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News: New blog post: Minefields (03/25/18); The Circle Can’t Be Trusted: Drawing Battlestations (03/14/18); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17)  (Read 463934 times)
Drokkath
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« Reply #1605 on: January 08, 2018, 12:34:03 PM »

This update caught me by surprise today, in a good way. Started a new game and so far I'm glad there's more added to the invasion feature of the mod as I tend to wipe out certain factions and leave usually pirates controlling the invaded places as they seem to be the most independent from my experiences, then again all of my major playthroughs with apathy added to the mix I've started of as a destructive alien force within the depths of piracy and chaos.
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Seifer
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« Reply #1606 on: January 09, 2018, 08:52:49 AM »

I get this "This repository is currently unavailable." while trying to download the mod T-T
NVM I tried again and it worked later on Wink Thank you for your hard work and happy 2018 !
« Last Edit: January 09, 2018, 10:18:00 AM by Seifer » Logged
Bastion.Systems
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« Reply #1607 on: January 09, 2018, 09:28:55 AM »

Now witness the firepower of this fully armed and operational Battle Station!
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PyroFuzz
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« Reply #1608 on: January 10, 2018, 01:07:16 PM »

*Super Hyped for SCY and Diable Avionics to have battlestations.*
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« Reply #1609 on: January 13, 2018, 12:36:25 PM »

Hi, Ive got a crashlog from Nex's Rebellion Event, not sure how to fix but here it is Smiley

https://www.dropbox.com/s/9cisfluqmv772ew/starsector.log?dl=0
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Histidine
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« Reply #1610 on: January 13, 2018, 05:47:35 PM »

Nexerelin v0.8.3b
Download
Not compatible with old saves from v0.8.2d!

Changelog
Code:
v0.8.3b
* Fix rebellion suppression fleet crash
* New game dialog: Fix Prism Freeport toggle resetting sector generation sliders
* Throw exception if max player/officer levels in config are too high
    * See http://fractalsoftworks.com/forum/index.php?topic=13195.0 for details
* Use American English for defense station fleet name
* Compatibility with old Save Transfer versions

@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)

Modlist:

Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld

All updated. Pressed M in vanilla, does nothing, no crash.
oh yea mine also crashes when i click M in devmode. I never really cared much about it though.
Turns out it's not something within my control. So, uh, don't use devmode or don't press M if you do, I guess.
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Bunshichi Tawara
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« Reply #1611 on: January 14, 2018, 01:21:55 PM »

Figured it wouldn't be mod related as Devmode is not designed as a mode players should be using as a normal cheat method. sure it has that functionality but I'm sure its simply intended for Alex to simplify some testing and thus if it crashes on certain commands or at certain triggers its more then likely to do with the fact the game is not restricting your actions any longer.

EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.
« Last Edit: January 14, 2018, 01:26:25 PM by Bunshichi Tawara » Logged
Histidine
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« Reply #1612 on: January 15, 2018, 06:23:37 AM »

EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.
Yeah, followers (mostly) work like other factions.
Although if you're using the console's SetRelationship command to set your own (faction ID "player", or second command parameter left blank) relationship with Faction A, followers should automatically change their relationship with Faction A to the same value. And vice-versa. Is that not what you're seeing?
(If not, you can just use the SyncRelationships command after SetRelationship to force it to match)
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Bunshichi Tawara
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« Reply #1613 on: January 15, 2018, 09:52:10 AM »

Indeed they where not syncing with the new values. But thanks, didn't really know what the syncrelations command was for but that makes it more understandable now lol.
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SpacePoliticianAndaZealot
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« Reply #1614 on: January 15, 2018, 01:13:05 PM »

I haven't played in a long time, so glad sector seed ID is now a thing, I remember asking about this a year ago  Smiley

Do analyze derelict missions work? I've tried playing 0.8 version of the mod and I could never find any of the target derelicts.
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Inventor Raccoon
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« Reply #1615 on: January 16, 2018, 10:24:12 AM »

It might be a good idea to give the battlestation's large mounts a very slight (0.01) difference in either arc or angle to the other large mount on that module (and maybe the same for the medium missiles) so that Dynasector will place a different weapon in each slot.
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Takion Kasukedo
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« Reply #1616 on: January 18, 2018, 12:13:18 PM »

Came across this error when trying to start off with 8 sectors and a few planets, I guess I should keep off of 18 planets/stations.

959267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.ExerelinProcGen.pickRandomMarketCloseToHQ(ExerelinProcGen.java:1233)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1472)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:921)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:237)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Histidine
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« Reply #1617 on: January 20, 2018, 09:04:46 PM »

Compatibility update! Endorsed by four out of five DME players.
(The fifth was given the boot and condemned to play Star Citizen.)

Nexerelin v0.8.3c
Download

Changelog
Code:
v0.8.3c
* Support for Dassault-Mikoyan's Blade Breaker Deserter start, vengeance fleets
* Remove free storage at starting location when using free start
* Asgard's large module has asymmetric loadouts with DynaSector
* Fix a procgen crash with some start settings
* New game dialog tweaks
« Last Edit: January 31, 2018, 08:44:34 AM by Histidine » Logged

FreedomFighter
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« Reply #1618 on: January 20, 2018, 09:10:12 PM »

Thank you for your work and update, Histidine.
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Soren
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« Reply #1619 on: January 20, 2018, 10:50:48 PM »

That was quick! Thank you. Included for the next update, though that's not for a while.
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