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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3048010 times)

baboracus

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2145 on: June 20, 2019, 10:57:21 PM »

have a game crashing bug. the error message popup says something to the effect of "communist_clouds" hullmos not found!. starsector log displays thusly at the end

395427 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [expanse.ogg]
395429 [Thread-10] INFO  sound.H  - Playing music with id [expanse.ogg]
395875 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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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AxleMC131

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2146 on: June 20, 2019, 10:57:51 PM »

I think that might be a thing in Vayra's Sector.
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baboracus

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2147 on: June 20, 2019, 11:00:50 PM »

youre right. i looked at the end folder which was labeld exrelin faction config and not the root, which was varya's mod. apologies.
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Unreal_One

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2148 on: June 21, 2019, 11:16:47 AM »

Does trading in BPs at Prism have the same effect as selling them, ie some other power starts using those ships?
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Codyrex123

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2149 on: June 21, 2019, 02:11:31 PM »

Found a small 'error' in the starting dialogue after creating your character. When selecting what type of start you'll have the 'back' button is 'null. back'. It still works though so not a big deal.
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Recklessimpulse

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2150 on: June 21, 2019, 05:00:45 PM »

My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2151 on: June 21, 2019, 07:39:43 PM »

What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here)

After that: No idea, there are way more things on my todo list than I want to even think about right now :-X

My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
Yep!
It was something I did for fun because it felt strange when we're out exploring and run into these planets full of people that we can't interact with in any way. Well, now we can.
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Nick XR

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2152 on: June 21, 2019, 07:41:41 PM »

What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here)

After that: No idea, there are way more things on my todo list than I want to even think about right now :-X

My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
Yep!
It was something I did for fun because it felt strange when we're out exploring and run into these planets full of people that we can't interact with in any way. Well, now we can.

Maybe if we can open external links with version checker, we could open an instance of RimWorld in this scenario ;)

Mysterius

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2153 on: June 22, 2019, 07:23:42 AM »

Hello! I've been playing the game a few years ago and just came back. Quick question about this mod : do AI factions actively colonize planets ? Or is the player the only one able to colonize ?

Edit : bwoops, just saw the posts above. Turns out AI colonization is coming in the next patch  ;D.
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Shad

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2154 on: June 22, 2019, 08:13:50 AM »

What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here)
How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?
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Robb_w

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2155 on: June 22, 2019, 01:04:49 PM »

Quick question here : When you're affiliated (commissioned) to a faction and found a colony, is that new colony affiliated with that faction, or does the game think you're starting your own faction like vanilla ?
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Recklessimpulse

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2156 on: June 22, 2019, 04:34:44 PM »

I can answer that any colony you Found is yours first but you can talk to your secretary to give it to another faction if you want to.
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BringerofBabies

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2157 on: June 22, 2019, 04:40:12 PM »

However, when you capture a planet/station from someone else, you are given a choice to either give it to your commissioning faction or to keep it for the player faction (with a reputation penalty).
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.1g "Double-Zero Agent" (update 2019-05-26)
« Reply #2158 on: June 22, 2019, 09:06:50 PM »

How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?
The two systems should coexist fine.
(Haven't tested myself, but the beta has been on Discord for a week or so and no conflicts have been reported yet)
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.2 "No Peace Beyond the Rim" (update 2019-06-23)
« Reply #2159 on: June 22, 2019, 10:10:49 PM »

There's still a bunch of features I want and/or others have requested that haven't made it in yet, but for now, enjoy.

Nexerelin v0.9.2
Download

Changelog
Spoiler
v0.9.2
* Add NPC colony expeditions
    * About once every 9 months (increasing with number of existing NPC-founded colonies) starting cycle 207
        * Interval can be changed in config
    * Not all factions will create colonies
* Add custom scenario system
    * Currently has one scenario: "Derelict Empire"
    * Mods can add more scenarios
* Add custom start options
    * Spacer start (same as before)
    * Derelict fleet (medium/large)
    * "Cabal friends"
    * Mods can add more custom starts
* Player markets can be granted autonomy
    * Market remains part of player faction, but does not generate direct income or incur costs, and does not contribute towards player colony or admin limit, and behaves in many ways like another faction's market
    * Grant or revoke autonomy by talking to a base official
* Add conquest missions
* Invading a market causes the "increased defender preparedness" effect on other markets
    * Applies to all markets of the targeted faction and their allies, and all inhospitable or worse markets in system
* Random sector improvements/adjustments
    * Default max markets per system 5 -> 4
    * Pirates get orbital works at start (was heavy industry)
    * Lower generator's dislike of hazard conditions
    * Fix industry generation to work properly
* Add enhanced start relationships for non-random sector
    * e.g. League and Diktat are now only Welcoming instead of Cooperative
    * Can be disabled in config
* Factions will periodically attack and destroy pirate/Pather bases on their own
* Invasions won't make any industry disrupted for longer than 1 year
* 33% higher rep from transferring a market to its original owner
* Reduce rep value of industries during planet transfer by 2.5 times
* Modify some diplomacy handling for saturation bombardments, tribute rejection
* Some Interstellar Imperium compatibility changes
* Add Cathedral as Luddic Church start fleet (with SWP)
* Move max agent count to config
* Update random start ship handling for Starsector 0.9/0.9.1
    * This is not intended to change random fleet composition, but it might
* Update Remnant raids' drop table to match other Remnant fleets
* Adjust Remnant raid target picking logic
* Spacer start monthly debt can be modified in settings.json
    * Will not apply to previous versions' saves
    * Enter `runcode exerelin.campaign.customstart.Nex_SpacerObligation.replaceObligation()` in console to update such a save
* Add old Persean League flag as a player flag
* Some GUI/text tweaks
* Bugfixes
    * Fix removing Pather cell on another faction's market giving too much reputation
    * Fix a bug with random pirate start ships
    * Fix error in rep gain on market capture
    * Fix some possible crashes if player takes control of Prism Freeport (through console)
    * Fix Prism's freeport status in random sector
    * Fix small amounts of crew sometimes being lootable even with crewLootMult == 0
    * Remove prohibition on officer levels >29 (you still won't be able to level past this, but it won't crash)
[close]
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