare on June 09, 2015, 09:50:55 PM
Did you increase memory allocation? (http://fractalsoftworks.com/forum/index.php?topic=8726)
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Histidine on June 09, 2015, 09:56:51 PM
Pure Nexerelin should have little or no more memory footprint than vanilla (likely less if you don't use Corvus mode), although I'd need to check to be sure. A weird memory leak somewhere isn't out of the question, but...

What other mods are you using?
Title: Re: [0.65.2a] Nexerelin v0.4.0b "Diplomatic Immunity" (hotfix 2015-06-07)
Post by: Surge on June 09, 2015, 10:03:08 PM
Well uhhhh nevermind, a simple reboot of the game seems to have cleared the issue up.
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Histidine on June 10, 2015, 06:52:57 AM
Hopefully this will be the last fix release in a long, long time.

Nexerelin v0.4.0c

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0c.zip)
Patch (0.4.0 -> 0.4.0c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0c_patch.zip) (mirror (https://www.dropbox.com/s/fqnij9gocypqnyz/Nexerelin_0.4.0c_patch.zip?dl=0))

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: neptix on June 12, 2015, 12:06:58 AM
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?

neptix
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Histidine on June 12, 2015, 04:40:37 AM
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.
In addition to this, most actions raise the market's alert level, which is a % reduction to the action success chance. So each agent/saboteur is less likely to succeed than the last. (the raise/lower relation actions currently don't care about this)
Alert level goes down on its own after a while. You can see the current alert level with the "gather intel" option.

Next version I'll make it so the UI doesn't let you use agents/saboteurs at all if the alert level reaches 100%.

Code is here (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/CovertOpsManager.java), if you're interested.
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: neptix on June 12, 2015, 03:42:16 PM
Sweet, thanks.  So now I make regular trips to seed my agents.

neptix
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Battle Bee on June 13, 2015, 05:03:13 PM
It seems like Nexerelin crashes my game everytime I try to create a new campaign game, with this error:

(http://i.imgur.com/FFdYh8Z.png)

Here is the log file:

https://www.dropbox.com/s/luplusnqbm4xvba/starsector.log?dl=0

And here is my mods list:

(http://i.imgur.com/jH6g1zU.png)
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Histidine on June 13, 2015, 07:07:53 PM
Sorry, I cant say for sure what's causing the issue.
- Have you tried doing a clean install of Nexerelin 0.4.0c? If I'm reading the logs right, you're still on 0.3.8b.
- Have you tried reinstalling Starsector?
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Battle Bee on June 14, 2015, 05:44:36 AM
After I posted that, I downloaded 4.0c. It's still giving me the same error.
And no, I haven't tried a reinstall yet.
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Dark.Revenant on June 14, 2015, 12:18:24 PM
There really ought to be a built in crc or something.

Your game is corrupted man.
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Nicke535 on June 22, 2015, 10:14:00 AM
Histidine, im having some issues making my mod Corvus-compatible. IDEA refuses to accept "Method" in your provided script.
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Deathfly on June 22, 2015, 11:29:59 PM
Histidine, im having some issues making my mod Corvus-compatible. IDEA refuses to accept "Method" in your provided script.

Try

import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;

Anyway, I got it done in Netbeans
Title: Re: [0.65.2a] Nexerelin v0.4.0c "Diplomatic Immunity" (fixes 2015-06-10)
Post by: Nicke535 on June 23, 2015, 01:45:21 AM
That did it. Thanks!
Title: Re: [0.65.2a] Nexerelin v0.4.1 "Return to Corvus" (update 2015-06-24)
Post by: Histidine on June 24, 2015, 12:13:45 AM
Nexerelin v0.4.1 "Return to Corvus"

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.1.zip)
Patch (0.4.0 -> 0.4.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.1_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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)"
Title: Re: [0.65.2a] Nexerelin v0.4.1 "Return to Corvus" (update 2015-06-24)
Post by: Ahne on June 26, 2015, 06:59:43 AM
hey Histidine,

please check your forum messages :)

greetings
Ahne
Title: Re: [0.65.2a] Nexerelin v0.4.2 "Sieg NGO" (update 2015-07-05)
Post by: Histidine on July 04, 2015, 10:51:06 PM
Nexerelin v0.4.2 "Sieg NGO"

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2.zip)
Patch (0.4.0 -> 0.4.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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)
Title: Re: [0.65.2a] Nexerelin v0.4.2 "Sieg NGO" (update 2015-07-05)
Post by: Ahne on July 05, 2015, 06:15:23 AM
Nice update! Great additions and expanded features!
Title: Re: [0.65.2a] Nexerelin v0.4.2 "Sieg NGO" (update 2015-07-05)
Post by: RandomnessInc on July 11, 2015, 11:08:37 PM
could you implement the firestorm federation, its updated now
Title: Re: [0.65.2a] Nexerelin v0.4.2 "Sieg NGO" (update 2015-07-05)
Post by: Tartiflette on July 12, 2015, 12:45:16 AM
"Implementation" only require 5 minutes from the mod author to copy and adapt a faction file. It really shouldn't be Histidine job as he already is doing much and it will take him longer since he doesn't know the faction on the tip of his fingers...
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Histidine on July 12, 2015, 03:55:27 AM
Nexerelin v0.4.2b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2b.zip)
Patch (0.4.2 -> 0.4.2b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Ahne on July 12, 2015, 05:18:18 AM
nice update! gj!
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Azmond on July 12, 2015, 07:53:44 AM
 This is makin m' day very happy, hehehe~!
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Takion Kasukedo on July 12, 2015, 06:09:53 PM
I tried to use Nexerelin and I got an error about a JSONArray.

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)

Is this a known bug?
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Protonus on July 12, 2015, 08:39:12 PM
I'm running the new patch so far, but the game got frozen whenever it generates a new game. With/without faction mods.

Also, I got the files ready for check-up. Right here (https://www.mediafire.com/?h9a4qzywddy7xil). ;D
Title: Re: [0.65.2a] Nexerelin v0.4.2b "Sieg NGO" (compat. update 2015-07-12)
Post by: Histidine on July 12, 2015, 09:49:43 PM
Thanks Protonus, I'll look them over later.

I tried to use Nexerelin and I got an error about a JSONArray.

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)
Just a few quick checks:

1) Are you using the RC2 release of Starsector 0.65.2?
2) Have you tried a clean reinstall of Nexerelin (use the full download, not the patch!) ?
3) What other mods are you using?

EDIT: Oops, found the cause of the new game hang. You can play Corvus mode for now; fix in a bit.
Title: Re: [0.65.2a] Nexerelin v0.4.2c "Sieg NGO" (hotfix 2015-07-12)
Post by: Histidine on July 13, 2015, 06:06:31 AM
Nexerelin v0.4.2c

(http://i.imgur.com/1WXHS1T.png)

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2c.zip)
Patch (0.4.2 -> 0.4.2c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2c_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.4.2c
* Fix hang on starting a non-Corvus game
Title: Re: [0.65.2a] Nexerelin v0.4.2c "Sieg NGO" (hotfix 2015-07-13)
Post by: Ahne on July 13, 2015, 06:33:38 AM
hehe, thx for the fast fix histidine!
Title: Re: [0.65.2a] Nexerelin v0.4.2c "Sieg NGO" (hotfix 2015-07-12)
Post by: Protonus on July 13, 2015, 07:26:59 AM
Spoiler
(http://i.imgur.com/1WXHS1T.png)
[close]

This Flight Simulator Nexerelin update pleases me.

Edit: Also, the new patch is working fine now. I see the Red & Blue are ready to enter the Exerelin world. :D

*Forcibly generates a guerrilla warfare towards the Knights Templar (http://fractalsoftworks.com/forum/index.php?topic=8095.0)*
Title: Re: [0.65.2a] Nexerelin v0.4.2c "Sieg NGO" (hotfix 2015-07-13)
Post by: Azmond on July 15, 2015, 09:23:11 AM
well aren't I dumb? :P
Note to see check fourms more often that relate to said mod, yay~!
I am very happy... now I have to produce a Capital ship an that... is going to be fun, fun fun, or... Monstrously difficult.
Title: Re: [0.65.2a] Nexerelin v0.4.2c "Sieg NGO" (hotfix 2015-07-13)
Post by: OOZ662 on July 24, 2015, 11:06:06 PM
It's slightly annoying that if you trade with a station that is then conquered you lose standing with the conqueror, but I assume that's just headbutting vanilla code.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Histidine on July 31, 2015, 10:05:38 PM
Now with mining!

As always, some bugs may have slipped through the cracks, so please report if you see any. In fact, the first person to report a bug gets the next version of Nexerelin absolutely free!

Nexerelin v0.5

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.zip)
(no patch available for this version)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Nanao-kun on July 31, 2015, 10:38:15 PM
Woah, nice. I haven't played for a little while, so definitely going to test this.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Protonus on July 31, 2015, 10:44:14 PM
Nice to see something as huge as this to come up. Great work.

Edit: Oh, okay. Nevermind.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: sirboomalot on July 31, 2015, 11:29:03 PM
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.

Check the changelog, you are indeed supported now.

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.

Spoiler
429425 [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.



Oh, and independant ships seem to spawn from junk-pirate planets despite the pirates being hostile to the independents, though I'm not sure if this is actually a bug or not.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Histidine on August 01, 2015, 01:54:53 AM
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.

Spoiler
429425 [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.
Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).
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)
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: sirboomalot on August 01, 2015, 02:11:40 AM
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.

Spoiler
429425 [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.
Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).
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)

I was using all compatible faction mods except for metelson; deleted nexerelin's folder before downloading, and... likely indeed using an outdated version of java though this brought me no problems with .4; I'll try updating java to see if it fixes things.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Histidine on August 01, 2015, 02:31:23 AM
This jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) may or may not fix it, if it does let me know and I'll release it as v0.5.0b.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Sleeeper on August 01, 2015, 06:22:14 AM
It didn't
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Nanao-kun on August 01, 2015, 11:07:51 AM
Code
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)
Got the same error. Most compatible factions mods as well as SS+, Console Commands, Common Radar, Save Transfer, Version Checker, and the essential Shaderlib, Twiglib, and Lazylib.

Gonna try the new jar.

EDIT: No good.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Histidine on August 01, 2015, 07:00:04 PM
Augh. I'll try it with the faction mods one by one three by three, and then other modifications, and see if anything turns up.

In the meantime, are there any other errors further up the log? (Ctrl+F for "error")

EDIT: Bah, can't trace it to any faction mod. Okay, try this jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) (same link as last one but the file is updated), it should stop crashing and even if it doesn't it should give a more useful error message.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: sirboomalot on August 01, 2015, 11:23:15 PM
Got sidetracked and haven't updated my java; but decided to test that newest jar and it fixed the crash for me. Prism freeport now available.
Title: Re: [0.65.2a] Nexerelin v0.5 "Rock Bottom" (update 2015-08-01)
Post by: Nanao-kun on August 01, 2015, 11:31:55 PM
Can confirm that the newest jar works.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Histidine on August 02, 2015, 01:49:37 AM
Okay, good to hear. As promised, here is your free Nexerelin update!

(I suspect that the fix may be concealing issues with the mod-ships at Prism Freeport. If you see said ships not being there when they should be, let me know.)

Nexerelin v0.5.0b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0b.zip)
Patch (0.5 -> 0.5.0b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0b_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.5.0b
* Fix strange Prism Freeport crash
* Grammar tweaks for a few docking messages
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Blaze on August 02, 2015, 11:49:25 AM
I seem to be missing something as I can't find the option to start the game in Corvus mode.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Tartiflette on August 02, 2015, 12:12:27 PM
Corvus mode can only be enabled by editing the mod_info.json and settings.json in the Nexerelin folder (use a search if needed, what to do is indicated in the files): Sadly the game doesn't allow to load a different file once launched thus you have to specify witch one you want manually beforehand.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Takion Kasukedo on August 02, 2015, 01:08:12 PM
Hmm, not sure if there was a post on it already, but, eh

How do you remove a default faction from Nexerelin and replace it with another (most likely a mod faction)?

EDIT 1 :
Spoiler
java.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]
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Histidine on August 02, 2015, 09:29:58 PM
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:
Remove vanilla factions from the builtInFactions list to make them not spawn.
A mod faction can similarly be added to the supportedModFactions list to make it appear in the sector (though the ones that are currently supported are all already there; just enable the mods you want before the game starts). Depending on the faction settings (and if you want to play as that faction), you'll have to do some extra work; see the section on adding support for a faction mod in the first post of this thread.

Quote
EDIT 1 :
Spoiler
java.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]
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.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Lcu on August 05, 2015, 06:36:44 AM
I'm a bit late, so...

What is Corvus Mode?
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: angrytigerp on August 05, 2015, 06:19:21 PM
I'm a bit late, so...

What is Corvus Mode?

You ever play Starsector/Starfarer before multiple sectors were introduced? Particularly with mods?

It used to be, as the dev team hadn't yet expanded the world, that all the overworld gameplay took place in a single star system (Corvus). And if you ever played with mods, you'd know that each mod added its own station, if not planet(s), so that a heavily modded playthrough would have like 20 planets in a single sector.

That is Corvus Mode.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: MesoTroniK on August 05, 2015, 07:25:36 PM
  • Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: angrytigerp on August 05, 2015, 09:53:54 PM
  • Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!

Well, now you're just being no fun.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: MesoTroniK on August 05, 2015, 11:18:11 PM
Heh perhaps, anyways what you previously described is a standard Nex game with only a single star system :)
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Lcu on August 06, 2015, 01:40:03 AM
Thanks!

Now, a Nexerelin save with only 1 system, THAT would be interesting.
Title: Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
Post by: Pengu1n on August 06, 2015, 02:42:22 AM
Got this crash when jumping into a system with a dark star (Erewhon, if names aren't being randomized) and clicking/visiting the star:

Code
 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)

Not sure if is applicable here (I run a lot of mods) but I saw Exerelin mentioned and figured it was a good lead.

EDIT: Correction, it appears to occur when clicking on any star, not just the first one I found.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Histidine on August 07, 2015, 09:40:29 AM
Thanks, fixed in:

Nexerelin v0.5.0c

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0c.zip)
Patch (0.5 -> 0.5.0c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0c_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Nanao-kun on August 07, 2015, 10:26:44 AM
Code
"frozen":{	# let it go
Pfffft.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Outro on August 14, 2015, 12:03:22 AM
I dig the Legend of the Galactic Heroes names.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Cycerin on August 19, 2015, 05:58:45 AM
I kept pestering Histidine till he added em. ;D
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: OOZ662 on August 19, 2015, 08:09:29 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Fantastic Chimni on August 20, 2015, 04:07:16 PM
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?

Edit: Also just got scanned for cargo by the same fleet three times in a single day. I cant avoid it because im at -24 rep with them and i CANT lose another factions stations. Each scan took 20k off of me. Three scans in one day by the same fleet. Read something where Alex said it was coded to only scan once every week if you paid.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Fantastic Chimni on August 20, 2015, 05:27:49 PM
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?
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Midnight Kitsune on August 20, 2015, 06:27:33 PM
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?
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?
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!
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Fantastic Chimni on August 20, 2015, 08:06:18 PM
Quote from: Midnight Kitsune
Did you click the personel tab in the storage? Also, you did STORE them and not sell them off right?

