Fractal Softworks Forum
June 24, 2018, 02:25:43 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 112 113 [114] 115
  Print  
Author Topic: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17)  (Read 496635 times)
Orloth
Ensign
*
Posts: 15


View Profile
« Reply #1695 on: March 29, 2018, 07:36:47 PM »

Same crash sadly.
Logged
Snrasha
Captain
****
Posts: 427



View Profile
« Reply #1696 on: March 29, 2018, 09:45:49 PM »

Same crash sadly.
Paste maybe the mod list?< For be sure than you have not installed a incompatible mod with Nexerelin.
Logged

I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add Unique mission bounty on independant market/ Framework for modders for add their own bounty.

Artefact
Two weird faction.

Sanguinary Anarchistic Defectors A fan-mod of Shadowyard.
Histidine
Admiral
*****
Posts: 1769



View Profile WWW Email
« Reply #1697 on: March 30, 2018, 05:17:12 AM »

I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:
Hmm, two things you can try:

  • Update your copy of the Artefact mod
  • Open Nexerelin/data/config/exerelinFactionConfig/mod_factions.csv and delete the rows with "Lte"
« Last Edit: March 30, 2018, 05:19:20 AM by Histidine » Logged

Snrasha
Captain
****
Posts: 427



View Profile
« Reply #1698 on: March 30, 2018, 10:28:41 AM »

I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:
Hmm, two things you can try:

  • Update your copy of the Artefact mod
  • Open Nexerelin/data/config/exerelinFactionConfig/mod_factions.csv and delete the rows with "Lte"
You have true, the save used per him seems old, because i see Looters mod(A retired mod) ... But the update who merge with the Artefact(1 month ago) break the save(i do not think only my mod because many others mods have break their save 1 month ago, but yeah), sorry :x.
Logged

I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add Unique mission bounty on independant market/ Framework for modders for add their own bounty.

Artefact
Two weird faction.

Sanguinary Anarchistic Defectors A fan-mod of Shadowyard.
Orloth
Ensign
*
Posts: 15


View Profile
« Reply #1699 on: March 30, 2018, 08:51:46 PM »

So I went into Nex mod and took out the Lte line as suggested as well as dealing with the older Artefact mod. Works like a charm now. Thank you for your help
Logged
Takion Kasukedo
Captain
****
Posts: 418


The Embodiment of Defilement, TakionKasukedo


View Profile
« Reply #1700 on: April 04, 2018, 10:33:01 PM »

I had a small spark of an idea (But it's likely you've thought of it)

When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?

Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.

It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
Logged

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

FEAR THE CASCADE.
Jojo_195
Ensign
*
Posts: 29


View Profile Email
« Reply #1701 on: April 19, 2018, 02:28:22 PM »

Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
Logged
Wapno
Commander
***
Posts: 105


View Profile
« Reply #1702 on: April 19, 2018, 05:21:12 PM »

Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.

Last entries in the log:
Code:
21526947 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Spawned mining fleet of size 11
21527143 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
21527341 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
21527596 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO  exerelin.campaign.submarkets.PrismMarket  - IBB ships available: 0, 3
Is this a known issue? I'm having the same thing as well.

If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead.

This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport).

I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.)
Logged
Snrasha
Captain
****
Posts: 427



View Profile
« Reply #1703 on: April 19, 2018, 09:24:04 PM »

Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.

If this is a bounty from a ennemi faction, you do not win money, just reputation. Look before done a bounty.
Logged

I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add Unique mission bounty on independant market/ Framework for modders for add their own bounty.

Artefact
Two weird faction.

Sanguinary Anarchistic Defectors A fan-mod of Shadowyard.
Histidine
Admiral
*****
Posts: 1769



View Profile WWW Email
« Reply #1704 on: April 20, 2018, 04:50:27 AM »

Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
Are you travelling outside the core systems? You need to fly back to within comm relay coverage to get the bounty completion message.

Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.

Last entries in the log:
Code:
21526947 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Spawned mining fleet of size 11
21527143 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
21527341 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
21527596 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO  exerelin.campaign.submarkets.PrismMarket  - IBB ships available: 0, 3
Is this a known issue? I'm having the same thing as well.

If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead.

