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Author Topic: [0.9.1a] Nexerelin v0.9.6c "Earth and Sky" (update 2020-03-28)  (Read 1131541 times)

Beep Boop

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2775 on: December 28, 2019, 01:03:05 AM »

Not sure what else I'd do to buff TT further, feels like the fundamental problem is they're too small and start with too large enemies (Hegemony with added Luddic Church on top). I could slap an alpha core on the local military base, but I suspect that won't be enough either...
I'm thinking the game was not actually designed with the factions balanced against each other as a war game, and having the factions wage wars of annihilation against each other is the problem, as this means the larger factions will inevitably grind down the weaker ones. Perhaps some factions should be more or less conquistadorial than others.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2776 on: December 28, 2019, 03:21:12 AM »

Responding to a couple more things:

This reminds me - is it possible in the mod currently to find out where a pirate base that is pestering one of your systems is without visiting a bar in the system?  I ask because I know the player can request a fleet to take the pirate base out so the player doesn't have to personally go swat it away but if the player still has to visit the system that's being targeted - it doesn't seem much more to just go swat the pirate base themself.

If not, it would be nice to have some kind of way to find out where the base is remotely. Perhaps like in the special actions submenu - paying an employee to get info on the base's location.
I could add a function for an agent to reveal the base... although that'll still require sending an agent to the affected location.

(And thanks for your support!)

Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
That's controlled by the "respawning of factions not present at start" setting.
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Streamingfox

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2777 on: December 28, 2019, 04:02:36 AM »

Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
That's controlled by the "respawning of factions not present at start" setting.

Yep i know, i have it also enabled, i should have said that. xD So the question is more, can that mechanic respawn factions that i freshly installed to the game but using an old save?
« Last Edit: December 28, 2019, 04:06:29 AM by Streamingfox »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2778 on: December 28, 2019, 04:52:35 PM »

Yes, if that's what you want to do
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Bob69Joe

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2779 on: December 29, 2019, 05:04:47 PM »

Howdy Nexerelin. The mod features look really sweet. I'm wanting to try out a small miner fleet, staying under the radar and mining asteroids hundreds of light years away from the megapopulation centers, seeing if I can manage to stay self-sufficient in supply and fuel while out in the vastness of space. I might need that nebula siphoning fuel mod for that, I've only begun to check out what is available.

Currently though, I've got a standard playthrough going, tri-tach cooperative and expansion playstyle. I'm running into an annoying bug, a bug as I see it. Hegemony pickets are attacking Skathi. It has a low tech orbital station. When the pickets are engaged in battle, I click on them to join battle, but I keep getting the message that the orbital station is letting them go and I can only leave the dialogue. The pickets then fly around a bit but keep coming back to the station and the station is apparently letting them go each time I try to engage the pickets while they are engaged with the station.
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Smartfolk

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2780 on: December 30, 2019, 01:32:18 PM »

I made a video about this mod check it out! https://youtu.be/SDcBpZbs21w
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M07

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2781 on: January 01, 2020, 06:51:13 AM »

I have a question,

I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.

What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.

It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.

Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.


Okay I understand thank you.

I dont have Archean Order, but I've try to check where I can modify in the script and the game crash because I dont know how to write those commands. Do I have to add new data for the mod the faction that I added?

Because in the data it have all the vanilla faction only

But the point I was saying it before I install Nexerelin, all faction have moded portrait and vanilla portrait. Now only vanilla faction have the portrait mod, so do I have to create new data for the new faction? if so, how?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2782 on: January 01, 2020, 07:04:54 AM »

Oh, nice, someone did a video guide. I left some comments on your vid :)

Currently though, I've got a standard playthrough going, tri-tach cooperative and expansion playstyle. I'm running into an annoying bug, a bug as I see it. Hegemony pickets are attacking Skathi. It has a low tech orbital station. When the pickets are engaged in battle, I click on them to join battle, but I keep getting the message that the orbital station is letting them go and I can only leave the dialogue. The pickets then fly around a bit but keep coming back to the station and the station is apparently letting them go each time I try to engage the pickets while they are engaged with the station.
I thought that issue was fixed in Starsector 0.9.1 release, but I checked the changelog and they only "may now pursue". I'll make some suggestions to Alex for properly fixing this later.