I moved them all at once and there were 10 crew in storage, as well as all my other supplies, fuel, food, etc.
Title: Re: [0.65.2a] Nexerelin v0.5.0c "Rock Bottom" (patch 2015-08-08)
Post by: Histidine on August 21, 2015, 04:43:59 AM
Sorry, I have no idea what might cause your crew to disappear in this manner. You can add them back with Console Commands for now.

If anyone spots this bug again, let me know!
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Histidine on August 21, 2015, 08:54:26 AM
Small-ish quality-of-life update.

Nexerelin v0.5.1

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.1.zip)
Patch (0.5 -> 0.5.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.1_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Ahne on August 21, 2015, 09:02:15 AM
nice! downloading right now
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Black Crag on August 22, 2015, 05:12:14 PM
is it possible to get better relations with my starting faction? I'm starting off with The neutrino corp if that matters
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Histidine on August 22, 2015, 08:30:02 PM
is it possible to get better relations with my starting faction? I'm starting off with The neutrino corp if that matters
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Nemerid on August 22, 2015, 08:53:15 PM
Quick question: how do you mine anything? I haven't found any ships that say they are capable of mining.
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Midnight Kitsune on August 22, 2015, 11:09:31 PM
One suggestion: You might want to put the info about alliances in the OP
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Histidine on August 23, 2015, 01:14:46 AM
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)
Title: Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
Post by: Nemerid on August 23, 2015, 03:56:52 PM
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)

Thank you for your help!
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Histidine on August 25, 2015, 06:18:58 AM
Bob the Builder!
Can we fix it?
Bob the Builder!
Yes, we can!

Nexerelin v0.5.2

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.2.zip)
Patch (0.5.1 -> 0.5.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.2_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (small update 2015-08-25)
Post by: Ahne on August 25, 2015, 06:25:42 AM
Nice!
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: 00lewnor on August 28, 2015, 08:28:26 AM
Does the (I believe SS+) perk, "special ops; 100% increase in marine and crew effectiveness in boarding or ground actions." affect invading stations? If so it is not mentioned in the help file. If it currently does not is that likely to change?
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Histidine on August 28, 2015, 10:06:24 AM
Special Ops increases station (and planet) invasion strength, yes.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Roflzozicals on August 28, 2015, 02:49:54 PM
Found a new bug, when you start mining any nearby pickets, patrols etc. re-roll whether to scan you or not. It gets really annoying when you're trying to turn a profit, especially around factions you're low-neutral with as they have a higher chance to scan you. Keep up the great work  :)
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ahne on August 29, 2015, 08:58:40 AM
"crash" and stuck on open up the Intel Screen on a planet menu

http://fs1.directupload.net/images/150829/2ewnwx2u.jpg (http://fs1.directupload.net/images/150829/2ewnwx2u.jpg)
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ahne on August 29, 2015, 02:40:20 PM
YES SO AWESOME ! BEWARE GALAXY! The Interstellar Alliance will crush you!

(http://fs1.directupload.net/images/150829/aokpxkmt.jpg)
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Carabus on August 30, 2015, 12:00:49 AM
I would like to ask some questions about how Player Faction works in Nexerelin.
1. What are the advantages of player playing in his own faction as opposed to being member of a bigger faction?
The disadvantages I quite understand - no support from a powerful faction.
2. What are the effects of leaving or joining faction on player relationships with all factions and alliances?
3. What extra control (if any) player has on the assets (bases and fleets) of Player Faction compared to when he is member of another faction?

Thanks in advance for explanation.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Tartiflette on August 30, 2015, 01:38:56 AM
1- You and your fleets get to use most of the ships of the game instead of being limited to the faction's ship. (also it's allows you to NOT be part of those big factions with rather muddy records)

2- You are instantly hostile to them, and their alliance members.

3- None, it's a normal faction. But you do not have any precedent relations when starting a new game (neutral to everyone) and do not get specifically targeted by any either.

Again, the interest of playing as your own faction is to get all the ships available for you and your fleet.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: joey4track on August 30, 2015, 11:54:19 AM
Has anyone actually gotten this to work using all the 'compatible' factions listed in the OP? I am getting an error reading:

JSONObject["logo"] not found

And I have all the linked factions from the OP installed. Anyone have the same problem?

EDIT: The author of the ORI mod has an outdated link in the OP for his mod. The current and compatible version is in a post towards the end of the thread...
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Half-full on August 30, 2015, 06:35:56 PM
Hi, I just recently reinstalled Starfarer after a very long time and decided to try this mod with around nineteen of its listed compatible mods and it loaded, and I can play it, however there seems to be an issue with interactions between factions in the sector where one faction can send a strike-fleet at a planet and the one being attacked by the other faction either doesn't register the declaration of war or some other type of error which means that the strike fleet will arrive at its destination, then circle it endlessly and ignore the defending forces. Here are some screen shots:

Spoiler
(http://i.imgur.com/D435lQS.jpg)

(http://i.imgur.com/SlKSlA2.jpg)

(http://i.imgur.com/lpLqmLv.png)

(http://i.imgur.com/P0x91Le.png)
[close]

As you may have noticed from the images I provided, both factions in this would-be conflict do not consider each other enemies despite the strike fleet's orders, which leads me to believe there's a disconnect between the structure responsible for delegating fleet orders and the one that changes faction relations that keeps the battle from progressing.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Histidine on August 30, 2015, 07:31:01 PM
Was there a peace treaty or other diplomatic event restoring the relationship of the two factions before the strike fleets got there? Invasion fleets turn around and go home if this happens, but strike fleets don't.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Half-full on August 30, 2015, 07:32:33 PM
I will check. [reserved]

There's nothing in my log of such an event and given that this save is only one month old (the oldest entries in the log are also one month old) my conclusion is that it didn't happen or that diplomatic event is not saved in the log.
Title: New to Nexerelin
Post by: Ratheden on September 01, 2015, 12:34:29 PM
Hi,
   first thanks for making the mod.
   second i am having trouble starting.
I opened exerelin_config.json and set the corvus start to true
Then in modinfo.json i commented out "data/campaign/econ/economy.json",

Then the next part:
NOTE: you need to edit exerelin_config.json as well
    #    "data/campaign/econ/economy.json",

I have opened the economy.json but find no instructions on what to edit. Is there anything i need to do?

Errors out after starting options
Spoiler

0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.65.2a-RC2 launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_40 (64-bit)
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: aiwar [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Citadel [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_console [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: crystanite [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Crystanite]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: musicLib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: new_galactic_order [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\NGO Version 0.95]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: SCY [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dr_ssp [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Templars [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ztwiglib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_version_checker [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]

That show my mods and now the error

321644 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   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)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   ... 13 more



[close]


I don't know if it is helpful, but i am useing notepad++ to edit the .json
and I am lost when it comes to the java part.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ahne on September 01, 2015, 02:45:44 PM
Quote
I opened exerelin_config.json and set the corvus start to true
Then in modinfo.json i commented out "data/campaign/econ/economy.json",

just these two steps
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ratheden on September 01, 2015, 02:49:03 PM
Any idea on how to fix:

 Market in askonia system refers to invalid entity sindria?
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ahne on September 01, 2015, 02:54:34 PM
Which mods are you using while playing with corvus mode enabled? Check if they support corvus mode, else i would just reinstall everything to avoid basic errors.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ratheden on September 01, 2015, 02:58:17 PM
Corvus only mods, and i can reinstall them. 
 
I normally just delete everything in mods then paste in the latest versions.

Or do you mean all of Starsector?
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Ahne on September 01, 2015, 03:01:06 PM
starsector + nex or just nex , if you havnt changed anything in the faction mods.
Title: Fixed
Post by: Ratheden on September 01, 2015, 04:23:03 PM
It's working now, reinstalled java, the game and all the mods
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Thaago on September 02, 2015, 07:10:29 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: Histidine on September 04, 2015, 05:58:08 AM
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 :(
You can change it yourself in data/campaign/rules.csv (look for ExerelinNGCOwnFaction and ExerelinNGCFreeStart), or just give yourself the ship you want with Console Commands and scuttle the Monitor.

I might change it to something else, but most of the other frigates are already taken or too strong/weak. Is a Shade start too powerful?
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: agigabyte on September 04, 2015, 03:53:40 PM
I currently have two saves, one as Ori, and the other as the player faction. As the Ori I pretty much rule the galaxy. As the player faction, I currently have one planet and its orbiting station, plus an omni factory. We orbit right next to pirates, so we were under attack by them the entire early game so eventually just got fed up with it and bought a bunch of agents, then send them in to make the Pirates love me and so now I have massive armadas on my side. I also have the Ori on my side.
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: sirboomalot on September 04, 2015, 07:22:56 PM
I would rather start in a Hound than a monitor. At Least in the hound I can dodge and kite my opponent...
Title: Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
Post by: agigabyte on September 04, 2015, 10:57:25 PM
I prefer Monitors. They're much more tanky, and generally stronger. Plus I'm a bad pilot so I prefer slower ships.
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: Histidine on September 19, 2015, 10:51:19 PM
Was two major mod releases in one day too much? How about three!

Nexerelin v0.6

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.zip)
Patch (0.5.2 -> 0.6) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: Ahne on September 20, 2015, 12:47:05 AM
Great update! I will start a new playthrough together with the new faction mod and updated ss+! Awesome!
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: The Soldier on September 20, 2015, 05:14:44 AM
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?
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: Histidine on September 28, 2015, 06:49:51 AM
Note: Nexerelin-specific fleets won't have the leveled commanders etc. from Starsector Plus v2.10.0. You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.

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.
(probably they're too big in general actually; people, lemme know if you feel they're too small or too large).
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: OOZ662 on September 28, 2015, 07:09:06 AM
I think they could stand to be a bit closer together, but the ones I've encountered so far have had their orbits kinda matched with their planets so that things never ended up on opposite sides of the system from each other.
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: Takion Kasukedo on September 30, 2015, 05:39:25 PM
Spoiler
1319567 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
   at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
   at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
   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.ooOO.super(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]

So, I found this error (thanks to Dark informing it was Nexerelin) and I was wondering when a new patch may be coming.

If not soon, then no rush.
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: OOZ662 on September 30, 2015, 05:50:23 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: Ahne on October 02, 2015, 05:37:59 AM
Yesterday i had some time to play a bit nex with the new patch and all the good stuff, after a few hours the NGO and II created an Alliance called the "Central Empire". Few minutes later the "Blackrock and the Shadowyards and SCY" joined an alliance called "Solar Cooperative". A minute later both alliance declare to join war against each other! So fun!
Title: Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
Post by: OOZ662 on October 02, 2015, 05:43:04 AM
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.

Spoiler
Can you tell I'm camping out in this thread for the update too?
[close]
Title: Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
Post by: Histidine on October 02, 2015, 10:28:40 PM
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

Quote
Can you tell I'm camping out in this thread for the update too?

Camping over!

Nexerelin v0.6.1

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1.zip)
Patch (0.6 -> 0.6.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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

As usual, let me know if your game spontaneously combusts, etc.
Title: Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
Post by: Adraius on October 02, 2015, 11:07:20 PM
Been waiting for this, thanks!
Title: Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
Post by: JohnDoe on October 03, 2015, 01:39:27 AM
Thank you for the update; much appreciated.
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: Histidine on October 03, 2015, 06:41:04 AM
Same-day update, because the economy issues were bothering me:

Nexerelin v0.6.1b

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1b.zip) + strike fleet fix (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0)
Patch (0.6 -> 0.6.1b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1b_patch.zip) + strike fleet fix (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: JohnDoe on October 03, 2015, 06:58:26 AM
I don't think strike fleets are returning home properly: they return but do not disappear. Here we have multiple strike fleets stacking on top of each other at their home. This is in version 0.6.1; I have not yet tested 0.6.1b.

Spoiler
(http://i.imgur.com/h7ZXbWq.jpg)
[close]
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: Histidine on October 03, 2015, 07:38:12 AM
WOE IS ME

Use this jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) for the time being (it'll make the stuck fleets clean themselves up as well). I'll see if any more bugs crop up before putting out 0.6.2c.
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: JohnDoe on October 03, 2015, 08:29:12 AM
Thanks for the quickfix.

Also, I don't know if this is working as intended but Omnifactory's refitting facilities give out free weapons from its market.
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: Adraius on October 03, 2015, 08:48:30 AM
Quote
Code
Once 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.
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: Histidine on October 03, 2015, 09:11:56 AM
Quote
Code
Once 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.
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)
Title: Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
Post by: Adraius on October 03, 2015, 09:14:16 AM
Another question for you, if you don't mind:

How exactly do I properly edit player_npc.faction?  For example, the "logo" (which I assume is the faction flag) points to a non-existent file location; do change it, do I need to make a custom .png and place it in the files somewhere and provide a link to it, or place a file in the specified location, or something else entirely?  Is there anywhere in the files I can find a list of ship loadout names/specifiers so I don't have to guess at them and possibly cause a crash?  Can we get an example of when displayNameWithArticle is used vs. displayNameLong vs. displayNameLongWithArticle? (or just point to where those are referenced maybe?)

EDIT: for modifying my faction's ships, I'm looking at something like this:
Code
"fighter":{
"broadsword_wing":10,
"gladius_wing":10,
"xyphos_wing":10,
"warthog_wing":10,
"fallback":{"interceptor":1},
},
After poking around some more, I'm guessing these reference .variant files - the ones for ships correspond with .variant files nicely.  However, there is no broadsword_wing.variant file - in fact, there aren't any .variant files ending in _wing.  I did find broadsword_Fighter, gladius_Fighter, dagger_Bomber, etc.  Am I barking up the wrong tree, or do I need to swap out all these references with _Fighter and _Bomber suffixes for them to work at all?

Well, that can't be right, I started a test game and fighters are spawning normally.  That said, I'm seeing other ships not in my faction config file appearing in fleets.  I've figured out everything except the logo and ship preferences for myself - can you explain those to me?
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Histidine on October 03, 2015, 08:29:58 PM
The default logo uses a file in vanilla SS (starsector-core/graphics/factions) by default. You can make it point to any path that'll get loaded in the game, as long as vanilla or some mod somewhere has the image in the right place.

On faction composition: if you're using SS+, that uses its own generator.
Check Starsector Plus/nexerelinOptions.json; you can have the player faction use tech from any SS+ integrated faction (and it won't bug out if you give it tech from a mod you don't use, unless there end up being no valid ships in the list).


