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News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Nexerelin v0.8.2d "Pillage, then Burn" (update 2017-09-30)  (Read 374526 times)
Histidine
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« Reply #1530 on: September 16, 2017, 08:13:13 AM »

This adds some new features, and fixes a bunch of really horrifying bugs. Have fun!


Changelog
Code:
v0.8.2b
* Amount of commodities destroyed in a raid depends on raid success level
* Fix old saves crashing on new vengeance mechanic
* Fix sometimes going to wrong dialog (invasion/raid) after beating defenders

v0.8.2
* Add looting feature
    * After successfully invading a market, player gets 5% of stockpiled commodities as loot
    * Player can raid a market to loot it without capturing it
* Response fleets (and the new raid defense fleets) are fought within a dialog encounter, similar to derelict defenses
* Add vengeance fleets from SS+
* IBB ships recovered after battle count as already bought from Prism
* Ship loss insurance mult 0.5 -> 0.6
* Fixes
    * Fix other factions never launching invasions against player
    * Fix faction join/leave behavior
    * Fix a couple of crashes
    * Fix Styx (Underworld) sometimes having other markets in random mode
    * Fix market condition icon overflow on some random mode markets
* At start of game, give player's ships random names from starting faction
* Approlight compatibility update
« Last Edit: September 16, 2017, 07:39:45 PM by Histidine » Logged

DanielRacer
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« Reply #1531 on: September 16, 2017, 02:20:39 PM »

Hiya Histidine. Through my incredible skill of breaking things I have already found a bug involving the newest version and Interstellar Imperium. It seems that this update does not play well with Siege Fleets. After engaging and defeating a siege fleet and going into the salvage menu, pressing confirm and continue causes a crash to desktop. Here is the error:
Code:
java.lang.NullPointerException
    at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:109)
    at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:277)
    at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
    at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
    at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
    at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
    at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
    at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
    at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.j.super(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.V.o00000(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
« Last Edit: September 16, 2017, 04:36:16 PM by DanielRacer » Logged
Histidine
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« Reply #1532 on: September 16, 2017, 07:34:31 PM »

The things that escape test runs...

Anyway, here is a patch that should fix it (release post updated accordingly). I'll upload the full archive once I get confirmation (or at least no negation) that the fix works EDIT: changed my mind, did it now.
« Last Edit: September 16, 2017, 07:40:31 PM by Histidine » Logged

King Alfonzo
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« Reply #1533 on: September 16, 2017, 08:08:44 PM »

Problem Resolved.
« Last Edit: September 16, 2017, 11:30:05 PM by King Alfonzo » Logged

Histidine
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« Reply #1534 on: September 16, 2017, 11:04:29 PM »

*sigh*


Changelog
Code:
v0.8.2c
* Fix otherwise friendly response fleets attacking player
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Protonus
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« Reply #1535 on: September 17, 2017, 02:46:27 AM »

Forgive me if I'm being rude. But I do believe you forgot something... Red. Grin

Edit: It's also a link.
« Last Edit: September 17, 2017, 06:40:38 AM by Protonus » Logged


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« Reply #1536 on: September 17, 2017, 05:14:49 AM »

Raids and stuff
Yar har fiddle dee dee
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« Reply #1537 on: September 18, 2017, 07:43:08 AM »

Do what you want 'cause a pirate is free!
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« Reply #1538 on: September 20, 2017, 06:12:14 AM »

I like this one
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Lancefighter
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« Reply #1539 on: September 20, 2017, 03:57:46 PM »

So I am encountering an error wiht markets being created that cannot be directly interacted with. The only factions mod I have installed is the Steelclads set, so I am basically looking to confirm it is either this or that causing the issue at hand.

https://puu.sh/xEMDi/774c4455d5.png
https://puu.sh/xEMJs/482e90cfb2.png

What I am seeing is this - A space port that shows up on maps, but is not intractable (it also does not show up in sector info, but it does generate patrol and trade fleets). I am not entirely sure how to parse this campaign file, but I am seeing lines that look something like this:
<CCEnt z="51058" fL="STATIONS">
<loc z="51059">2293.675|-769.24805</loc>
<vel z="51060">0.0|0.0</vel>
<j0>{"f6":10.804474,"f0":"Brand Base","f3":"orbital_station_default","f2":[255,232,232,255],"f4":"brand_base"}</j0>
<ow ref="1989"></ow>
<orbit cl="COrbtPD" z="51061" r="344.0" op="33.122406" ca="10.804474">
<e cl="CCEnt" ref="51058"></e>
<f cl="Plnt" ref="94"></f>
</orbit>
<cL cl="Sstm" ref="60"></cL>
<ls cl="Plnt" defined-in="BaseCampaignEntity" ref="68"></ls>
<me z="51062">
<d z="51063"></d>
</me>
<market cl="Market" z="51064">
<id>brand_base</id>
<name>Brand Base</name>
<commodities z="51065">
(it continues a bunch after this, I assume dictating the entire market's contents as of the save, not sure what amounts of this are useful)
Which seems to be the item at hand .. I just dont know where I would be looking in this to further diagnose this problem. It seems to be saying its of type orbital_station_default? But really beyond this I am pretty far out of my depth when it comes to modding starsector. I imagine its something dumb like that station type doesnt properly have some sort of interaction map object created, but again I am not sure where I would be looking to solve this on my own, so I am asking for help.


