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Author Topic: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17)  (Read 497068 times)
Histidine
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« Reply #1665 on: February 23, 2018, 10:50:49 PM »

Some crash and other fixes, and a bit of other stuff.

Nexerelin v0.8.3d
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Changelog
Code:
v0.8.3d
* Add random faction start
* Talk to a base administrator to resign commission (won't reset faction relations)
* Response fleet tweaks
    * Remove free disengage
    * Invasion dialog displays estimated reserve size (in fleet generation points)
    * Using agent gather intel ability reveals the current reserve fleet
* Defense stations have more latitude on joining battles
    * Station will join if either of the "main" fleets is touching any of its market's entities (or within the normal battle join distance of the market entity, if a response fleet is participating in the battle)
* Mining caches can include hullmods
* Invasion fleet, mining crash safeties
* Fix a vanilla bug where debris fields don't expire
* Fix commission not terminating cleanly on changing faction
* Fix faction bounty reports
« Last Edit: February 23, 2018, 10:57:23 PM by Histidine » Logged

Takion Kasukedo
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« Reply #1666 on: February 24, 2018, 01:29:01 PM »

290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(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 exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
   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)

Now that's interesting.

[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
« Last Edit: February 24, 2018, 02:30:51 PM by Takion Kasukedo » Logged

The Embodiment of Defilement reigns over his part of the galaxy.

FEAR THE CASCADE.
DrakonST
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« Reply #1667 on: February 26, 2018, 08:45:44 AM »

Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.

I usually strengthen, increase fleet size of the fraction chosen by me as the opponent and their fleet look approximately so:

But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
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Boxman
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« Reply #1668 on: February 26, 2018, 11:18:21 PM »

Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.

Screenshots:





Save File:
https://transfer.sh/v2bN9/save_RandallOwens_4383267309702287966.7z
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Histidine
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« Reply #1669 on: February 27, 2018, 04:26:34 AM »

Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".
Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.

290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(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 exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
   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)

Now that's interesting.

[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
I can't reproduce no matter how high I crank number of planets/stations or what I set the number of systems to.
If you've changed procgen settings in settings.json, I can't say I can provide support for any sufficiently weird settings (although if you post the changes I can see if they're worth handling).
Else provide modlist and starting options (young/new/old/mixed; number of systems/planets/stations; starting faction; seed).

(I'll add a crash safety for next version, but I can't promise something else won't make it crash or the output will make sense even if it does technically work)

Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.
Stop Gap Measures and Oculian Berserks appear to be incompatible with Nexerelin's random sector mode.
I've changed some stuff so this bug doesn't happen at least, next update.

Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.

[...]

But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
Maybe in next version (no promises though)
« Last Edit: February 27, 2018, 04:46:30 AM by Histidine » Logged

DrakonST
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« Reply #1670 on: February 27, 2018, 06:51:35 AM »

Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.
I know. I have already reported that it causes not yours mod(see pic from 02.13). And now some peoples tell me that it is can caused by "Dynasector".
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« Reply #1671 on: March 02, 2018, 09:53:27 AM »

Good morning,

I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.

So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.

Would Paragons be the way to go?


Thanks
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Takion Kasukedo
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« Reply #1672 on: March 02, 2018, 11:22:09 AM »

Good morning,

I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.

So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.

Would Paragons be the way to go?


Thanks

Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.

Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
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The Embodiment of Defilement reigns over his part of the galaxy.

FEAR THE CASCADE.
primalpara
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« Reply #1673 on: March 02, 2018, 11:44:54 AM »

Good morning,

I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.

So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.

Would Paragons be the way to go?


Thanks

Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.

Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.

Thanks, I'll work on finding some Paragons before I try taking out a station again. I'm new to the mod factions, any gems in those fleets I should keep my eye out for?
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Midnight Kitsune
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« Reply #1674 on: March 02, 2018, 11:53:31 AM »

Good morning,

I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.

So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.

Would Paragons be the way to go?


Thanks

Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.

Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.

Thanks, I'll work on finding some Paragons before I try taking out a station again. I'm new to the mod factions, any gems in those fleets I should keep my eye out for?
Anything that is Dynasector enabled is high quality but since we don't know your specs, I can't suggest what mods would be good or not
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One mistake and you have to support it for the rest of your life.

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DrakonST
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« Reply #1675 on: March 10, 2018, 12:02:56 PM »

Wha-a-at? Civil War?

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A Random Jolteon
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« Reply #1676 on: March 10, 2018, 12:07:52 PM »

Wha-a-at? Civil War?


...Curse your sudden and truly unexpected betrayal!
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AxleMC131
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« Reply #1677 on: March 10, 2018, 12:44:56 PM »

...Curse your sudden and truly unexpected betrayal!

"Inevitable betrayal" dammit, inevitable  Grin
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« Reply #1678 on: March 12, 2018, 02:12:38 AM »

Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it  Tongue
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Tufted Titmouse
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« Reply #1679 on: March 12, 2018, 06:20:16 AM »

Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it  Tongue
Yes, It's in the Nexerelin settings folder IIRC
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