Anyway, here's another update. (Sorry for the spam! :()

Nexerelin v0.6.1c

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1c.zip)
Patch (0.6 -> 0.6.1c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1c_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
v0.6.1c
* Fix strike fleet stand down behavior
* Fix some non-player factions being hostile to famous bounties (applies to existing saves)
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Rainbowfied on October 09, 2015, 08:21:44 PM
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!
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Histidine on October 09, 2015, 08:54:27 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Rainbowfied on October 09, 2015, 09:52:52 PM
No, I am not using the standalone omnifactory mod.
As for the last error message:
Spoiler
"16507 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
   at data.scripts.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:81)
   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)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.omnifac.OmniFacSettings
   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)
   ... 6 more"
[close]
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Histidine on October 09, 2015, 10:45:46 PM
/me tests

You didn't accidentally try to install the patch zip as a full version, did you?
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Rainbowfied on October 09, 2015, 11:08:42 PM
That was exactly the problem, just now installed 0.6.1c and then added the patch, it works perfectly now. Thank you very much!
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: try666 on October 11, 2015, 06:14:17 AM
where can i find the  Prism Freeport? it's a station?  which Colour it is?
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: cpmartins on October 11, 2015, 06:33:16 AM
Usually at the center, or close to it, in the hyperspace map. But I'm not sure it's present when in Corvus mode. Never played it.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: OOZ662 on October 11, 2015, 07:26:16 AM
You need to turn it on during character creation in the bottom menu where it asks you how many systems/planets/stations to create as well. Took me a dumb amount of time to figure that out, myself.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: try666 on October 11, 2015, 08:40:18 AM
does the  Prism Freeport Random named? it's in hyperspace or star system? i have try many times but never find it.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: The Soldier on October 11, 2015, 08:47:11 AM
It's in the middle of the Hypersace, owned by the Independents.

You also have to enable it during the character creation process at the start of the game.  If you don't, then it won't be there.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: try666 on October 11, 2015, 09:12:10 AM
ok, i found it .thanks
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Spoorthuzad on October 18, 2015, 01:45:19 PM
hey man! I love this mod (always playing with it). Anyway my Mod (http://fractalsoftworks.com/forum/index.php?topic=8902.0) is now Nexerelin compatible (It won't crash anymore on startup) however it won't show up as a playable faction in campaign (duh) so can i ask you to do that for me :P
Im going to go sleep in a bit so I can answer questions tommorow

Thanks in advance
(btw keep up the good work as always)
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Blaze on October 22, 2015, 12:37:53 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Histidine on October 22, 2015, 04:09:59 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Blaze on October 22, 2015, 07:47:18 PM
Found the issue, it seems to be a problem with the "Disable faction respawning of factions not at the start".

Don't know much more after that.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Nayru on October 23, 2015, 09:19:03 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: JohnDoe on October 23, 2015, 10:27:48 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Nayru on October 23, 2015, 10:53:59 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: JohnDoe on October 23, 2015, 10:57:05 AM
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.

Then I stand corrected. I must have misattributed the daily salary deduction to the Omnifactory.
Title: Re: [0.65.2a] Nexerelin v0.6.1c "Starship Tycoon" (hotfix 2015-10-04)
Post by: Histidine on October 23, 2015, 08:00:13 PM
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.
Looks like a bug with the Omnifactory mod. Reported here (https://bitbucket.org/LazyWizard/omnifactory/issues/1/weapons-are-free-in-refit-screen)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on October 24, 2015, 03:44:14 AM
Like this post if the release name made you wince (http://i.imgur.com/cuuDoyF.png)

As always, please report bugs! I've had to change quite a bit of code in some important areas (specifically initial faction seeding and handling of hostile-to-all factions).

Nexerelin v0.6.2

Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.2.zip)
Patch (0.6.1 -> 0.6.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.2_patch.zip)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: cpmartins on October 24, 2015, 07:36:10 AM
And here I go restart my run again. Thanks Histidine.
No really thanks a lot dude. You rock. You and Revenant (and others too to be honest, it's just that the two of you really are the glue that keeps all mods interesting on a grand scale) are my inspiration in relearning to code. Here's you upboat (http://i.imgur.com/cuuDoyF.png)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: zoe_zucchini on October 24, 2015, 11:28:15 AM
How do I enable Corvus Mode?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Blaze on October 24, 2015, 11:39:48 AM
Open up mod_info.json in the nexerelin folder and change:

"data/campaign/econ/economy.json",

to

#"data/campaign/econ/economy.json",

Then go to nexerelin/data/config/exerelin and open exerelin_config.json and change:

"corvusMode": false, to "corvusMode": true,

Edit: I have an issue with mining planets. I can't seem to mine any planets other than gas giants.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 24, 2015, 09:53:27 PM
I'd point out they have to be uninhabited if I hadn't been unable to mine on uninhabited desert planets as well.

Unsure how many are affected (have been able to mine water/volcanic but not jungle if I recall), probably quite a few.

As an aside, aren't the relations between various sources of mining strength kind of crazy? Take three instances: a pod wing, a shepherd and a mule.

The pod has no inherent bonus to mining, has either 1.5-6 (does each fighter's laser count?) strength and takes 3 logistics, providing 0 cargo.

The shepherd has 10 strength right off the bat, can be upped to 11.5 with an extra laser and takes only 1 logistics providing 100 cargo.

The mule can have 10 strength with a mining blaster, is actually dangerous (if terribly slow) and takes 3 logistics providing 250 cargo.

About the only perk to pod mining is the lessened elite crew requirement to get high yields (terrible anyway unless 6 per wing), but the ideal mix seems to be somewhere between high density shepherd/moderate density mule and all shepherds, both cases being backed up by several atlases. While mules with atropos racks are a pretty good stop-gap, something to be said for a billion borer drones.

Pod wings on the other hand are useless in combat and take a tremendous amount of logistics for what little they do, comparing unfavorably in almost every conceivable way to those two prime alternatives (and weird sh#$ like 2x tachyon 8x mining blaster paragon SO MUCH FLUX). They could make up for their heavy logistics/zero cargo/zero utility by having very high strength instead (necessitating atlases which is a horrible fleet to get attacked in).

Haven't tried mining shenanigans with any mod factions yet so can't really comment on the whole picture, but I did find it incredibly cute how you gave the junk pirate capital a use beyond 'mirv sponge' or 'lodestone'. Kind of liked the longer mine time though..
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on October 24, 2015, 10:39:39 PM
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)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Blaze on October 25, 2015, 02:42:54 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: JohnDoe on October 25, 2015, 02:45:53 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Blaze on October 25, 2015, 03:15:14 AM
That WAS my intention for allowing that many to spawn, but you can't mine non-gas planets as Histidine mentioned, only moons. Out of 6 systems with 8 planets each, there are about 3 uninhabited moons between the lot of them. The rest are just there for bounty fleets to orbit around.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: xor0 on October 25, 2015, 05:20:04 AM
This is a great mod, makes the alpha version of the game worth playing once you are done with single fleet battling.

One thing: 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. This was before the patch, maybe it's fixed?

On another note, which factions are well balanced with vanilla? I already included SRA and THI.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: JohnDoe on October 25, 2015, 05:48:32 AM
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.

Edit: In my opinion SRA ships are slightly overpowered for vanilla balance. Some of the best ships in their classes are SRA ships (Enlil, Morningstar, Charybdis and Mimir) and they are also much more CR efficient than their competitors. SRA weapons are subpar though, so if you do put SRA weapons on SRA ships I guess it cancels out.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: xor0 on October 25, 2015, 07:16:50 AM
Thanks for the info. Yes, I noticed that the Morningstar seems quite OP, also that the small anti fighter/missile weapons seem to miss about 95% of their shots. I stopped using SRA weapons in my last game except for the big energy one since there doesn't seem a good vanilla alternative.

Maybe the trading problem could be fixed by faster price adjustments, normalized by player level, ie reduce selling proces after only a few sales at low levels, lots of sales at higher levels. Right now you can go up 10 levels with one sale.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 25, 2015, 07:42:27 AM
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.

http://fractalsoftworks.com/2012/09/08/character-design/#more-1569

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)

Oh, that makes it a lot less horrible, but still terrible. Something I forgot to mention is the similar price between a wing and a shepherd, and the very common nature of the shepherd compared to the particularly rare wing (the original exerelin had to start you with one in omnifactory storage).

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)

This is confusing, since I remember in the last game (the one with free omni refits) I was mining off a massive ice planet that had a moon/2 stations of its own, I'm pretty sure that thing wasn't a moon yet it sure was churning out volatiles.. and organics? Maybe it thought it was a gas giant..

Well, more moons would probably work (just can't get too much done with only asteroids + rocky moons, ore price crashes so fast), it'd be neat if you could mine planets too (if you don't want it to be as good you could up the hazard by .1 due to extremely higher gravity well), though something that would be extra funky is if a faction had say, that ice world nearby, and a lot of power in that star system, they could colonize the uninhabited but not uninhabitable planet.

Though if planets considered not a part of a faction could become part of it, and maybe even go back to non-faction through excessive attacks, it'd probably require a total rebalance of star system distribution and something else for mining (like 'can mine anything as long as faction is okay with your shenanigans, don't try to mine up and sell organics to the very same planet they beat you to the punch), could have inherent (not space fleet) planetary extractions be a major part of any particular station's exports and have that influence the economy as well, 'cause I don't get why the hegemony station orbiting the water moon pays top dollar for those organics (are they too big of baddies to mine it? Never saw an orange mining fleet..).
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: HELMUT on October 25, 2015, 07:43:19 AM
SRA ships aren't overpowered, the Enlil and Morningstar are more or less equivalent to the Brawler and Hammerhead with better shields but lower armor. Charybdis is indeed, very strong, but it's also the most expensive cruiser to field. The only that could be considered overpowerd is the Mimir, which have been nerfed heavily in the last SRA version.

Their weapons are very good, just different. CEPCs weaponry tends to have extremely high burst DPS, very good for bursting down other ships at the beginning but otherwise bad at prolonged engagements.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: xor0 on October 25, 2015, 11:33:03 AM
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.

You hardly get any experience from the single frigates that you fight at first. I actually think initial leveling is too quick, but then I'd like to see a mod with way less fleets, realistic repair times (ie weeks), weapon damage so you need to replace them, overall less arcade-y where each battle, each decision has serious consequences.

But I was more talking about gaining ten levels at once from selling 5k fuel. I don't think that can be intentional.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 25, 2015, 12:28:50 PM
Well, the planet distance was more of a dodgy set of circumstances rather than intentional design, it can happen.

Otherwise though, quite a few people can take out 3-4 frigate (maybe even +destroyer!) fleets with a starting frigate, it ramps up quickly.

Gains are always exponential if you keep succeeding, and in something like (n)exerelin where you have more access to volatile trading/mining, it's to be expected. Even if you get into the 30's in the first 20 minutes of playing, it doesn't mean much unless you go combat 10 or have a fleet to back it up.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Funk on October 25, 2015, 12:33:32 PM
Depends on the starting frigate, but I think getting to level 30 in 30 minutes is a bit of an exaggeration!
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 25, 2015, 12:54:47 PM
Take out some low end pirates, hope for bounties, get your monthly salary, buy some shepherd and go to town mining something good.

Or do all that and trade instead of mine. Holding shift is pretty good for speeding things up, afterall.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on October 25, 2015, 01:00:43 PM
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.

Keep in mind that SS+ adjusted against this; progression is much more "linear" at the top end with it. Which I prefer; 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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on October 25, 2015, 06:40:50 PM
Note that SS+ also reduces XP gains from trading.

Starsector 0.7 will likely make trade disruptions not a ridiculous cash cow (at least it'll work as a sensible cash cow). Ref: 1 (http://fractalsoftworks.com/forum/index.php?topic=9585.msg164630#msg164630) 2 (http://fractalsoftworks.com/forum/index.php?topic=9611.msg166191#msg166191)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Adraius on October 25, 2015, 08:27:15 PM
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
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: sirboomalot on October 25, 2015, 08:41:05 PM
My favorite restriction is to never use any ship larger than a frigate. Building up a good swarm that can take out larger fleets is always fun, and generally how I play the game these days. For this latest nexerelin version, for example, I've already acquired 5 wolf(D) ships each with a different main weapon along with one Enlil, and am starting to take down destroyers and lone cruisers for the glory of the vanilla pirate faction.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on October 25, 2015, 09:18:01 PM
There's also the seemingly rarely noticed option to decrease damage dealt to player ships in the options that I think defaults to being on. I've never remembered to turn it off, but probably should by now...
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: D00D on October 27, 2015, 11:48:48 PM
I have a question. Where do high level independent ships spawn in the market? I'm referring to Monitors and Hyperion, I enabled prism freeport and they tend to spawn other factions high level ships. Does the player faction market spawn theses as well?

Also, there should be some sort of cap to how effective Agents are at modifying diplomatic penalties. 30 agents will pretty much make a faction the enemy of all neutral parties or bring your relationship from neutral to cooperative. I recommend capping their effects to either welcoming or suspicious at best.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 28, 2015, 11:42:13 AM
Spoiler
(https://i.gyazo.com/6638204390847427438aaa6643ab848b.png)(https://i.gyazo.com/a5c59e3563b5aa7ee416d3efba5f54b7.png)

Note: you still receive what you mined from the planet, but seemingly get no character/crew experience.
[close]

This is happening more often than not when mining, not entirely sure why.. I've added a whole bunch of mods since the last time around (that run before was totally native, this one has AI war, blackrock, citadel, crystanite, diable, exigency, fleaden flu-x, ice, imperium, junk pirates, mayorite, neutrino, ngo, berserks, patrian, pbc, p9, protonian (which I had to manually edit to stop a ***-common crash), scy, shadowyards, tiandong, valkyrians, twiglib and probably the most suspect, starsector +).

Also shown here is the mining of primary non-moon planets as mentioned before (it's really inconsistent in what you can and can't mine..).

Spoiler
I also edited the statistics for mining drones, making a wing of them effectively a max of 40 mining strength, which as it turns out is supreme overkill because starsector + cut their logistics by 1, 20 max strength/logistics is kind of crazy even for drones! That could also be the reason, but I formatted it properly. Unless I'm supposed to go by wings and not hulls, in which case I did not format it properly.

Spoiler
{
   "miningProductionMult":2,
   "cacheSizeMult":1.0,
   "baseCacheChance":0.1,
   "baseAccidentChance":0.5,
   "xpPerMiningStrength":50,
   
   "miningWeapons":{
      "miningblaster":10,
      "mininglaser":1.5,
      "tiandong_heavy_mininglaser":5,
   },
   "miningShips":{
      "shepherd":10,
      "mining_drone":8.5,
      "SCY_telchine":35,
      "brdy_gonodactylus":28,
      "mi_rastrum":6,
      "junk_pirates_the_reaper":180,
      "tiandong_chengdu":6,
      "tiandong_dingjun":6,
      "maqiubiqiu":4,
   },
   "resources":{
      "default":{
         "ore":1,
         "rare_ore":0.1,
         #"organics":0.1,
      },
      "gas_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "ice_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "desert":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.5
      },
      "frozen":{   # let it go
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.5,
      },
      "cyrovolcanic":{
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.65
      },
      "rocky_ice":{
         "ore":0.8,
         "rare_ore":0.08,
         "volatiles":0.25
      },
      "rocky_metallic":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "rocky_unstable":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "lava":{
         "ore":2,
         "rare_ore":0.2
      },
      "jungle":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "water":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "toxic":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.3,
         "volatiles":0.5
      },
      "radiated":{
         "ore":1,
         "rare_ore":0.1,
         "volatiles":0.4,
      },
   },
   "danger":{
      "default":0.2,
      "lava":1,
      "jungle":0.2,
      "desert":0.2,
      "water":0.2,
      "frozen":0.4,
      "rocky_ice":0.4,
      "cyrovolcanic":0.5,
      "rocky_unstable":0.75,
      "toxic":1,
      "radiated":0.8,
      "gas_giant":0.3,
      "ice_giant":0.3,
   }
}
[close]
[close]
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on October 28, 2015, 05:08:16 PM
I probably should have specified this earlier, but gas giants and ice giants (https://en.wikipedia.org/wiki/Ice_giant) are the only non-moon non-asteroid mineable types in the current release version.