edit;; it looks like maybe ive missed a step in installation? lemme confirm its still an issue, I feel like this is a repeated issue not related to that however.
edit2;; Yep this should be properly installed and I am still encountering this sort of station problem. It does however possibly seem unique to RSF outposts, which lends towards it being not nexerelin's fault.
edit3;; Alright so theres some weird lines that look something like this:

   "stations_rsf":{
      "defaultName":"Mini Stations", # used if name=null in addCustomEntity()
      "defaultRadius":0, # used if radius<0 in addCustomEntity()
      "sheet":"graphics/stations/stations_rsf.png",
      "sheetCellSize":64,
      "renderShadow":true,
      "useLightColor":true,
      "showInCampaign":true,
      "showIconOnMap":false,
      "showNameOnMap":false,
      "interactable":false,
      "tags":["sattelites_rfs"],
      "layers":[STATIONS], # what layer(s) to render in. See CampaignEngineLayers.java for possible values
   },
Which I am not entirely sure how they are supposed to work, mostly just the interactable = false confuses me. I mention these solely because they are brought up in the RSF faction thing, under customstations it links directly to stations_rsf. I have changed that to rsf_orbital which seems to be working appropriately, which does in fact seem to be a steelclads problem. Ill bring it up there.

Sorry to uh clutter up your thread with things
« Last Edit: September 20, 2017, 04:30:54 PM by Lancefighter » Logged
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« Reply #1540 on: September 21, 2017, 04:46:32 PM »

I'm not that experienced in the mod, so please correct me if this is an issue from vanilla Starsector or DynaSector rather than Nexerelin.

Anyway, when traveling through nebulae, sometimes a fleet of several huge fleets spawns in a circle around your current location. However, the spawn rate seems extremely high given the number of ships and time spent in a nebulae. In one instance, after loitering around a nebula trying to salvage wrecks for a number of days, upwards of 100+ fleets had spawned and were all duking it out with one another.

This all seems a bit detrimental to good gameplay since:
- Several fleets spawn at once, meaning a battle is usually a guaranteed game over rather than any semblance of a realistic challenge
- When fleets from warring factions appear, they often engage one another. Between spawning tons of derelicts and the massive battles themselves, I can only imagine it puts a lot of stress on the game engine's stability
- These spawns don't seem to have any decent cap. Loitering in one location can spawn literally hundreds of ships.

If this isn't a bug, is there some sort of mod setting I can modify to prevent these super-fleet spawns?
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Midnight Kitsune
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« Reply #1541 on: September 21, 2017, 06:53:53 PM »

I'm not that experienced in the mod, so please correct me if this is an issue from vanilla Starsector or DynaSector rather than Nexerelin.

Anyway, when traveling through nebulae, sometimes a fleet of several huge fleets spawns in a circle around your current location. However, the spawn rate seems extremely high given the number of ships and time spent in a nebulae. In one instance, after loitering around a nebula trying to salvage wrecks for a number of days, upwards of 100+ fleets had spawned and were all duking it out with one another.

This all seems a bit detrimental to good gameplay since:
- Several fleets spawn at once, meaning a battle is usually a guaranteed game over rather than any semblance of a realistic challenge
- When fleets from warring factions appear, they often engage one another. Between spawning tons of derelicts and the massive battles themselves, I can only imagine it puts a lot of stress on the game engine's stability
- These spawns don't seem to have any decent cap. Loitering in one location can spawn literally hundreds of ships.

If this isn't a bug, is there some sort of mod setting I can modify to prevent these super-fleet spawns?
Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.
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« Reply #1542 on: September 21, 2017, 07:48:47 PM »

Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.

Ooooh, so that's what it was. I do indeed have it installed. Thanks for the help.
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dk1332
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« Reply #1543 on: September 22, 2017, 03:07:23 AM »

Hate to be that guy, but I got this on the latest patch of Nex

Code:
897821 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.events.EventProbability.<init>(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.getProbability(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.events.RevengeanceManagerEvent.advanceVengeanceStage(RevengeanceManagerEvent.java:187)
at exerelin.campaign.events.RevengeanceManagerEvent.tryActivateFactionVengeance(RevengeanceManagerEvent.java:145)
at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:126)
at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:285)
at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I think its due to the patch and not the whole one. If so then you can just ignore this while I go and dl the actual 0.8.2c rather than the patch.
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Histidine
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« Reply #1544 on: September 30, 2017, 01:18:24 AM »

More fixes and improvements.

Nexerelin v0.8.2d
Download

Changelog
Code:
v0.8.2d
* Planetbreaker improvements
    * Use new dialog battle system as well
    * Makes orphans
    * Reputation penalty scales up more with market size
* Invasion/raid tweaks:
    * After in-dialog battle against response fleet, escaped enemies don't replenish respawn fleet pool
    * Config setting for invasion/raid loot mult
    * Raid strength multiplier for loot floored at 0.25
    * Improve raid prediction display
* Add carrier starts
* Diktat only uses Lion's Guard response fleets on HQ markets
* Vengeance fleets go home if they take too many losses
* Mining accident chance 0.4 -> 0.32
* Fixes:
    * Auto-cleanup scavenger fleets Sector-wide when docking at a market
    * Fix in-dialog response/defense fleets not using DynaSector
    * Fix not being able to exit dialog after invasion/raid when no loot exists
    * Fix pirate starting frigate variant
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