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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.6c "Earth and Sky" (update 2020-03-28)  (Read 1143933 times)

TaylorItaly

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2925 on: February 22, 2020, 07:48:20 AM »

Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated

I'm practically using all mods and Nex mostly affects faction mods and nothing else besides Vayra yes?

Granted a new save start would be fine but I did found a good Nebula system to colonize, and got lucky for once in having several Terran worlds close to each other, excluding the one at the very fringe of the galaxy

Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?

That is weird , as i have done the same and have no problems.

@Histidine : Thank you for the enlightment !!! ;D
Now i see it all clear.
I have a lot of fun. 8)

The Sector is agile and there are so many things going on .

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th3boodlebot

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2926 on: February 22, 2020, 08:12:25 AM »

can you help with this?

158931 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManagerV2  - Trying mining fleet for market Yeg
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - timer expired, spawning siege fleet
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
   at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
   at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
   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)

Maybe ask that in Tahlans thread, not a mods that isnt mentioned anywhere in that log.



Heck I cant read java I just like playing the games! I scratch my creative itch in other areas so I dont know much about modding. Thanks for the heads up I actually though that legio was from imperium lol. Nope.
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2927 on: February 22, 2020, 11:25:38 AM »

Say, how do I disable AI colony missions without going into each faction's page and setting their multiplier to zero? That method works but it's kind of easy to mess up when updating versions or adding new modded factions.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2928 on: February 22, 2020, 04:57:31 PM »

There is one small highlight i'd like to give about the "Derelict Empire", it is noticeable specially now that the setting for "guaranteed unknown blueprints on raids" is a choice:

Spoiler
If you raid a Derelict Empire's industry enough times you'll start getting two blueprints that i think you are not meant to get at all. One is the Guardian class and the other one is the Derelict Mothership.

I'm afraid to even touch the Derelict Mothership on my menus to avoid oddities with a ship that is meant to be a station, so i don't know what kind of behavior that produces in combat. The Guardian thought, that goes without saying that it is a very powerful ship.

I'm sharing this in case you wanna consider doing something with these blueprints, it's not really a big issue, i get more a kick out of it if anything, but it is something i think it's worth sharing.
[close]
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FrackaMir

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2929 on: February 22, 2020, 10:56:59 PM »

Oh....My bad, I may have overlooked that small part in the adjustment.

Thanks for helping
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BadGame

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2930 on: February 23, 2020, 01:10:14 PM »

How to edit and remove ai faction colonization?
i dont want they get like 30 planets around  :-\
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2931 on: February 23, 2020, 02:37:34 PM »

How to edit and remove ai faction colonization?
i dont want they get like 30 planets around  :-\

Go to the data>config>exerlinfactionconfig folder and crack open each factions file with notepad++, set "colonyExpeditionChance" to "0" for any factions that have the modifier. Do this in the data folder of any faction mods added to the game as well.

That's how i figured out how to do it, but I don't know if there's a simpler "colony expeditions=false" setting exists somewhere I'm unable to find.
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TheSAguy

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2932 on: February 23, 2020, 08:43:25 PM »

Hey Histidine,
I just wanted to say thanks for this great mod. I will never be able to play Starsector without it.  :)

I was wondering if you could add some info on the factions page (or it's own report). I'd like to see some stats. Each factions number of planets. Population size. Number of ships broken out by War vs. Civilian. Maybe broken further out by hull type.

Anyways,
Great Mod!!
Thanks.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2933 on: February 24, 2020, 03:31:58 AM »

Say, how do I disable AI colony missions without going into each faction's page and setting their multiplier to zero? That method works but it's kind of easy to mess up when updating versions or adding new modded factions.
/Nexerelin/exerelin_config.json -> set colonyExpeditionInterval to 999999

Hey Histidine,
I just wanted to say thanks for this great mod. I will never be able to play Starsector without it.  :)

I was wondering if you could add some info on the factions page (or it's own report). I'd like to see some stats. Each factions number of planets. Population size. Number of ships broken out by War vs. Civilian. Maybe broken further out by hull type.