I'll check out the null reference exception (at a guess it breaks when it tries to generate a hidden cache), thanks. Do you have an excerpt from starsector.log?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Nayru on October 28, 2015, 11:02:57 PM
Seems like it.

Spoiler
824906 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults: null
java.lang.NullPointerException
   at exerelin.campaign.MiningHelper.handleAccidents(MiningHelper.java:374)
   at exerelin.campaign.MiningHelper.getMiningResults(MiningHelper.java:480)
   at com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults.execute(GetMiningResults.java:43)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.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.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:93)
   at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.showInteractionDialog(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:114)
   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.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)

(Also, the exception has occurred plenty of times without caches involved, since it happens anywhere from 50-75% of the time.)
[close]

This also seems to show up a lot, though I'm not sure if it has any real consequences..

Spoiler
876401 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
876402 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
[close]

These are supposed to be supported, aren't they?

Spoiler
1066456 [Thread-5] INFO  exerelin.campaign.ExerelinSetupData  - Getting modded factions
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:oculus
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:ptech
[close]

Other than that, can't really find much interesting in the logs.

Further info on the edited mining pods, with their reduction to 2 logistics in SS+ and having the 40 strength per wing at base, only 10 of these (taking up about 1/5.5 of a full size fleet with extra logistics from extended crew) can generate tremendous amounts of yield (~1600 average) per day, mostly due to CR upping their mining strength further beyond 40 once it gets high enough.

It seems like it'd be quite hard to make these a viable alternative to shepherds without making them + atlas/mod freighter inherently superior, but that might just be due to the polarizing nature of the shepherd (1 logistics + good cargo per logistics + low cost + heavy availability even without omnifactory + high mining strength per logistics (without needing mining blasters!) + potentially dangerous in combat).

If only native Starsector had more civilian/mining-ish ships, there'd be some actual variety to work with numbers-wise..
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Creepin on October 30, 2015, 11:56:18 AM
I'm not sure if I should post it here or in Templars topic, so please correct me if I decided wrongly :)

Anyways, are they supposed to fight each other?

[attachment deleted by admin]
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: 00lewnor on October 31, 2015, 09:55:17 AM
Sort of bug I found; when a faction is wiped from the sector its relationships are reset.
This means that if you capture a market to wipe someone out and then jump on any of their fleets that are still in play you may suffer the 'unprovoked atack' hit to you diplomatic relations.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on October 31, 2015, 11:57:57 AM
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?!

Yet another thing that makes it feel like your faction is not truly yours, only a parasite that wears your face as a mask and uses you like a tool before throwing you under the bus as soon as you outlive your usefulness.

Part of the reason to play Nexerelin is to play evil overlord and warmonger.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: The Soldier on October 31, 2015, 12:20:02 PM
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).

As far as I can tell, however, if you're actually playing as your "own" faction (as chosen from the starting options when creating the world and picking your faction), you can do pretty much whatever you want without any impact your relationship with your own faction (except attack your own faction, since you just can't do that by default), since there, you literally are the evil overlord and warmonger. ;) Not sure how the fleet composition is, however.  Didn't play enough games as the evil overlord to see any patterns.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on October 31, 2015, 03:53:55 PM
@ Soldier:  I understand what you mean.  If my allegiance was an established faction, I would effectively be a general or CEO, and the penalty would be justified, and I would get fired if my rep dives too low.  I got the penalty while playing as my "own" faction.  This is akin to custom scans from my own underlings.

So, no, your "own" faction is your "own" faction in name only.  Mechanically, they are the same as any other established faction.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Creepin on October 31, 2015, 04:38:22 PM
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 pets faction then? :(
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: The Soldier on October 31, 2015, 04:59:21 PM
@Megas
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Midnight Kitsune on October 31, 2015, 05:57:43 PM
@Megas
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.
Hist recently added a warmonger penalty that drops your rep with every faction you are friendly with if you attack an non enemy
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on October 31, 2015, 05:59:24 PM
I started the game as player faction (with the blue-green Lone Star flag), which should be the same as hard start except you start with a homeworld.

"own" faction has the Lone Star flag, right?

When I attacked non-hostile faction, reputation want down.  First, Diktat while at cooperative, and lost -30 rep with my "own" faction.  Later, Ludd while at suspicious, and lost -5 rep.

Months ago in an older version, rep was not lost.  Then again, they did not have mining either.

Losing rep while attacking non-hostiles is something new to me.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on October 31, 2015, 06:05:56 PM
Well, then.  It seems I need to resort to silly things like deliberately cause investigations or other non-violent action that causes reputation loss before I start killing things.

Investigations for smuggling or trading with enemies?!  YES!  Guilty as charged!  Lower my rep now so I can kill you (the enemy faction) without making my friends angry!
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Ranakastrasz on October 31, 2015, 06:59:43 PM
Would it be possible to include the Tariff Constant in one of the config files, as well as the modifier for the Freeport and Open Market?
As is, all three are inconvinently stuck inside a class file, meaning you cannot alter them without altering the java files, recompiling, and replacing them.

---
Which, as a side note, didn't work, due to it apprently requiring pretty much everything else as well.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on October 31, 2015, 07:44:56 PM
Rulers can still be overthrown ;)

Alright, I'll expand the warmonger penalty config (currently it's on/off; will become off/not for player_npc (this will probably be the default)/always). Tariffs will be externalized too.
(N.B. player_npc already has lower warmonger rep penalties than other factions)
(In the meantime, agents and saboteurs should be the easiest provocation, although they'll cost a bit)

Next release will be after Starsector 0.7.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: The Soldier on October 31, 2015, 08:03:39 PM
Alright, awesome.  Now I can be my very own dictator of the sector. :D

And damnit, everything's getting updated AFTER 0.7 comes out.  I'm suffering from mal-modtrition at this point.  :-X
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Toxcity on October 31, 2015, 08:04:40 PM
This and every other mod  ::). Hope 0.7 is only a week away at most.

One good thing about that I guess is that the mods will be able to take advantage of the new campaign features.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: The Soldier on October 31, 2015, 08:07:12 PM
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.

Thank god I haven't forgotten everything, hehe.  Time to work on some missiles in the mean time....
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on November 01, 2015, 04:57:31 AM
I have plenty of work to do with other games, so even if 0.7 gets delayed, I have something to do.

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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: mangalore on November 04, 2015, 11:02:48 AM
Hey, great mod, particularly increasing the sector and having more factions warring over it but I feel like I'm missing something. Did quick start because the early grind is always a bit tedious to get into, started as part of the Mayorate and did early cargo runs to make money.

Then Mayorate peaced out on everyone and I found attacking pirates as a Mayorate member isn't that good an idea so I couldn't really attack much, now hostilities commenced with the Tri Tachyon but while I trashed a few of their fleets I didn't earn anything from that (neither relations nor cash) nor see much to do to support my faction. I guess I could start some invasion or something. Just wanted to meddle around with the factions before starting something on my own.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 05, 2015, 04:57:46 AM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Megas on November 05, 2015, 05:16:13 AM
Noticed that I can get around the warmonger penalty by letting a toll troll try to scan me, then respond with "I don't think so!"  Instant reputation drop and a provoked attack.  Also, if I have money to burn, I deploy several saboteurs in row.  If they fail, they did their job - lowering reputation to hostile so others do not get angry when I attack.  If they succeed, I fight fewer bigger ships when the response fleet clashes with mine.  The saboteurs' main job is to lower reputation on demand non-violently (to evade warmonger penalty) when that is beneficial.

Minor annoyance:  Market can evade getting captured (once) when a cease-fire is declared during my invasion in progress.  I just try again and eat the warmonger penalty.

Victory fanfare is nice.  Too bad I did not get it again if I destroy everyone after diplomatic win.  My last game, I had Hegemony as ally because I was too lazy to kill them until everyone else was gone.  Once the Hegemony was the only one left, I steamrolled them in a few hours.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: mangalore on November 05, 2015, 02:00:23 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 05, 2015, 08:15:48 PM
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.
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:

1) Find a pirate market and spam agents/saboteurs on it. Some will be detected, reducing the relationship with pirates; even if it doesn't go all the way down to hostile, it'll reduce the rep penalty with Mayorate.
2) If the pirates have a comm relay (though this is rare), tamper with it when a patrol is nearby and get them to attack you.
3) Open data/config/exerelin/exerelin_config.json and set warmongerPenalty to false.

(I forget if pirate patrols can do custom inspections)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on November 05, 2015, 08:19:13 PM
(I forget if pirate patrols can do custom inspections)

I've never hard one do it to me, but I suppose that's because they're always either running or attempting to murder me. I have seen them do it to each other, though.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Toxcity on November 05, 2015, 08:29:23 PM
My guess is that they don't; mainly because they don't have any illegal goods.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on November 05, 2015, 08:32:27 PM
I've definitely seen them do it as I've had quite the chuckle about it because it seems to absurd. But it could also be a fluke of a mod somewhere.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: mangalore on November 06, 2015, 12:19:16 PM
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.
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:

...

Sorry, if I sounded whiny. I'm mainly a bit at a loss how to play this mod because I don't seem to get rewarded for faction warfare and in my instance get penalized for going down the bounty hunter route (simply because until assassinations come along all bounties are members of the pirate faction). Maybe I just switch factions or something.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on November 06, 2015, 12:23:49 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Blaze on November 06, 2015, 10:14:10 PM
Mining is really lucrative, I pull in like 400-odd volatiles each mining cycle with a small fleet; and even without a shortage, I pull around 40-60 for each one on a size 6 market.

One could reduce the price of the items or reduce the payout, but I'm wondering if there's another option. Say, a third market that deals specifically with mining goods/tools.

Perhaps a method of reducing yield as you mine more; eventually you scoop up all the easy-to-get material. Thus necessitating a special method of digging deeper into the crust/atmosphere.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: mangalore on November 07, 2015, 11:26:22 AM
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.

Ok, I'm not sure if it's Nexerlin or vanilla or Mayorate mod or me going crazy but I plainly don't get the unprovoked attack penalty mechincs (feel free to RFM me with a link). When I attacked a bounty, I had reputation loss for Mayorate and Tri Tacheyon which had holdings in the same system I assume. I thought they are allied/ friendly with pirates so maybe fair enough.

Now I followed a bounty called by the _Mayorate_ because of pirate activity in a system and I saw that they had switched the standing towards pirates to hostile (also saw fleets of them intercepting pirates) so I went to the bounty system, attacked a pirate and still got a relation loss with the _Mayorate_ for an unprovoked attack although they put out a bounty to attack pirates. The bounty also was only 2 weeks old and still active but I didn't get anything from the Mayorate, just bad rep. Does one need to goad bounties to attack themselves?

Not sure if the Mayorate mod hardcodes some pirate affiliation or Is there also a region around a planet where it is valid only and I was too far out but that's essentially what gets me mightily confused because it doesn't feel like Vanilla mechanics at all. Tried out hegemony and they seemingly don't have such problems, they put out a bounty, I went there, killed bounty, got money and reputation gain, the way I expected...


I really like what the mod does but I'm not quite getting what's going on there, hence my inquiries. I had random relations at start, can that cause some weirdness?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 07, 2015, 05:17:19 PM
The warmonger event only triggers
if you invade a market, or summon an invasion fleet, or
you engage a fleet (https://bitbucket.org/Histidine/exerelin/src/2cd5562b20453e400b711fbc0789ecd27a61a207/jars/sources/ExerelinCore/exerelin/campaign/SectorManager.java?at=master&fileviewer=file-view-default#SectorManager.java-160), and
- they aren't already hostile to the player
- they lose at least one ship
- they didn't (attack because you refused a customs inspection or fine, or were caught installing a comm sniffer)

The faction you're registered with only loses relationship from the event if they were inhospitable or better with the enemy faction prior to the event. (https://bitbucket.org/Histidine/exerelin/src/2cd5562b20453e400b711fbc0789ecd27a61a207/jars/sources/ExerelinCore/exerelin/campaign/SectorManager.java?at=master&fileviewer=file-view-default#SectorManager.java-235) Third-party factions require suspicious or better for any relationship loss.

If you're getting the event/relationship losses outside those circumstances, it's a bug. Do you have a save I can look at?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: mangalore on November 08, 2015, 09:20:43 AM
...

If you're getting the event/relationship losses outside those circumstances, it's a bug. Do you have a save I can look at?

I'll check if I have a save file where I can reproduce the error and check your conditions. I checked around in various json files and found this: mayorate.json     "isPirateNeutral":"true", # Boolean

I set it to false. I'm not entirely sure (because now I have problems reproducing the problem resetting the above. Will see if I find a save game) but after setting this to false I could get mayorate bounties and reputation increase from attacking pirates in the same game I had problems in before (they had pirates set to hostile and had put out the bounties).

Either that has something to do with that or my game install has some weird stuff going on trying to drive me mad.

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?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 09, 2015, 04:12:16 AM
@Blaze: Gas giants probably yield too much stuff anyway, I might lower their output.

Resource depletion could be an interesting mechanic (makes the player look for new grounds), though I'd probably make the resources regenerate gradually (else it'd be pretty much the only thing in the Sector that wears out pemanently over time). Would probably cause trouble with asteroids though!*

*"Did I mine out that one already?"
I could remove worn-out asteroids, but they'd just get recreated on game load in Starsector 0.7.

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.

Well, I'll try to find the time to try and replicate anyway. In the meantime, feel free to nag me again if you see it again ;)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: fgdfgfthgr on November 12, 2015, 10:01:14 PM
There is a problem here, the nex is support the Fleaden mod.
But I can't find it in FAQ.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Dark.Revenant on November 12, 2015, 10:08:50 PM
There is a problem here, the nex is support the Fleaden mod.
But I can't find it in FAQ.

I can explain why this is:

Fleaden support was dropped, but Nexerelin has not been updated since Fleaden support was dropped.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: shuul on November 20, 2015, 09:07:42 AM
Update?  :)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: The Soldier on November 20, 2015, 09:15:12 AM
I'm going to be so happy when this mod gets updated - the update name can finally change. :D
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 20, 2015, 06:08:23 PM
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. :D
You should be thankful; my other candidate name for the release was "My Little Pegasus" (after celestis's PBC mod).

 ::)

 :D
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on November 21, 2015, 04:28:40 PM
It's always annoyed me that "independent" smugglers are mechanically above the law in Starsector, nowadays happily orbiting a station with their transceivers off within visual range of the patrol currently scolding me for having mine off. I think it'd an interesting (albeit possibly convoluted or currently impossible) system to set them to be pirates when "fully detected" by the player fleet in systems where the beacon is owned by the faction the player is a part of; personally I'd like to see them just be pirates permanently, ending the long-standing annoyance of chasing some of them as pirates all the way to a market where they bounce off the station and suddenly become "independent."
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: gruberscomplete on November 22, 2015, 11:45:28 AM
Hi,

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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: SpacePoliticianAndaZealot on November 22, 2015, 12:51:48 PM
Hi,

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  :-\

@Histidine
Are you going to keep the existing faction relations system?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: JohnDoe on November 22, 2015, 01:07:22 PM
>Implying you have a rig even remotely capable of running that at an acceptable framerate  :-\

(http://fastml.com/images/distributed/htop_32_cores.png)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Dark.Revenant on November 22, 2015, 01:17:30 PM
>Implying you have a rig even remotely capable of running that at an acceptable framerate  :-\

(http://fastml.com/images/distributed/htop_32_cores.png)

Starsector is single-thread, for the most part.  The best CPU for the game is a 6700K overclocked to 5+ GHz.