I have a question,

I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.

What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.

It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.

Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.


Okay I understand thank you.

I dont have Archean Order, but I've try to check where I can modify in the script and the game crash because I dont know how to write those commands. Do I have to add new data for the mod the faction that I added?

Because in the data it have all the vanilla faction only

But the point I was saying it before I install Nexerelin, all faction have moded portrait and vanilla portrait. Now only vanilla faction have the portrait mod, so do I have to create new data for the new faction? if so, how?
Look in the data/world/factions subfolders of the portrait pack mods for examples of how portraits are specified in .faction files.
The quick way to add portraits for a new faction: Copy one of the files for a vanilla faction in the pack, then rename it to have the same name as the base .faction file of the mod faction.

(Seeing new portraits for other mod factions shouldn't have happened, with or without Nex. Possibly this was with older version(s) of the portrait packs that modified mod factions as well?)
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Morathar

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2783 on: January 05, 2020, 08:18:44 AM »

I recently ran into a null error when starting a new campaign...

Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)
[close]

It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
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RedHellion

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2784 on: January 05, 2020, 09:43:50 PM »

Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.

I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
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lollypopalopicus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2785 on: January 06, 2020, 12:13:00 AM »

So, what do I use agents for, and how?
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Daynen

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2786 on: January 06, 2020, 02:15:31 AM »

So, what do I use agents for, and how?

Go to your intel screen "E" and look for them in the bottom half.  You'll find their menus there.  Once you send them to a location to affect the faction you want, you can pay them to do clandestine stuff like affecting relations and sabotaging things.  Experiment.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2787 on: January 06, 2020, 04:49:58 AM »

I recently ran into a null error when starting a new campaign...

Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)
[close]

It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).

Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):
Spoiler
Remove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},

Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.
[close]

Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.

I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
There isn't such a method at present, sorry!

I've considered allowing agents to steal blueprints, but haven't wanted to implement such a thing because I'm against having a method of directly converting Infinite Colony Income to blueprints (at least with raiding you have to work for it).
A way to exchange reputation for blueprints (or a more complex rewards system of some kind) sounds nice, I'll look at it sometime down the road.
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Morathar

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2788 on: January 06, 2020, 07:22:13 AM »

I recently ran into a null error when starting a new campaign...

Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)
[close]

It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).

Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):
Spoiler
Remove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},

Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.
[close]

Yes, it was the Galaxy Tigers mod that was causing my issue. In fact, I was just getting ready to update my post with that info when I discovered your response. However, I hadn't been able to figure out why the mod was actually causing a problem, so thanks for letting me know about the quick fix.
« Last Edit: January 07, 2020, 06:48:31 AM by Morathar »
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RedHellion

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2789 on: January 06, 2020, 03:24:29 PM »

Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.

I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
There isn't such a method at present, sorry!

I've considered allowing agents to steal blueprints, but haven't wanted to implement such a thing because I'm against having a method of directly converting Infinite Colony Income to blueprints (at least with raiding you have to work for it).
A way to exchange reputation for blueprints (or a more complex rewards system of some kind) sounds nice, I'll look at it sometime down the road.

Thanks for the reply! I understand wanting to avoid creating even more game unbalancing with the inevitable Infinite Colony Income issues. Whether it's trading rep for blueprints, or bribing officials, or using agents to steal blueprints (since I would imagine blueprints are pretty rare and factions might not be willing to part with what few spares they have), or something else; I just think it would be cool to have a peaceful way to gain blueprints from factions you're allied with, to complement the existing mechanics for raiding blueprints from factions you don't mind being hostile with.
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