Anyways,
Great Mod!!
Thanks.
*thumbs up emoji*

For your requests: There's a faction directory option (press Z on the campaign map, or look in "Special options" when docked) that lists each faction's planets/stations and their market size.
Ship count is messier since most fleets don't actually exist until the player gets close to the star system they're in. I could read the abstracted "fleet point" values for such fleets, but this won't account for the fact that the calculated strength can suddenly increased when an event (e.g. raids/invasions/expeditions) occurs, so not really useful or accurate.
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KoRv

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2934 on: February 24, 2020, 02:28:24 PM »

Added Nexerelin and I must say its a blast. I saw earlier in the thread the possibility of Agents being able to steal faction assets like blueprints came up, I must say I am 100% for this (especially if it allows us to steal Volturnian Lobster eggs so we can set up our own breeding grounds. Give Us Lobster).

One of the things that was brought up is how we would receive these stolen goods, and if theft is implemented it would be neat if their method of procurement could be varied; maybe things went smoothly and theyre sent to our colony, maybe things went a bit sideways and we need to go pick it up in person with our transponder off to avoid detection, or maybe pirates intercepted them and we need to steal them before they get sold off.

Also, quick question: Can agents work together on a single task if they're both stationed on the same world to improve the tasks success?
« Last Edit: February 24, 2020, 02:42:14 PM by KoRv »
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TheSAguy

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2935 on: February 24, 2020, 05:16:46 PM »

Thanks for the response Histidine,

Another question, so you have random core worlds. Would it be possible to have a complete random sector.
Just group a faction to a cluster, but have the entire map be random.


This will make exploring dangerous. Some games might not work, but it will truly feel like you're exploring finding new factions.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2936 on: February 24, 2020, 11:11:25 PM »

I got this error a moment ago, i can't really provide any feedback about it except i was traveling to survey outer worlds. i suspect it has something to do with Nex because it uses the expression "rebellion" in it, i haven't had any problems with them and quite several have passed in my playthrough by now, so i don't know what the deal is with this.

Spoiler
1201863 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.rebellion.RebellionCreator.createRebellion(RebellionCreator.java:95)
   at exerelin.campaign.intel.rebellion.RebellionCreator.incrementRebellionPoints(RebellionCreator.java:174)
   at exerelin.campaign.intel.rebellion.RebellionCreator.processMarket(RebellionCreator.java:201)
   at exerelin.campaign.intel.rebellion.RebellionCreator.advance(RebellionCreator.java:212)
   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)
[close]
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2937 on: February 25, 2020, 03:32:26 AM »

(belated reply)
Though something seems off with that file: some of it's data is not consistent with the starting ship options in game and is even missing a few of them. Explorer (Large) is missing options 2 and 3 and has an Alastor as one of the solo frigate starts, yet in game they are the Centurion or Groundhog for instance.
The new game dialog automatically filters out starts which use ships that don't currently exist in the game (this is used to create starts that use ships from other mods, which may not be running at the time). The faction files included in Nexerelin have some starts using ships from the Ship & Weapon pack (except for pirates, which use Underworld).

I got this error a moment ago, i can't really provide any feedback about it except i was traveling to survey outer worlds. i suspect it has something to do with Nex because it uses the expression "rebellion" in it, i haven't had any problems with them and quite several have passed in my playthrough by now, so i don't know what the deal is with this.

Spoiler
1201863 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.rebellion.RebellionCreator.createRebellion(RebellionCreator.java:95)
   at exerelin.campaign.intel.rebellion.RebellionCreator.incrementRebellionPoints(RebellionCreator.java:174)
   at exerelin.campaign.intel.rebellion.RebellionCreator.processMarket(RebellionCreator.java:201)
   at exerelin.campaign.intel.rebellion.RebellionCreator.advance(RebellionCreator.java:212)
   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)
[close]
Oops, looks like a bug when it tries to spawn a rebellion on a player-founded colony.
Hotfix .jar here for now, I'll do a semi-formal update to the beta (with zip archive and everything) in the near future.

UPDATE: Full v0.9.6b beta here.
Changelog here.
« Last Edit: February 25, 2020, 03:48:03 AM by Histidine »
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TaylorItaly

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2938 on: February 25, 2020, 06:28:56 AM »

Thanx for the update!!!

Can i copy my edited settings.json ,diplomacyConfig.json and exerelin_config.json from old beta to the new one ?
And have i to put that one file into /jars again ?
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2939 on: February 25, 2020, 12:10:56 PM »

UPDATE: Full v0.9.6b beta here.
Changelog here.

Thanks for the update! Also thanks for literally working past 3am just for our enjoyment! :o :o :o
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