And what kind of CPU has 16 cores?  I thought the top-end Xeon had 18.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: gruberscomplete on November 22, 2015, 02:53:16 PM
Hi,

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  :-\

@Histidine
Are you going to keep the existing faction relations system?


Yes, a *** I7 processor on a 4 year old laptop. Its optional after all... maybe a config setting to increase minimum number of planets?

in rules.csv you have $option==exerelinNGCMaxPlanets8

I assume this is hard-coded in your code and you cant simply change that 8 to a 200 and have it work?

UPDATE:

HAHA IT WORKED! 50 planets!!!!!!!!! in one system!!!

but It was like 2 boxes down, not the column mentioned above.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 23, 2015, 03:15:29 AM
I'll probably add 10 and 12 planet options for the next release, but 50 planets is just not going to happen.

@Histidine
Are you going to keep the existing faction relations system?
I'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.

If someone wants a broader change to the good rep investigation handling, I hear SS+ will have some changes in that department ;)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Talkie Toaster on November 23, 2015, 07:38:11 AM
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...
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Linnis on November 26, 2015, 02:27:13 AM
I wonder when we gonna get the update
:>
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: OOZ662 on November 26, 2015, 02:28:19 AM
Right around the time that it's done.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: speeder on November 26, 2015, 07:13:38 AM
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)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Linnis on November 27, 2015, 03:35:46 AM
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)


yeah... thats right. I do feel the vanilla is best played as a pirate scrounging for survival. Otherwise it lack challenge and end up being "oh look i hit god mode again..."
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 27, 2015, 06:39:52 AM
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?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: JohnDoe on November 27, 2015, 06:45:30 AM
I guess I could provide a "no warranty" beta version or something?

You mean the !FUN! version?  :P
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: shuul on November 27, 2015, 07:23:06 AM
I'm also for the "FUN" version first :) we can help with playtest, you know )
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Aklyon on November 27, 2015, 07:26:49 AM
We've got a shadowyards dev and a citadel dev, a nexerelin dev would fit right in in the 'technically works in .7a? ' category ;)
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: NightfallGemini on November 27, 2015, 11:12:58 AM
May also provide some extra data if needed. :o
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: speeder on November 27, 2015, 04:57:27 PM
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?

I would be fine with that.

Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Histidine on November 27, 2015, 05:56:30 PM
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.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: speeder on November 27, 2015, 07:38:47 PM
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 am seeing issues with this on the stock game, so I doubt you can fix it by just adjusting dials, I think the economy needs some serious fixing instead.
Title: Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
Post by: Linnis on November 28, 2015, 07:28:06 PM
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?

Ya yaaayyy
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on November 29, 2015, 12:11:03 AM
Okay, beta is out.
Use at your own risk. Side effects include hair loss, gingivitis, muscle aches, skin rashes and spontaneous brain combustion. If you have an Emergency Burn lasting for more than for hours, consult a doctor.

Nexerelin v0.6.9 beta

Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.9_beta.zip) + hotfix (https://www.dropbox.com/s/ivupu8cgktexlph/Nexerelin_0.6.9_beta_hotfix.zip?dl=0)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: ChrisH on November 29, 2015, 12:25:07 AM
Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?

I'd be happy to help ya test some out
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on November 29, 2015, 12:33:22 AM
Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?

I'd be happy to help ya test some out
Feedback with a modded game is welcome, thanks!
(just don't ask me to fix issues with other people's mods, ofc)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: JohnDoe on November 29, 2015, 03:46:39 AM
Thanks for the update! Will try it out later today.

If you have an Emergency Burn lasting for more than for hours, consult a doctor.

That sounds pretty lewd...
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on November 29, 2015, 04:03:44 AM
Hotfix here (https://www.dropbox.com/s/ivupu8cgktexlph/Nexerelin_0.6.9_beta_hotfix.zip?dl=0) (fixes response fleets not working, markets locking you out after you capture them, and a bunch of other things)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Elijah on November 29, 2015, 06:27:07 AM
I'm getting this error:

(I play with ai war, templars and imperium factions, and the simulation and radar mods)

Spoiler
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Starting covert warfare event creation
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Trying action: SABOTAGE_RESERVE
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Number of target factions: 3
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Target faction: Luddic Church
440491 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Saboteur attacking reserve fleet
441126 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from Zat_Orbital, 19 total available
441591 [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)
[close]

I think is a AI war mod error, from comparing the mod list of another guy who's having the same error.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Stalker on November 29, 2015, 07:37:08 AM
Several issues:


This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: JohnDoe on November 29, 2015, 07:39:03 AM
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.

Are you sure you toggled the mods on in the mod list?
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Aklyon on November 29, 2015, 07:39:43 AM
Also you're using the most recent starsector version? (just in case)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on November 29, 2015, 07:48:09 AM
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.
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).
Try a reinstall of Nexerelin, and make sure all the files get put in the right place; check that data/config/exerelin/exerelin_config.json exists at least.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Stalker on November 29, 2015, 07:55:57 AM
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.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: speeder on November 29, 2015, 08:48:59 AM
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.

OSX default behaviour when dropping one folder into another is replace the FOLDER, not the contents.

It surprised me the first time it happened to me (it was in a day job I just had started, and it erased a 2 month long project that had no backup... thankfully it was still open in Eclipse, and Eclipse asked if I wanted to re-save all files again...)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Lprsti99 on November 29, 2015, 12:02:49 PM
Had a crash when I won a battle I'd joined in on.  I believe my allies had already started retreating, they had definitely all retreated by the time the battle ended.  Not sure if it's a nexerelin issue or a bug with the main game, but I hadn't encountered it before installing the mod.

Quote
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)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Tartiflette on November 29, 2015, 12:12:36 PM
That bug has been corrected in the hotfix for Starsector, re-download the game to correct it.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Linnis on November 30, 2015, 03:40:32 AM
I did two playthroughs one as tri and one as hege.

It seems now that all factions hate you all the time, and its incredibly hard to make credits.

Bounties you can only hunt from your faction basically.
Mining returns low money and +skilled up faction fleets will rip you apart.
Missions are also near impossible due to the amount of fleets running around.


:O
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Cik on November 30, 2015, 03:57:54 AM
nexerelin is much harder than it used to be.

bounty hunting is hard, not because of the fleets, but because if you deploy a reasonable force to destroy the enemy (not even your whole force, most of the time) the supplies you get (usually less than 50) are not even half enough to return to full CR.

supplies are 200+ credits, fuel likewise

even with the salary, keeping even a small fleet equipped and in good condition is impossible.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: JohnDoe on November 30, 2015, 06:23:07 AM
supplies are 200+ credits, fuel likewise

You must have had a bad random start with unbalanced supply/demand. In my game my size 7 home port had supplies under 30 credits.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Aklyon on November 30, 2015, 06:40:07 AM
Your start must've been nonsense as well, I've never seen 30 credit supplies in a port that wasn't going to expire in a month. I've had to rely on prism having the least expensive supplies to buy from to support my little spire destroyer/frigates trio.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: celestis on November 30, 2015, 06:44:32 AM
@Cik, You always can adjust the supplies price in commodities.csv to your liking. Requires a game restart though.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on November 30, 2015, 06:53:31 AM
I was hoping I'd brought the economic variability under control, apparently not.
Will test with some adjustments later (tries to have more supply producers in general; shipbreaking centers make more metals and machinery)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: cpmartins on November 30, 2015, 01:12:33 PM
I'm getting this error when using Nexerelin and SRI:
Spoiler
79414 [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]
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: RyMarq on November 30, 2015, 01:19:57 PM
Alright, glancing through your files for econ generation. You start with a randomized base of sectors based on some market stereotypes, and then you trim out the extremes to balance it out.
Balance here is based upon expected supply and demand of the overall system of planets.

Some interesting aspects about this.

1: Enemies don't ship to each-other as I understand it. This means if the supply for a product is on one side of a rivalry, and not the other, then there will be a price imbalance that occurs.

2: As I understand it, shipping isn't really based upon demand in a way that really scales. Because actors in your economy are not profit-motivated, imbalanced continue and can keep increasing. There is something of a limit to this, but the market doesn't really ever try to 'correct' itself.

3: Likewise, as I understand it, trade doesn't occur as much over long distances, so you can get a similar cut-off from a sector that happens to be very far away.




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.
If you are to try to adjust for this, you need smuggled goods to transfer when market imbalance gets very high, or at least some sort of response here. Right now these effects are what you use to have pockets where a player can profit as a merchant in the normal game. Its why you almost always start with a ton of money you can make off of short-range supply trading in the base game. With tarrifs are they are, its a very real need.

If you want to correct this, you need some sort of reflexive economic response to high/low prices. Whether that is building a new economic trait and tearing an old one down, or triggering new trade routes.


Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Histidine on December 01, 2015, 03:30:14 AM
I'm getting this error when using Nexerelin and SRI:
Spoiler
79414 [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]
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?

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.

I imagine the abundance of trade disruptions should keep a trader playstyle economically viable anyway, though I'd need to test it.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: arcozelo on December 01, 2015, 12:43:47 PM
I was playing starting on pirate faction, a rather long game time in I got attacked by a pirate smuggler that chased my fleet down. I disengaged, ran away, and a bit later on turned the transponder on - which got me kicked out of the pirates faction due to 'making my crimes public' (and reset all other faction relations to 0).

I suspect the smuggler might be a long lost remnant of a smuggler fleet I once attacked while it was flying independent colors. Anyhow, now the whole game seems out of whack - you have pirate patrols chasing down other pirate patrols and orbiting around each other doing nothing since when the fleets intercept, they don't engage - being of the same faction I suppose. I'm not sure how this can be handled - not sure what's exactly happening either but i thought i'd let you know.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Umbra Eterna on December 01, 2015, 02:36:41 PM
I have a question about the color of your 'player faction'. The player_npc.faction (I'm assuming this is the one, it affects my faction in-game so...) has a color area that has 4 different (RGB?) color values. I don't know what to do in order to make my faction red, for example.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: OOZ662 on December 01, 2015, 04:06:24 PM
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.
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: Umbra Eterna on December 01, 2015, 04:11:31 PM
Ok thanks I'll go try that. (I also had an issue with making the names and all that completely invisible, so you might be right about the transparency)
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: JT on December 01, 2015, 08:52:13 PM
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.

It's an RGBA colourspace -- the last number is "alpha", which is opacity, yep.  To darken you actually have to decrease the red -- e.g., 204,0,0 is 80% as bright as 255,0,0.  Any time a number increases, it adds more light in a given wavelength, which mixed together approaches white light.  Everyone always tried to explain everything in the primary paint colours and it just confused me until I thought of it as light adding up, which makes far more sense (although my brain still has trouble figuring out how red and green make yellow).
Title: Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
Post by: OOZ662 on December 01, 2015, 10:24:06 PM
I sat there and stared at it feeling like something was wrong, but my brain is so wrecked by terrible sleep habits that I couldn't figure it out. :P
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Histidine on December 02, 2015, 01:53:33 AM
After endless hours of hitting the economy with my head I think I finally made it a bit more stable. Still, if you see any really outrageous prices, best I can suggest is a restart.
And now I'm totally sick of dealing with it, so here's some fixes while I have them.

Notable changes since beta:
Spoiler
  • Fix prisoner drops
  • Fix various economy issues
  • Invasions less frequent; add grace period at start
  • Independents spawn at start
  • Diplomacy, covert ops events get special icons
  • Fix Prism weapons selection
  • Fix Saboteur using old effect values
  • Random start relationships higher on average
  • Add Laminar as Diable miner
[close]

Nexerelin v0.7
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.zip) + hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: JohnDoe on December 02, 2015, 02:08:12 AM
Thanks for the update.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Blaze on December 02, 2015, 07:48:16 AM
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.

Spoiler
271173 [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]
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: SpacePoliticianAndaZealot on December 02, 2015, 08:07:08 AM
There are far too many highly proficient officers flying around. I can't do squat with my Tempest...
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Requal on December 02, 2015, 10:43:38 AM
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.

Spoiler
271173 [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]

Having the same error
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Blaze on December 02, 2015, 11:04:51 AM
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.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: cqsolace on December 02, 2015, 11:14:55 AM
After upgrading to the new version today I'm seeing developer options in fleet engagements, and in general I have dev-only mode options everywhere.

http://imgur.com/Jr92Blz (http://imgur.com/Jr92Blz)

Edit: seems to have randomly resolved itself. Very strange.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Requal on December 02, 2015, 12:06:55 PM
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.

Will try that thnx

EDIT:
I don't have a wing_data.json there only a wing_data.csv

EDIT:
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)
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Histidine on December 02, 2015, 04:17:20 PM
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.

Spoiler
271173 [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]
Well that's what I get for not testing my fallbacks...

It should work if you make sure all factions present in the game (with a market) have a faction config in config/exerelinFactionConfig at least.

EDIT:
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)
Try starting a game with fewer stars for now.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Lprsti99 on December 02, 2015, 07:16:27 PM
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?
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Histidine on December 02, 2015, 07:49:14 PM
Yeah, SetRelationship doesn't seem to "take" properly and I'm afraid I have no idea why, sorry :(
(if you want to be friendly with someone, you can circumvent the bug by giving yourself 100 prisoners and repatriating them to the target at one of their markets)

I ought to do a reverse syncRelationships command, incidentally.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: alfa2 on December 02, 2015, 11:34:52 PM
damn
Every time in 30 sec ( after i load my save ?x) i had a bug :(
Code
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)
mods
Code
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]
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: Midnight Kitsune on December 03, 2015, 12:02:23 AM
Do you still have your old 65.2 install of SS? If you do, delete or move .7's JRE folder and then put 65.2's jre folder in its place
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: alfa2 on December 03, 2015, 12:45:05 AM
no.
i dont have 0,65..
all mods that i am unisg support ... 0,7a

i tryed to make new game but i had same error
Code
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]
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (official release 2015-12-02)
Post by: NightfallGemini on December 03, 2015, 04:35:30 AM
Just crashed out with this error:

Code
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)
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Histidine on December 03, 2015, 04:46:48 AM
Hotfix jar here (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0).
What do:

How use: Save to Nexerelin/jars, overwriting the existing one

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).
You can change the faction's display name (see first post for details) to fix it locally.
Or you can do
> runcode exerelin.utilities.ExerelinUtilsReputation.syncPlayerRelationshipsToFaction(false)
and it should work. (You can copy and paste that into console)
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: alfa2 on December 03, 2015, 11:15:50 AM
Thanks - my save looks work again...
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: mvlbrotherg24 on December 03, 2015, 12:37:05 PM
Hi histidine,

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.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: speeder on December 03, 2015, 02:01:36 PM
What the player faction do exactly?