This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport).

I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.)
The issue should go away if you add one or more mods with new weapons. Or use this .jar
(note: saves you make with the patched jar won't work with base v0.8.3e, so hold on to it)

I had a small spark of an idea (But it's likely you've thought of it)

When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?

Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.

It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
Fleets without marines requested at a non-hostile planet will already protect it (assuming they don't wander off; I'll have to check if they do).
But as a rule, NPC interactions between factions other than diplomacy/covert action events don't affect relations, and I don't think it's worthwhile to implement specifically for this (at least if the reputation is gained by the fleet actually fighting instead of just from ordering it). I mean, even the player fleet doesn't get a reputation reward unless there's a bounty going on.

Hmm, actually, I think I ought to make fighting an invasion fleet result in a reputation bonus with the defending faction. Will make a note.
« Last Edit: April 20, 2018, 04:55:43 AM by Histidine » Logged

Sarissofoi
Commander
***
Posts: 136



View Profile
« Reply #1705 on: May 05, 2018, 06:02:11 AM »

Hello
Thanks for your efforts and your great mod.
Is there any way to slow war happenings a little?
I usually play enhanced vanilla and stay low and well factions go full on war fast and then some factions disappear very fast. Luddics and Hegemony are usually first.
Any way to slow down this?
Logged

Histidine
Admiral
*****
Posts: 1769



View Profile WWW Email
« Reply #1706 on: May 05, 2018, 09:41:16 AM »

Hi!

Is there any way to slow war happenings a little?
I usually play enhanced vanilla and stay low and well factions go full on war fast and then some factions disappear very fast. Luddics and Hegemony are usually first.
Any way to slow down this?

Couple of config settings you could adjust for this.

In Nexerelin/exerelin_config.json you can make invasion fleets spawn less frequently:

Code: (json)

    "pointsRequiredForInvasionFleet": 4000,    # bigger = longer delay between invasion fleets
    # invasion points are added daily
    "baseInvasionPointsPerFaction": 50,
    "invasionPointsPerPlayerLevel": 1,
    "invasionPointEconomyMult": 0.3, # each market contributes invasion points: stability * size * this number


In Nexerelin/data/config/exerelin/diplomacyConfig.json, you could lower eventFrequency; this will make diplomacy events happen less often, which could keep factions from going to war so frequently.
Logged

Sarissofoi
Commander
***
Posts: 136



View Profile
« Reply #1707 on: May 06, 2018, 01:50:50 AM »

Great thanks for help.
It was very helpful.
Is there are a place where I can change severity of events?(how much relations they impact?)
Logged

Histidine
Admiral
*****
Posts: 1769



View Profile WWW Email
« Reply #1708 on: May 07, 2018, 08:10:28 AM »

Yeah, diplomacyConfig.json has the reputation impact ranges for all the diplomacy events.

e.g.
Code: (json)

      {
         "name":"Prisoner Exchange",
         "stage":"prisoner_exchange",
         "maxRepLevelToOccur":"hostile",
         "repEnsureAtWorst":"hostile",
         "minRepChange":0.15,
         "maxRepChange":0.2,
         "repLimit":"inhospitable",
         "allowPiratesToPirates":true,
         "allowPiratesToNonPirates":true,
         "allowNonPiratesToPirates":true
      },

The basic ones are minRepChange and mexRepChange. The tags should be self-explanatory (the allow* tag syntax is faction1-faction2, although you shouldn't need to mess with that).

Note that this doesn't cover agent/saboteur actions (including the NPC-launched ones); those are in agentConfig.json.
Logged

CloneSarge
Ensign
*
Posts: 3


View Profile
« Reply #1709 on: May 25, 2018, 12:10:16 PM »

How do I (if possible) turn off Nexerelin’s version checker? The pc it’s installed in has internet access but it’s limited. Starsector’s main website and these forums currently not accessible to it. So whenever load up a save or start a game; it endlessly  looping “Failed to retrieve mod update info! Check Starsector log for details.”. And it is killing my frame rate. Is there a way to end the loop or take out or remove version checker without messing with mod?

(Typing this with my phone so please bare with me and my grammar XD)
Logged
Pages: 1 ... 112 113 [114] 115
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!