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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 922222 times)

borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1125 on: August 12, 2016, 09:05:23 AM »

so far i've been splashing around in the kiddie pool..... finally decided to take the plunge: activated nexerelin

started a new game got all the way through the menu and started a game and crash

Code
909239 [Thread-4] INFO  exerelin.world.ExerelinSectorGen  - Finished sector generation
909248 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

help?
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Orikson

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1126 on: August 12, 2016, 10:12:48 AM »

so far i've been splashing around in the kiddie pool..... finally decided to take the plunge: activated nexerelin

started a new game got all the way through the menu and started a game and crash

Code
909239 [Thread-4] INFO  exerelin.world.ExerelinSectorGen  - Finished sector generation
909248 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

help?

Can you post the list of mods you've loadedwith Nexerelin? It'll help a bit.
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borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1127 on: August 12, 2016, 11:25:17 AM »

[Audio Plus]                   
[Autosave]
[Blackrock Drive Yards]         
[Combat Chatter]
[Common Radar]                 
[DIABLEAVIONICS]
[DynaSector]                   
[GraphicsLib]
[Interstellar Imperium]         
[JP_RC_255]
[LazyLib]                       
[mayorate]
[Nexerelin]
[Portrait pack]                 
[SCY]
[shadow_ships]                 
[Ship and Weapon Pack]
[shippack]                     
[Starsector Plus]               
[Steiner Foundation]
[Templars]                     
[Tiandong Heavy Industries 1.1]
[TwigLib]                       
[Underworld]

everything works when nexerilin is turned off
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Midnight Kitsune

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1128 on: August 12, 2016, 01:30:10 PM »

I would say that the cause is likely to be the "ship pack" mod
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One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
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Weltall

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1129 on: August 12, 2016, 05:00:17 PM »

I have been playing a Corvus mode game with Ship Pack and a larger setup and I have been playing for hours without an problem. Just mentioning this because borgrel says that it crashes on start.

I only do not have Autosave and I am using Java 7 if that matters.
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1130 on: August 12, 2016, 05:37:28 PM »

Ship Pack is incompatible with Nexerelin's non-Corvus mode.
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borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1131 on: August 13, 2016, 03:04:58 AM »

same problem with ship pack turned off

*edit* corvus mode seems to work just fine ..... started a game successfully but havent played yet.
(with all mods enabled, even ship pack)

out of curiosity ....... why is ship pack incompatible?
« Last Edit: August 13, 2016, 04:02:09 AM by borgrel »
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1132 on: August 13, 2016, 04:49:27 AM »

out of curiosity ....... why is ship pack incompatible?
It doesn't check for Nexerelin (see the instructions in this thread's OP) before trying to spawn the station in Corvus star system, which likely doesn't exist.
  • Quick fix: Just don't spawn if it can't find Corvus
  • Better: Look for Exerelin star system as a fallback (can still break if user renames the Exerelin system)
  • Best of all: Pick a random planet (preferably an uninhabited one in an inhabited system) and spawn in its orbit

(If you know modding you can just open the script file data/scripts/world/ShipPackSectorGen.java and apply the fix to your local copy)
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borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1133 on: August 13, 2016, 06:47:17 AM »

* borgrel looks embarrassed

i thought you were talking about dark revenent's ship pack .... not the amateurs' ship pack, i tried disabling the wrong one ... no wonder it didnt work
and i was confused because revenant is one of the best modders here.

i'm not surprised a new untested mod doesn't work with a complex system like nexerelin

oops and thanks histidine

(i have a comp sci degree but i'm more familiar with java than java scripting however i'm planning on a mod after the next update happens i got a few crazy ideas .... is there an IRC channel for starsector or some other more interactive method of communication than a forum for when i do dip my toe in?)
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borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1134 on: August 24, 2016, 08:14:22 AM »

i've played 2 games in a row now

1 as knight templar (man its difficult to play without cargo space and inflated supply use, its was well balanced) and 1 as blackrock

in both games the knights templar were the first faction driven from exerelin

in the game where i was playing as KT, the invasion fleet flew in circles around the planet for a day or so, being chased by the response fleet and patrols and then after a short time they just lost interest ....... the invasion fleet sat on 1 side of the planet offloading marine while the response fleet sat on the opposite side, ignoring it

is this problem a side effect of how slow the KT fleets are?
why did the response stop chasing the invasion fleet? (and why did it stop so quickly?)

will making response fleets use emergency burn if their target is an invassion fleet aimed at their planet fix this without breaking other things?
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1135 on: August 25, 2016, 05:24:26 AM »

Yeah, getting the Templar strategic balance right between "pathetic" and "steamroll doom machine" has always been a bit of a pain. I guess I could just up their invasion defense again...

in the game where i was playing as KT, the invasion fleet flew in circles around the planet for a day or so, being chased by the response fleet and patrols and then after a short time they just lost interest ....... the invasion fleet sat on 1 side of the planet offloading marine while the response fleet sat on the opposite side, ignoring it

is this problem a side effect of how slow the KT fleets are?
why did the response stop chasing the invasion fleet? (and why did it stop so quickly?)
A newly spawned response fleet will chase the invader that triggered it for 3 days, any already-existing patrol/response fleets will chase for two. This should be more than enough to catch the invasion fleet, and if it somehow doesn't get caught manages to get through, it'll attract any remaining defenders again every 0.25 days. But they won't actually attack if they're too weak.
Without a save to debug I can't say why the scenario you describe happened, sorry :(
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Weltall

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1136 on: August 25, 2016, 10:53:33 AM »

Yeah, in different plays, since 0.6.5.2a to now, Templar would either get extinct right away or they would be "terrorizing" the whole galaxy, not leaving anything alive. You have to love these guys =)
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Thaago

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1137 on: August 29, 2016, 12:26:19 AM »

Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
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borgrel

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1138 on: August 29, 2016, 02:38:07 AM »

Histidine:

Could you please change the menu system?

Since every menu has a random number of options (and that number changes during the course of the game for faction menues for eg) could you please either change the 'back' menu option to always be '0' or add escape as a secondary valid keystroke please

This is especially necessary at 1360x768 resolution where options below 8 are not visible (and you cant tell if 9 or 0 is 'back')

Thaago,
do u start as part of a faction?
the commission bounty payments and monthly salary should be MORE than enough to completely cover supplies costs, even at higher prices for supplies
also, try moving do a different planet as your base, your faction HQ gets +2 stability which means more expensive goods. U'll have fewer weapon and ship choices at a smaller faction planet, but much cheaper supplies and it seems thats ur problem at the start
« Last Edit: August 29, 2016, 02:42:54 AM by borgrel »
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Weltall

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Re: [0.7.2a] Nexerelin v0.7.5c "Planet Buster" (hotfix 2016-04-30)
« Reply #1139 on: August 29, 2016, 02:56:07 AM »

I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
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