Also, if you own a relay, do you have to hack your own relay to get info from it?
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Blaze on December 03, 2015, 02:39:19 PM
You automatically get relay access if you have "cooperative" relations; so as long as you don't annoy your own faction...
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Thaago on December 03, 2015, 09:32:25 PM
Ah, I'm enjoying playing with just this mod!

Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: TaLaR on December 03, 2015, 11:32:29 PM
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.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Tartiflette on December 04, 2015, 03:24:20 AM
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.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Histidine on December 04, 2015, 03:33:13 AM
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.

If you just want to set which planets/stations belong to which faction:
Spoiler
The relevant class (ExerelinSectorGen) is here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default)
For each system, initial generation of the stars and planets, and pre-generation of the stations, is here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default#ExerelinSectorGen.java-1246)
Once that's done, it assigns factions and markets to planets/stations here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default#ExerelinSectorGen.java-1033)

Currently it just adds all inhabited planets/moons and stations in the sector to a List of habitable entities (planets and moons are in habitablePlanets, stations in standaloneStations). Then it shuffles each list and assigns the entities to each faction, sequentially, in a semi-randomized order (think Tetris). You'll probably want to change this so moons get the same faction (and maybe the same market) as their planets, and planets/stations in each system mostly belong to the same faction.
The logic and code to do this is left as an exercise to the reader ;)

As for actually applying this: You could compile the modified version into your own ExerelinCore.jar and replace the mod's own one.
Or you could make your own mini-mod with the modified script in a new class (inheriting from the base ExerelinSectorGen), and have the mod be loaded after Nexerelin (mods load in alphabetical order). In your minimod's settings.json, set your new class to be the game's newGameCreationEntryPoint.

Code: json
"plugins":{
"newGameCreationEntryPoint":"exerelin.world.MyExerelinSectorGen",
},
[close]

Note: I am not responsible for any migraines that result from actually attempting to read/modify the Nexerelin code.

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.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: SpacePoliticianAndaZealot on December 04, 2015, 06:13:55 AM

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?
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: alfa2 on December 04, 2015, 07:00:53 AM
one more bug
Code
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

Code
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]

Same error on
Code
 INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.7.1a-RC3 launcher
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: namp007 on December 04, 2015, 09:57:25 AM
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?
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: speeder on December 04, 2015, 10:02:02 AM
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?

The stock game added empty star systems recently, so Nexerelin just added a way to generate these.


I dunno what they do in Nexerelin, but in the vanilla their only purpose is lore and having a place for people to hide from bounty hunters (ie: place where they are hiding from you)
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: SpacePoliticianAndaZealot on December 04, 2015, 01:00:37 PM
I hope faction comissions don't break anything  :-[
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Histidine on December 04, 2015, 04:37:53 PM
I'll likely push Nex 0.7b after I figure out how to integrate commissions and fix a few more issues. But it probably won't come out this week unless there are urgent bugs with SS 0.7.1a.

one more bug
Spoiler
Code
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

Code
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]

Same error on
Code
 INFO  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!
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Alex on December 04, 2015, 05:45:34 PM
Could you post in this thread (http://fractalsoftworks.com/forum/index.php?topic=10125) and help Alex work out the details? Thanks!

Posted re: problem there.
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: speeder on December 04, 2015, 06:49:14 PM
Histidine I decided to start my economy mod by modding the tax...

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?
Title: Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
Post by: Histidine on December 04, 2015, 07:03:23 PM
Histidine I decided to start my economy mod by modding the tax...

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?
market.getFactionId().equals("player_npc");

(there's a way to check it for "normal" factions which you're a part of, as well, but you'll have to know how to call methods that may not exist because the mod isn't loaded)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 05, 2015, 09:31:46 PM
Beta version for Starsector 0.7.1a here (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7c_beta.zip)
(note: you'll have to rename the download/extracted folder yourself)

Official release after more playtesting and SS+ is updated.

Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Code
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

EDIT: Bear in mind that previous saves may not be compatible (http://fractalsoftworks.com/forum/index.php?topic=10125).
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: JohnDoe on December 05, 2015, 09:36:46 PM
Thanks for the timely update! Will try it out now.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: speeder on December 05, 2015, 10:15:05 PM
You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 05, 2015, 10:39:14 PM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: JohnDoe on December 06, 2015, 12:08:42 AM
Got this crash in the campaign map.

Quote
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)

By the way, I started with "Own faction" and I'm not using Corvus mode.

Also, pirates seem to be neutral with everyone without known enemies.

Spoiler
(http://i.imgur.com/5uoqogM.png)
[close]
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 06, 2015, 01:32:31 AM
Well that was a really embarrassing bug.

Okay, hotfix jar (https://www.dropbox.com/s/cyhnxs7wihxu92h/ExerelinCore.jar?dl=0) (I've also replaced the old full download links).
Changes:
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: SpacePoliticianAndaZealot on December 06, 2015, 03:58:41 AM
So, are saves definitely not compatible or what ?(can't check)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: celestis on December 06, 2015, 06:00:20 AM
First, thanks for the update!
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: dan212 on December 06, 2015, 06:20:28 AM
I got an issue with new hotfix

Quote
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

Starsector 0.7.1a-RC5
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: SpacePoliticianAndaZealot on December 06, 2015, 08:10:38 AM
First, thanks for the update!
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.
Well, I've had the same problem in Corvus mode only. Dob't kbow what's up with that.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 06, 2015, 08:40:36 PM
Hmm, guess I'll have to do some debugging comparisons on officer levels (vanilla, Nex, Nex Corvus) later.

I got an issue with new hotfix

Quote
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

Starsector 0.7.1a-RC5
Looks like you've got an out-of-date copy of events.json. Which version of Nexerelin did you install?
The hotfix linked in the post above (http://fractalsoftworks.com/forum/index.php?topic=9175.msg173455#msg173455) is for Nex v0.7b. v0.7c works out of the box.
v0.7 has its own hotfix (as linked in the OP) but lacks compatibility with Starsector 0.7.1a and is not recommended for use.

If all else fails just download 0.7c (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7c_beta.zip) again and do a clean install.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: TaLaR on December 06, 2015, 10:45:11 PM
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.

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?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Jonlissla on December 06, 2015, 11:42:05 PM
How much of this is actually intended?

I'm curious about this as well. I know that prices were increased, but I don't know what the minimum is. Would save a lot of restarting.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Tartiflette on December 07, 2015, 12:02:57 AM
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.

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?
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 07, 2015, 03:16:16 AM
Supply base cost is 100, fuel base cost is 50. Nexerelin tries to have prices be slightly under to slightly over base price.
200 credit supplies and 100 credit fuel is considered somewhat broken.
300 credit supplies and 150 credit fuel is considered catastrophically broken (and if I see something like it during testing, I make revisions immediately).

Marines have a base cost of 500 but there's never enough of them to go around; ~750 is more typical. Still, >= 1000 credit cost is something wrong.

(all base prices are unchanged from vanilla)

If you see such things, a couple of bits of information could help me try to fix it:
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Jonlissla on December 07, 2015, 05:59:20 AM
I've noticed I have the same issue when using SS+ and a lot of faction mods. Guess it's all because of the way the economy works.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: TaLaR on December 07, 2015, 08:55:01 AM
@Histidine

My last game had mostly low prices, except marines.
Start conditions: 8 stars, 1 uninhabited star, max 6 planets, max 4 stations, +prism freeport, +starfarer mode
Prices (I'll just post from single world (size 7 tri tach), they are close to average, buy prices pre-tariff):
   Supplies: 54
   Fuel: 77
   Organics: 16
   Volatiles: 16
   Metals: 37
   Rare Metals: 120
   Heavy Machinery: 65
   Marines: 2397 <<   
Balancing log fragment (nothing about Marines):
Spoiler
2245870 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Shaper (Tri-Tachyon)
2245870 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
2245870 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Thessia (pirates)
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245871 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Patiota (Citadel)
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Camanis I (independent)
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
2245872 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zaphod (Luddic Church)
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: aquaculture
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245873 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Baleyworld (Diable Avionics)
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sola (Shadowyards)
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
2245874 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Caparelli I (Hegemony)
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: aquaculture
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
2245875 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zaphod I (Sindrian Diktat)
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: urbanized_polity
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245876 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Heaven (Knights Templar)
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245877 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sword (Imperium)
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Patiota II (Shadowyards)
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245878 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Yiril I (independent)
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Mint (Knights Templar)
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: rural_polity
2245879 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Azerty I (Diable Avionics)
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
2245880 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sabin (Sindrian Diktat)
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: shipbreaking_center
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Chitose (Luddic Church)
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245881 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Watson (Tri-Tachyon)
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245882 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Grey (pirates)
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Aurora (Hegemony)
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Tywin (Citadel)
2245883 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Chitose I (Imperium)
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Squall (Sindrian Diktat)
2245884 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Esuna (Diable Avionics)
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245885 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for El Facil (Tri-Tachyon)
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Mayhew I Customs (pirates)
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245886 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Azerty II Wall (Imperium)
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Yiril Station (Shadowyards)
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245887 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Laret Customs (independent)
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Azerty Command (Knights Templar)
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245888 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Caxort Wall (Luddic Church)
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Mint I Backwater (Citadel)
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
2245889 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sola II Quey (Hegemony)
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Exerelin Shipyard (Tri-Tachyon)
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245890 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Jira Terminal (pirates)
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zanzibar B Exchange (Shadowyards)
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Rantemario View (Hegemony)
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245891 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Camanis II Mantle (Imperium)
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Darwin Wall (Diable Avionics)
2245892 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Feynman I Nest (Knights Templar)
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245893 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Raestal Backwater (independent)
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Patiota I Port (Citadel)
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
2245894 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Raqueler Trading Post (Luddic Church)
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zanzibar Ledge (Sindrian Diktat)
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sagan Exchange (pirates)
2245895 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ms_medCenter
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Gau Dock (Hegemony)
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
2245896 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance domestic goods supply/demand: 976970 / 1712810
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Tywin (size 5)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Exerelin Shipyard (size 5)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Sabin (size 6)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Sword (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Watson (size 6)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Patiota (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Rantemario View (size 5)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Zaphod I (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Zaphod (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Sola (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Esuna (size 6)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Baleyworld (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Raqueler Trading Post (size 5)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Gau Dock (size 5)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Caparelli I (size 7)
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final domestic goods supply/demand: 1556470 / 1712810
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance supplies supply/demand: 101500 / 256491
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance metal supply/demand: 206200 / 87000
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance weapons supply/demand: 58000 / 1916889
2245897 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Aurora
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Yiril I
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Azerty II Wall
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Patiota
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Darwin Wall
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Caxort Wall
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Exerelin Shipyard
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Tywin
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Esuna
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Sabin
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Watson
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Patiota I Port
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Rantemario View
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Patiota II
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Zaphod I
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Caparelli I
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Sola
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Gau Dock
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to El Facil
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing shipbreaking center to Squall
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Zaphod
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final supplies supply/demand: 339500 / 256491
2245898 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final metal supply/demand: 381200 / 367000
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final weapons supply/demand: 618000 / 1916889
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance food supply/demand: 9917580 / 9711100
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Hydroponics Lab from Patiota (size 7)
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Hydroponics Lab from Camanis I (size 3)
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Hydroponics Lab from Zaphod (size 7)
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final food supply/demand: 9467550 / 9711100
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance fuel supply/demand: 60000 / 75304
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Antimatter Fuel Production to Sabin
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final fuel supply/demand: 80000 / 75304
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance organics supply/demand: 3241796 / 4887936
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Organics Complex to Camanis II Mantle
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Organics Complex to Azerty I
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Organics Complex to Mint
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Organics Complex to Rantemario View
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Organics Complex to Sola
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final organics supply/demand: 5741796 / 4887936
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance volatiles supply/demand: 3425000 / 3855978
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Volatiles Complex to Chitose I
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Volatiles Complex to Mint I Backwater
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final volatiles supply/demand: 4425000 / 3855978
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance metal supply/demand: 381200 / 367000
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Thessia
2245899 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Jira Terminal
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Camanis I
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Tywin
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Watson
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Exerelin Shipyard
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Patiota II
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Refining Complex to Sola II Quey
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final metal supply/demand: 461200 / 367000
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance ore supply/demand: 220000 / 376000
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Gau Dock
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Esuna
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Darwin Wall
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Patiota I Port
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Azerty II Wall
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Mayhew I Customs
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Zanzibar Ledge
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Camanis I
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Laret Customs
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Azerty I
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Raqueler Trading Post
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Aurora
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Caxort Wall
2245900 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final ore supply/demand: 480000 / 376000
[close]

Previous game had about 400 supply prices. Found no log fragment that seemed relevant (past log rollover?).
Start conditions: all default + prism freeport.
Prices (also size 7 Tri-Tach):
   Supplies: 382 <<
   Fuel: 70
   Organics: 39
   Volatiles: 32
   Metals: 21
   Rare Metals: 91
   Heavy Machinery: 441
   Marines: 675
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: celestis on December 07, 2015, 10:15:02 AM
I started a game two more times and I always find these terribly unbalanced fleets:
Spoiler
(https://www.dropbox.com/s/90i5yihsps6umh6/lvl20.png?dl=1)
[close]
5x lvl 20 (!) officers in a regular fleet. And these are just ones that are currently on screen, come on! There is something wrong with officer spawn stuff. Did not experience that in Vanilla, so that is probably a bug in Nexerelin code.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Nanao-kun on December 07, 2015, 11:01:14 AM
My standing with my faction (Tiandong) decreased because I was apparently hostile to "the Bounty Hunters" and "the Wanted". The only things I'd fought so far were some Dark Spire.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: mav on December 07, 2015, 11:36:00 AM
Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Xan on December 07, 2015, 02:05:37 PM
If you see such things, a couple of bits of information could help me try to fix it:
  • 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.)
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.

Options: I've tried a variety from 6-10 systems, 3-5 stations, usually left planets at 5. (latest attempt was 8 systems +2 uninhabited, 3 stations 5 planets if im not mistaken)

On average this results in >5 markets per system.

