1
Mods / Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« on: April 18, 2024, 05:12:53 AM »I keep having random crashes, any idea what's causing this?Does it happen after fighting a specific fleet? The crash seems to be from the dialog either not having a battle, or the battle not having a player side (using the Java 23 mod will give a more detailed error message). Not sure why it would happen.Spoiler3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.I could make faction income do things at some point, but don't have any plans to right now.
It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*
*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.