I tried reducing the number of starting factions to 75% as I have a total of 10 including mods (not counting pirates & Indie)

Prices for starting planet/system are consistently high for:

Supplies (ranging from 250 with 140 shown as lowered price on intel tab)
Drugs and Organs (around 900-1200 average for both, oddly)
Marines (always >1700)

Sometimes too high for:
Rare Metals (up to 400, usually high 200 range)
Metals (minor, only about 40-50 usually)
Weapons (up to 400, average mid 200 range)


Usually low for machinery (its not rare seeing ~70 on avg, was fine on the latest attempt, log below)
Volatiles (intel shows sector wide reduced to ~10 avg)

Here the latest log filtered by "ExerelinMarketSetup"

Spoiler
   Line 231847: 537381 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORGANICS
   Line 231851: 537381 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231853: 537382 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORE
   Line 231855: 537382 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype HEAVY_INDUSTRY
   Line 231866: 537383 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 231869: 537384 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype VOLATILES
   Line 231871: 537384 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORGANICS
   Line 231879: 537386 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype HEAVY_INDUSTRY
   Line 231882: 537386 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORGANICS
   Line 231883: 537386 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231895: 537400 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231898: 537400 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 231908: 537401 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231914: 537402 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 231926: 537411 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 231927: 537411 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype HEAVY_INDUSTRY
   Line 231931: 537411 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231938: 537421 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype VOLATILES
   Line 231939: 537421 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORGANICS
   Line 231941: 537422 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORE
   Line 231944: 537422 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype HEAVY_INDUSTRY
   Line 231946: 537422 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORE
   Line 231949: 537422 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231959: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype VOLATILES
   Line 231960: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 231962: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype VOLATILES
   Line 231965: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORE
   Line 231967: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype HEAVY_INDUSTRY
   Line 231968: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype MANUFACTURING
   Line 231971: 537432 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype ORGANICS
   Line 231974: 537433 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Getting planet for archetype AGRICULTURE
   Line 232003: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Green (Belfir)
   Line 232004: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232005: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
   Line 232006: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232007: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232008: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232009: 537445 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232010: 537446 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zaril (pirates)
   Line 232011: 537446 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232012: 537447 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232013: 537447 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232014: 537447 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232015: 537447 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232016: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Milfeulle (Citadel)
   Line 232017: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232018: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232019: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232020: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232021: 537448 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232022: 537449 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Kuromie II (Diable Avionics)
   Line 232023: 537449 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232024: 537449 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232025: 537449 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
   Line 232026: 537449 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232027: 537450 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232028: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for El Facil II (Luddic Church)
   Line 232029: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232030: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232031: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232032: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232033: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232034: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232035: 537451 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232036: 537452 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zaril I (independent)
   Line 232037: 537452 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
   Line 232038: 537452 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
   Line 232039: 537452 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232040: 537453 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Kuromie I (Scy)
   Line 232041: 537453 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232042: 537453 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232043: 537453 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
   Line 232044: 537454 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232045: 537454 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232046: 537454 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232047: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Chitose III (Hegemony)
   Line 232048: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232049: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
   Line 232050: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232051: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232052: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232053: 537455 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232054: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Rinoa I (Sindrian Diktat)
   Line 232055: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
   Line 232056: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232057: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: trade_center
   Line 232058: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
   Line 232059: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
   Line 232060: 537456 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232061: 537457 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for El Facil (Blackrock)
   Line 232062: 537457 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
   Line 232063: 537458 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232064: 537458 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232065: 537458 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232066: 537458 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232067: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sanctuary (Diable Avionics)
   Line 232068: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232069: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232070: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232071: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232072: 537459 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232073: 537460 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Rinoa (Luddic Church)
   Line 232074: 537460 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232075: 537460 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232076: 537460 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232077: 537460 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232078: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Mog (Citadel)
   Line 232079: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232080: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232081: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232082: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232083: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232084: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232085: 537461 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232086: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Hoth (independent)
   Line 232087: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
   Line 232088: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232089: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232090: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232091: 537462 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232092: 537463 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232093: 537463 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Kahje I (pirates)
   Line 232094: 537463 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232095: 537463 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232096: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Theisman (Blackrock)
   Line 232097: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232098: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232099: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232100: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232101: 537464 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232102: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Mog I (Sindrian Diktat)
   Line 232103: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232104: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232105: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232106: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Kuromie (Hegemony)
   Line 232107: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volturnian_lobster_pens
   Line 232108: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232109: 537465 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
   Line 232110: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232111: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232112: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Chitose II (Scy)
   Line 232113: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232114: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232115: 537466 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232116: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Shaper I (Luddic Church)
   Line 232117: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232118: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232119: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232120: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Raqueler (Blackrock)
   Line 232121: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
   Line 232122: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232123: 537467 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232124: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232125: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: urbanized_polity
   Line 232126: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Yanakov (independent)
   Line 232127: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organics_complex
   Line 232128: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232129: 537468 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232130: 537469 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zaril II (Sindrian Diktat)
   Line 232131: 537469 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
   Line 232132: 537469 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: cottage_industry
   Line 232133: 537469 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232134: 537469 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232135: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Libertas Command (Diable Avionics)
   Line 232136: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232137: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232138: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232139: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Exerelin B Base (Hegemony)
   Line 232140: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232141: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232142: 537470 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
   Line 232143: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Candless Port (Citadel)
   Line 232144: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232145: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232146: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232147: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Anisimovna Trading Post (pirates)
   Line 232148: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232149: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232150: 537471 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232151: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Servator B Ledge (Scy)
   Line 232152: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232153: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
   Line 232154: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Raqueler II Dock (Luddic Church)
   Line 232155: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232156: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232157: 537472 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232158: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232159: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232160: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for El Facil I Exchange (Diable Avionics)
   Line 232161: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232162: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232163: 537473 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232164: 537474 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Rakhana Terminal (independent)
   Line 232165: 537474 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232166: 537474 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232167: 537474 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232168: 537474 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232169: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for White Haven Trading Post (Blackrock)
   Line 232170: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232171: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_complex
   Line 232172: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232173: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232174: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Semmelweiss Backwater (pirates)
   Line 232175: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232176: 537475 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232177: 537476 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232178: 537476 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Grayson Orbital (Scy)
   Line 232179: 537476 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232180: 537476 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232181: 537476 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
   Line 232182: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Qwerty Nest (Hegemony)
   Line 232183: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: antimatter_fuel_production
   Line 232184: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: autofac_heavy_industry
   Line 232185: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232186: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232187: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Courvosier Trading Post (Sindrian Diktat)
   Line 232188: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232189: 537477 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232190: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232191: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232192: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Kahje II Terminal (Citadel)
   Line 232193: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232194: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232195: 537478 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Vivi Backwater (Luddic Church)
   Line 232196: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232197: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
   Line 232198: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232199: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232200: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: large_refugee_population
   Line 232201: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Zanzibar Quey (Scy)
   Line 232202: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232203: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: dissident
   Line 232204: 537479 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
   Line 232205: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Enemonzo Orbital (Blackrock)
   Line 232206: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: spaceport
   Line 232207: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_recycling_plant
   Line 232208: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: vice_demand
   Line 232209: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Hyperion I Dock (Citadel)
   Line 232210: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: light_industrial_complex
   Line 232211: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232212: 537480 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: ore_refining_complex
   Line 232213: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232214: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Sechaveh Port (Sindrian Diktat)
   Line 232215: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232216: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232217: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Figaro Shipyard (Hegemony)
   Line 232218: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
   Line 232219: 537481 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: military_base
   Line 232220: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Nacio Base (Diable Avionics)
   Line 232221: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: volatiles_complex
   Line 232222: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_supply_workshop
   Line 232223: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: stealth_minefields
   Line 232224: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232225: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Processing market conditions for Servator Post (pirates)
   Line 232226: 537482 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: exerelin_hydroponics
   Line 232227: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: outpost
   Line 232228: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  -    Adding condition: organized_crime
   Line 232229: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance domestic goods supply/demand: 852130 / 1081920
   Line 232230: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Chitose III (size 7)
   Line 232231: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Vivi Backwater (size 5)
   Line 232232: 537483 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Raqueler (size 6)
   Line 232233: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to Mog I (size 5)
   Line 232234: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Light Industrial Complex to El Facil (size 7)
   Line 232235: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final domestic goods supply/demand: 1013130 / 1081920
   Line 232236: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance supplies supply/demand: 169500 / 97828
   Line 232237: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance metal supply/demand: 208000 / 210000
   Line 232238: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance weapons supply/demand: 300000 / 1187699
   Line 232239: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Milfeulle
   Line 232240: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from El Facil
   Line 232241: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Sanctuary
   Line 232242: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Mog I
   Line 232243: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Qwerty Nest
   Line 232244: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to El Facil
   Line 232245: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Mog I
   Line 232246: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final supplies supply/demand: 133500 / 97828
   Line 232247: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final metal supply/demand: 208000 / 150000
   Line 232248: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final weapons supply/demand: 180000 / 1187699
   Line 232249: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance food supply/demand: 7339472 / 8719200
   Line 232250: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final food supply/demand: 7339472 / 8719200
   Line 232251: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance fuel supply/demand: 120000 / 62214
   Line 232252: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Antimatter Fuel Production from Chitose III
   Line 232253: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Antimatter Fuel Production from Rinoa I
   Line 232254: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final fuel supply/demand: 80000 / 62214
   Line 232255: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance organics supply/demand: 3916082 / 2679994
   Line 232256: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Organics Complex from Kuromie I
   Line 232257: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final organics supply/demand: 3416082 / 2679994
   Line 232258: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance volatiles supply/demand: 4187500 / 2149038
   Line 232259: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Volatiles Complex from Hoth
   Line 232260: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Volatiles Complex from Kuromie
   Line 232261: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Volatiles Complex from Zaril II
   Line 232262: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final volatiles supply/demand: 2687500 / 2149038
   Line 232263: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance metal supply/demand: 208000 / 150000
   Line 232264: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Ore Refining Complex from Milfeulle
   Line 232265: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing Ore Refining Complex from Kuromie II
   Line 232266: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final metal supply/demand: 188000 / 150000
   Line 232267: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance ore supply/demand: 220000 / 200000
   Line 232268: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Raqueler
   Line 232269: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing Ore Complex to Candless Port
   Line 232270: 537485 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final ore supply/demand: 260000 / 200000
[close]

If I had to guess I'd say that the balancing calculates demand for some goods incorrectly after changing conditions:

   Line 232238: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Pre-balance weapons supply/demand: 300000 / 1187699
   Line 232239: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Milfeulle
   Line 232240: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from El Facil
   Line 232241: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Sanctuary
   Line 232242: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Mog I
   Line 232243: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Removed balancing heavy autofac from Qwerty Nest
   Line 232244: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to El Facil
   Line 232245: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Added balancing heavy autofac to Mog I
   Line 232246: 537484 [Thread-5] INFO  exerelin.world.ExerelinMarketSetup  - Final supplies supply/demand: 133500 / 97828

Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Creepin on December 07, 2015, 02:50:26 PM
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.

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: OOZ662 on December 07, 2015, 02:57:43 PM
There's a reason it says "beta" in the thread title. No need to panic.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Nanao-kun on December 07, 2015, 06:04:26 PM
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.

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.
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Ranakastrasz on December 07, 2015, 07:13:33 PM
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...

Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: speeder on December 07, 2015, 07:38:51 PM
Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?

This is a special faction, that is supposed to be hostile to everyone.

Vanilla Ludd Raiders faction that was created recently work in the same way.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 07, 2015, 08:20:08 PM
Well, guess I'll be spending the week gutting and redoing the economy generator again (hopefully for the last time).

*dramatic sigh*

Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...

Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
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.
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Spenz on December 07, 2015, 10:02:07 PM
Yep fixing the decaying rep bug would be nice.  The game is brutally hard enough as it is.  The Scy have a relatively easy start with cheap supplies and an accessible empty system, but the Templar are legion in my game for some reason.  Over 20 fleets, each with at least 1 archbishop (some have 7 archbishops!!!!!) are roaming around both in system and in hyperspace.  It makes it very difficult to expand when the Templar are steamrolling over every single faction. 

To be fair they were like this in my vanilla game, but not to this extent, and never with such powerful fleets.  Hard-mode indeed.  It's like Dark Souls in space.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 08, 2015, 05:49:37 AM
Hmm, I'll reduce the size of the Templar invasion/response fleets, but I'm not sure I can do much about their patrols unfortunately :(
I'll see what I can do, though.

For overpriced marines (and probably supplies as well), here's something to try:
Open data/config/exerelin/marketConfig.json.
Find the "dissident" entry and either comment it out completely, or give it a maximum size, like so:
Code: json
		{
"name":"dissident",
"special":true,
"archetypes":{"default":1},
"minSize":3,
"maxSize":5,
"allowDuplicates":false
},
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: instago on December 08, 2015, 06:58:48 AM
Getting spammed with "Commission with the Hegemony Annulled".  (http://imgur.com/CcxWkMF)

I was in Hegemony, but left. This message occurred a little while after I had left, and hasn't stopped repeating.

Mods installed:

Nexerelin 0.7c
SS+ 3.0
Blackrock Drivers 0.8.0
LazyLib 2.1
ZZ ShaderLib Beta 1.1.1
Version Checker 1.4c

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: TaLaR on December 08, 2015, 08:47:25 AM
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.

This works:

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: instago on December 08, 2015, 09:21:56 AM
Ooh, I mistakenly thought the red lines were the ones to change.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Snrasha on December 08, 2015, 09:52:47 AM
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)

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....

Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Xan on December 08, 2015, 10:07:59 AM
Marine prices solution also seems to work, though supply prices up to at least 300 are still possible.

Dissidents should not affect Supplies: http://starsector.wikia.com/wiki/Market_conditions (as this is the vanilla wiki, this is obviously not taking possible mod changes into account, no idea what and how many market conditions are mod based and create demand for supplies)

All you're doing is limiting what size markets are allowed to get that specific condition (or it just limits the market size entirely, but that seems unlikely to me even with my limited understanding of how the game works)

You need to find a condition that increases supply demand, like Frontier or Military bases. (I could only find military bases in that particular file, and I don't know how that event works or where it sits)

Commenting these out should drastically reduce demand, as they seem to be the only ones actively creating demand.

I don't believe NPC fleets actually are considered by the market simulation, especially under considering that Large templar fleets exist, should you use that mod. I don't want to know how many supplies/day a fleet with aforementioned 7 Archbishops would take if it were a player fleet.

Disclaimer: I dont have an actual idea how most of these interactions really work, so this is mostly guesswork.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: TaLaR on December 08, 2015, 10:09:36 AM
Suggestion:
When using random starting relations option, set Pirates hostile to all, like Luddic Path and Templars. (Or at least hostile to player faction)
Player needs to be hostile with pirates for bounties and just attacking them when non-hostile will cause huge relations penalty with everyone.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: SpacePoliticianAndaZealot on December 08, 2015, 11:03:03 AM
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)

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....


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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Nanao-kun on December 08, 2015, 11:18:06 AM
"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: SpacePoliticianAndaZealot on December 08, 2015, 11:20:03 AM
"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Snrasha on December 08, 2015, 11:21:45 AM
[...]
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.

I talk my mod is a pirate faction, more hard than pirate. (Looters faction)

But,yes, i have not battleship, bad idea attack. (And i have not EMP weapon when i have attack this faction, i have see...)


"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
Ah ah, i want know how!
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Nanao-kun on December 08, 2015, 11:26:31 AM
"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
It comes up as "The  have driven the knights templars from the sector". It says independents in the intel tab.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Xan on December 08, 2015, 11:48:56 AM
Man, alex wasn't kidding when he said he made invasion fleets less scatterbrained. They must've put some effort into that one.

Edit: on my previous experiment with locking "name":"military_base", to "maxSize":5 similar to what Histidine recommended:
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.

Crashed immediately after creating a character during new game generation. Here's the log excerpt for the curious:
Spoiler
126077 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.ExerelinMarketSetup.pickPlanetTypeFromArchetype(ExerelinMarketSetup.java:280)
   at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1370)
   at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:707)
   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)
[close]

Commenting out "maxSize":5 fixed it, I guess I'll just assume that somewhere the generator is told that military bases can be or will be bigger or something like that until Histidine clears this up for my dummy self.

I did however lock dissidents and finally got a sector that doesn't have horribly inflated supply and marine costs. Yay.

So yeah, in short: ignore my previous post that said to lock military bases in the same fashion to fix high supply prices, my bad.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Ranakastrasz on December 08, 2015, 12:17:51 PM
Well, guess I'll be spending the week gutting and redoing the economy generator again (hopefully for the last time).

*dramatic sigh*

Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...

Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
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.
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.
That would be the
Code
	"faction_commission":{
# "script":"exerelin.campaign.events.ExerelinFactionCommissionMissionEvent",
},
part, right? I did so, nothing changed. Is a new game required for this to work?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: TaLaR on December 08, 2015, 09:16:18 PM
@Ranakastrasz

Didn't try it without starting a new game. And I commented whole "faction_commission" section (once again, not sure if it matters).
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Histidine on December 09, 2015, 03:55:00 AM
"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
It comes up as "The  have driven the knights templars from the sector". It says independents in the intel tab.
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
Post by: Jonlissla on December 09, 2015, 04:45:23 AM
For that matter, independents aren't supposed to be able to launch invasions.

The logbook doesn't go back enough for me to see the log entry, but I'm pretty confident I saw a Indie invasion fleet headed for a Templar controlled planet once.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 09, 2015, 05:25:53 AM
/me checks

Oh whoops, they can. And they're also wrongly getting involved in other bits of code (as are other non-playable factions including the Path and neutrals). Fixed.

Anyway, here's beta 0.7d (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7d_beta.zip). Key changes:


Still todo:
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Creepin on December 09, 2015, 09:41:32 AM
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?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Snrasha on December 09, 2015, 12:33:14 PM
Quote
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!

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 ><)

Thank.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Gezzaman on December 09, 2015, 05:51:48 PM

  • Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 09, 2015, 08:01:57 PM
         if (marketPicker.isEmpty())   break;   // f uck it, we give up

whats with this in the jar files ExerelinMarketSetup lol
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 09, 2015, 08:43:27 PM
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 ><)

Spoiler
I'm applying a curation policy to the supported mods list. Faction mods come in three categories:
  • Not supported
  • Supported
  • Supported and listed

Mods get moved from I to II if I feel like doing the work needed to implement support. Starting the current beta, the mod dev can also do this themselves entirely on their side by editing the relevant .csvs and adding a faction config file.

Moving to III requires the mod meeting certain quality standards and the author not giving cause for social sanction (e.g. taking other people's content without permission). If the mod is by a reputable author and/or of readily visible high quality, without serious bugs reported, etc. I'll usually move it from I to III directly; else I'll probably want to playtest it first.
[close]

I'll take a look at the Looters mod later and maybe list it then.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Creepin on December 09, 2015, 10:08:45 PM
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!
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Spenz on December 09, 2015, 10:21:16 PM

  • Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: speeder on December 10, 2015, 03:52:16 AM

  • Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm

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.

I agreed with all that!

I would LOVE to re-enable templars! (I disabled them because every time I left them enabled in Nexerelin they would outright wipe out all other factions... making the galaxy to become a "monofaction" thing, maybe I just had bad luck too though...)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: JohnDoe on December 10, 2015, 04:19:02 AM
I was wondering why Nexerelin suddenly got harder, turns out there're officers everywhere :o
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Probe1 on December 10, 2015, 08:01:39 AM
With Hegemony start I get periodic messages telling me I'm hostile with "the wanted" and "bounty hunters", then lose rep with Hegemony.  

That's pretty weird.  Only running SS+ and Nexerlin 0.7c.  Corvus mode.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Takion Kasukedo on December 10, 2015, 09:08:47 AM
Is this bug already on it's way to being fixed?

Spoiler
699672 [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...

Spoiler
8171363 [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]
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 10, 2015, 09:25:45 AM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: JohnDoe on December 10, 2015, 09:44:21 AM
Do you have the newest version (0.7d)? It's supposed to address some of the economy problems.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Nanao-kun on December 10, 2015, 10:23:05 AM
Pretty sure BRDY doesn't support Corvus mode yet, which needs Cycerin to add it in, not Histidine.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: speeder on December 10, 2015, 12:47:09 PM
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.

I have nothing to do with nexerelin, but I want more details on your issue, what you were seeing wrong? You only said instability, but that does not explain much to me...
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 10, 2015, 12:51:28 PM
Blackrock, Flu-X and Junkpirates do not support Corvus mode.. yet. As for the unstable market, I feel even in vanilla 1 of the markets I have been trying to raise the stability just hates me. Although I keep seeing smuggling events and instability events happening to it. Darn it. Why the independent have only one military market!
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Edigos on December 10, 2015, 05:05:12 PM
Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.
Those mad dogs are literally everywhere.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 10, 2015, 06:35:36 PM
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... anyway, found the problem because I started a game withougt nexerelin and then enabled it and since then the market hasn't changed anywhere for the past 5 hours... which does confirm the fact it just blocks or it might be because I enabled it in a save withougt it enabled but thats actualy unlikely... anyway, hope this clears the situation :P
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 10, 2015, 06:36:29 PM
Do you have the newest version (0.7d)? It's supposed to address some of the economy problems.

which version 0.7d... we have 0.7.1a lol
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 10, 2015, 08:45:54 PM
oooh nvm there was a new update :P thanks for mentioning! :D
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: fgdfgfthgr on December 11, 2015, 12:01:55 AM
There a one things I want to suggest you......

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?

 :)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 11, 2015, 03:01:13 AM
Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.
Those mad dogs are literally everywhere.
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...
(In the meantime, you can set "spawnPatrols":false in the Templar faction config, but this will probably stop working the moment the Templars capture a market)

Is this bug already on it's way to being fixed?

Spoiler
699672 [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...

Spoiler
8171363 [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]
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.)

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/

[...]

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.
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.

Quote
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.
If you're with a faction, you automatically become hostile to all their enemies anyway. This was always the case.

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.
Nor does it touch how selling/buying stuff alters market stability. I assume it can be done in vanilla in principle, but that depends on factors like the commodities involved and the size of the transactions and the market involved.

I'm not sure you actually know enough to diagnose any particular problem here.

There a one things I want to suggest you......

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?

 :)
Will take a look later.

EDIT: Actually under the circumstances, it'll probably be better if I just remove the Fleaden mod handling from my end and you can implement the stuff in your own mod (look at the .csvs for how to do it).
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Edigos on December 11, 2015, 04:22:25 AM
In fact I think this templar overflow crisis is somehow quite challenging, maybe you could make this a start option that this sector is facing a templar full invasion, and all factions stand together again them.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Takion Kasukedo on December 11, 2015, 10:21:36 AM
I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.

Spoiler
582297 [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)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 11, 2015, 01:45:26 PM
I have a question. Why your mod (and in extension Zaphide's that started it) is so awesome? I have to admit the game is nice by itself and it can take up a lot of gaming hours, but Nexerelin makes it so much more.. infinite. Sorry that for now all I have are words of joy XD I just started playing again modded, after at least trying the game once in vanilla and I am already happier. Lol. I hope soon I will experience some bugs too to be able to report them :p
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 11, 2015, 02:15:06 PM

I'm not sure you actually know enough to diagnose any particular problem here.


wowowow Shots fired here!

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSyld2MJQLTCOeI4hA1MH1Vx28uOPd1PmlyIVQty26WsnE5-DgF2Q)

serioulsy tho, it is actualy a problem and I have NO IDEA EITHER what the *** is going on! I am able to understand enough, was just letting you know that stability of 4 is... very common actualy lol. Heck, found 3 stability 0 yesterday alone... But it does look like it doesn't do it all the time with the 0.7d. All I am saying here is, just because you are the creator of this code, the thing running it is stupid (computer) so its voluntary thus shouldn't be seen as a blatent ''I'm not sure you actually know enough to diagnose any particular problem
 here.'' because it is a rude way of saying it when all I am trying to do is actualy informing you of this weird issue. Anyway, lets make this peaceful (might be my aspergers perceive all this as rude, hard to tell when you can only read -_- ) so anyway thanks for the mod :)   Will keep playing it and will report on my situation to see if market does change.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 11, 2015, 02:27:30 PM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: fgdfgfthgr on December 11, 2015, 03:39:10 PM
Ok, I had move the rules.csv ,exerelinFactionConfig part into Fleaden mod make it support Nexerelin. You can delete the Fleaden support in those two part.(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.)
 :)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 11, 2015, 04:48:22 PM
I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.

Spoiler
582297 [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)?

(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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 11, 2015, 05:00:35 PM
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.


Spoiler
PM : don't act like a 5 year old by making useless name jokes... its just weird.
[close]
  <== cringe/annoyance
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 11, 2015, 05:13:53 PM
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.

If this is an actual problem cause by Nex and an error, it will soon be reported by more people for sure. I have found a single market that was 3, and indeed it was after it was attacked. But the sure is that if it is an actual problem,. eventually will get it. My markets for now go up and down according to the log. Usually down since i keep smuggling. But I have seen no market "stuck".

If you mean me about the name joke, I said snip, not strip. Snip is used to not paste everything that was said before and save space. It has nothing to do with your name or striptease.

PS: If you feel you got hostile replies from Histidine is probably because you did not come here asking, but saying that it was this modes fault, being absolutely sure that it can be nothing else. I am sure if you asked why you have that problem, rather than accuse the mods with imaginary proof, you would not get missiles fired at you XD
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 11, 2015, 05:34:38 PM
oh wow... ya my bad on that one lol... (have three monitors and the thing is that I was reading on my far right monitor and its quite far away + I have bad vision ++ hapends alot that people make that stupid joke and was a bit annoyed lol)

anyway, getting tired so I will stop talking on the forums to avoid any stupid *** from being tired affect any people here, no one deserves this :) so will just play and will see if this problem on my side is related to a faction mod... altho it would be weird... but hey, we all make mistakes and I am pretty sure if I read what I just wrote the whole sentence will make no sense... welp guess not this time. so ya ttyl guys<< we aren't in a chat but whatever
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: JohnDoe on December 11, 2015, 05:56:50 PM
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?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Takion Kasukedo on December 11, 2015, 06:54:24 PM
I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.

Spoiler
582297 [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...

Spoiler
3254140 [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
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: TaLaR on December 12, 2015, 05:13:46 AM
Does 'starfarer mode' starting option actually affect other faction aggression towards player's faction?

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.

Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 12, 2015, 06:33:53 AM
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?

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 12, 2015, 07:26:51 AM
That Templar... thing... should not happen. Uh, I'll keep an eye out for it.

Definitely I am feeling like one of those meme's will appear saying "Templars. Templars everywhere." I am just 100% glad that templars do not hate me for trading with factions they hate.. since they hate everyone. I have not been in all the galaxy, but wherever I go, I see Templars obliterating nations. Bounties seem to be triggered by Knights Templar 80%, rather than pirates on this gameplay.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: TaLaR on December 12, 2015, 07:31:39 AM
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.

As far as I understood, dominance starts affecting events once I have 0.25 of all market sizes (+50% value with starfarer mode).
I think my faction (later alliance) was not big enough for dominance mechanics to kick in for most of this peace with everyone period. (Larger than default sector + many factions)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Shyguy on December 12, 2015, 09:42:31 AM
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?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 12, 2015, 09:51:59 AM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Shyguy on December 12, 2015, 11:52:57 AM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 12, 2015, 12:35:00 PM
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. Make sure to keep a backup of that file in case something goes wrong~

There is a danger factor on the bottom of the file, but I do not know what that is, but I am sure if you lower the base accident chance, accidents will become less.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: OhNoesBunnies on December 12, 2015, 04:08:52 PM
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?).
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Blaze on December 12, 2015, 04:53:26 PM
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.

Accidents happening greatly depends on the type of planet/moon mined. Volcanic/Toxic worlds are a lot more dangerous than gas planets or barren worlds.

Also, mining planets instead of moons increases danger by a fair amount.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 12, 2015, 06:26:02 PM
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 three four of them) and change it to
HasMarines 1
(haven't tested yet)

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.
Yeah, this should work.
(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)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Mealstrom on December 12, 2015, 06:43:05 PM
alright, sorry for all the trouble before but it is now fixed in 0.7d :D

great job! seemed like it was only caused by 0.7 b? not sure but ya, theres no problem anymore ;)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: PCCL on December 12, 2015, 07:28:39 PM
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?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: OhNoesBunnies on December 12, 2015, 07:48:20 PM
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 three four of them) and change it to
HasMarines 1
(haven't tested yet)

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.
Yeah, this should work.
(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)
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Incomptinence on December 13, 2015, 12:40:37 AM
Hello I am having an error when setting the non corvus setup options to maximum:

Code
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)

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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Histidine on December 13, 2015, 01:02:43 AM
Hello I am having an error when setting the non corvus setup options to maximum:

Code
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)

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.
Looks like you ran out of planet names. (Yeah, I never imagined that would happen...)
You can open Nexerelin/data/config/exerelin/planetNames.json and add more names to try and resolve the issue. Although I'm not sure even trying to play such a big game is a good idea to begin with
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: cpmartins on December 13, 2015, 03:42:16 AM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 13, 2015, 04:42:14 AM
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?


I too was thinking that since no Major faction hates me, I should get a planet from the Pirates, since they hate me anyway. I clicked to see what planets they have.. yeah.. the list was huge. If anything they are the largest faction if you do not play a random map. I am pretty sure getting swarmed with enemy fleets, unhappy you took over one of their planets, is normal.

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.

Currently any faction would have that problem for sure. I am so scared to do anything to anger the Templar. Heck I am scared to even capture a planet and then see my faction's AI do something to make Templar hate me.. They are on a full out Crusade against the galaxy 25 hours a day, 8 days a week..
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Takion Kasukedo on December 13, 2015, 10:12:06 AM
So...I came across said error once again, with no vanilla factions, and I don't know what to do.

There was no empty sectors this time, and all planets at least had a station.

Spoiler
2082156 [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.

Spoiler
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]

Both happened on clean installs of Starsector & Nexerelin.

Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Jude on December 13, 2015, 10:19:49 AM
"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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 13, 2015, 10:37:42 AM
"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.

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.

Corvus mode definitely is worth it :D Ahhhhh painting the map in my own color.. what better end for a game.. :D
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Jude on December 13, 2015, 10:44:45 AM
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.

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.
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.

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).
Hum, what others ones to try?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 13, 2015, 11:17:21 AM
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).

Corvus mode is not only fun because you can take over factions, but because the war between factions feels more intense and real (to me). Huge invasions fleets appear all the time and battles are littering the system. Although currently you mostly see Templar if you have them installed. Playing normal is all fun and all, currently choosing your fav faction and raising a large fleet that can take on anything.. but after you try Corvus mode and you feel feel that slowly the system is changing, you will not be able to go back.. well I won't.. XD



I have a question. Is it normal that Prism Freeport posts bounties , but instead of being around it, it is at Acheron that is on the top left of the map in Corvus mode? For me the Freeport is next to Duzahk system in the middle of the map.

Edit
Nevermind. I finally visited that distant star and there is a Prism Freeport in there too.. I wonder if I did something wrong.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Thaago on December 13, 2015, 01:50:39 PM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 13, 2015, 02:20:27 PM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Thaago on December 13, 2015, 04:07:41 PM
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!

What is the difference between "free start" and your own faction, anyhow?
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Jude on December 13, 2015, 04:15:16 PM
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.
Title: Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
Post by: Weltall on December 13, 2015, 04:21:02 PM