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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)  (Read 1270196 times)

Flying_Whale

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3135 on: July 01, 2020, 09:20:17 AM »

hi, having this error right after defeating small luddic church fleet
anyone knows what's that?
thanks
---------------------------------------------------------------
618973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.SWP_Util.getNonDHullId(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)Ljava/lang/String;
java.lang.NoSuchMethodError: data.scripts.util.SWP_Util.getNonDHullId(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)Ljava/lang/String;
   at exerelin.campaign.battle.NexFleetEncounterContext.getRecoverableShips(NexFleetEncounterContext.java:58)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1890)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:298)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1723)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1466)
   at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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)
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Flying_Whale

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3136 on: July 01, 2020, 09:43:01 AM »

oh, and not only luddic church fleets. also pirates.
when the game crashes, the error mesage is:
------------------------------------------
fatal:
data.scripts.util.SWP_Util.getNonDHulld(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)/Ljava/lang/String;
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3137 on: July 02, 2020, 03:44:01 AM »

@Flying_Whale: The crashes are from trying to call code in the Ship & Weapon Pack mod while not having that mod, but it shouldn't try to do this unless it thinks the mod is actually running.
If you're using SWP, what version? If not, are you running any mods that might have the mod ID "swp"?

Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
You can (temporarily) fix shortages by trading on a legal market, and sell nanoforges or synchrotron cores to places that can use them (vanilla features). I think (haven't actually tested) that the code which sets how fast invasion fleets are generated also picks up the increased supply from trade.
Trading with the black market doesn't benefit pirates, except for the selling blueprints thing.
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Viking8008

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3138 on: July 02, 2020, 11:10:30 AM »


Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
Trading with the black market doesn't benefit pirates, except for the selling blueprints thing.

What does it mean? If I sell BP on BM anywhere what will it do?
« Last Edit: July 02, 2020, 11:16:49 AM by Viking8008 »
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Flying_Whale

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3139 on: July 02, 2020, 11:16:49 AM »

looks like updatimg SWP helped) thanks a lot!
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Mondaymonkey

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3140 on: July 02, 2020, 11:19:08 AM »

What does it mean? If I sell BP on BM anywhere what will it do?

Pirates would learn it and after a few month start to use them in their fleets. Vanilla feature.

Strongly not recommended to sell on the BM Paragon, Tempest, Doom, Medusa and Astral. Most of the rest will not make them much stronger. Some, like LP blueprints, can even make pirates weaker, tho'.
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Kypotan

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3141 on: July 06, 2020, 08:12:49 AM »

Hi i spawned a Prism Freeport via Console command. Didn't find it and ran the command again.
Now, ofc I found two. Can i remove one of them via a console command.
Its not really creating a Problem. it just bothers me a lot.

Thanks in advanced. And Sorry if that is the wrong place to ask. Didn't want to open a n extra thread.
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The Ender

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3142 on: July 07, 2020, 11:03:54 PM »

There was, to my memory, once a key you could press to bring up detailed faction info - how many markets they had, where those markets were, etc, etc.

Does this feature still exist and, if it does, what is the key?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3143 on: July 08, 2020, 07:09:09 PM »

Hi i spawned a Prism Freeport via Console command. Didn't find it and ran the command again.
Now, ofc I found two. Can i remove one of them via a console command.
Its not really creating a Problem. it just bothers me a lot.

Thanks in advanced. And Sorry if that is the wrong place to ask. Didn't want to open a n extra thread.
Enter in console (copy/paste):
Code: java
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());

EDIT: If there are two Prisms, one of them is probably a "zombie". To fix it, dock with it and enter in console.
Code: java
runcode MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());

There was, to my memory, once a key you could press to bring up detailed faction info - how many markets they had, where those markets were, etc, etc.

Does this feature still exist and, if it does, what is the key?
Z by default (can be changed in exerelin_config if you know the key IDs)
« Last Edit: July 08, 2020, 07:39:31 PM by Histidine »
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The Ender

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3144 on: July 10, 2020, 02:56:38 PM »

Thank you!
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Melbrant

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3145 on: July 13, 2020, 03:39:20 PM »

Is there a way to ensure that factions control their star systems at the start of the campaign? I only use a few faction mods but their worlds are always scattered about in contested systems which they share with 2-4 other factions. I would much prefer if factions would mostly generate with consolidated territory and minor overlap for contested regions of space.

Thanks in advance!
« Last Edit: July 13, 2020, 03:41:16 PM by Melbrant »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3146 on: July 14, 2020, 06:59:02 AM »

If you increase the number of star systems/planets/stations, I think that might help?

Next version, random sector seeding will have factions always try to fill their existing systems before entering new ones (right now there's some randomness to it).
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caekdaemon

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3147 on: July 15, 2020, 02:27:08 PM »

Decided to take the plunge and put the mod in and I'm having a blast - the factions feel alive, slamming into one another in massive battles, politicking and intriguing as they do. But I was just wondering: is there a way to stop the AI from being able to colonise planets?

I've had a pretty bad game so far (been getting creamed whilst getting used to the mod and some others :P) and I'm a bit behind the curve of where I'd want to be after this many months, but the AI is starting to just happily colonise planets and I'm worried I won't get a chance to do that part of the game.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3148 on: July 17, 2020, 06:03:24 PM »

Decided to take the plunge and put the mod in and I'm having a blast - the factions feel alive, slamming into one another in massive battles, politicking and intriguing as they do. But I was just wondering: is there a way to stop the AI from being able to colonise planets?

I've had a pretty bad game so far (been getting creamed whilst getting used to the mod and some others :P) and I'm a bit behind the curve of where I'd want to be after this many months, but the AI is starting to just happily colonise planets and I'm worried I won't get a chance to do that part of the game.
colonyExpeditionInterval in exerelin_config.json
There's also nex_expeditionDelayPerExistingColony in Nexerelin/data/config/settings.json, where the more colonies exist that have been founded by NPCs, the longer it takes for a new expedition to take place.

The colony expeditions are pretty infrequent though (base interval is 270 days), and there should be plenty of planets left over even after a few years, so you shouldn't need to change these values.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6e "Earth and Sky" (update 2020-07-18)
« Reply #3149 on: July 17, 2020, 11:29:01 PM »

Fix/compatibility update.

Nexerelin v0.9.6e
Download

Changelog
Spoiler

v0.9.6e
* Random sector improvements
    * Add a system to set/display recommended sector size for the number of factions
    * Faction homeworlds don't share a system with each other if possible
    * Factions reliably prefer to populate systems close to their homeworlds and/or that they already have a presence in (previously there was a random element to it)
    * Minimum station count now 4 ( was 8 )
* Agent ship procurement modifications
    * Military ships can be legally procured if they would be accessible with a commission
    * Add 20% "service fee" to legal procurement
* Make rebellions stronger on average
* Goods procurement mission: 50% of goods delivered added to market supply (was 25%)
* Invasions, raids and such 10% smaller
* Invasions prefer targets with lower defense-to-size ratio
* Prism Freeport enabled by default
* Insurance requires suspicious min rep with relevant faction (was neutral)
* Random start ships can be rerolled after picking fleet type (with live update of fleet preview)
* Captured planet desc updates
* Bugfixes
    * Compatibility hotfixes for a certain mod
    * Fix a potential CTD when special task groups attempt to rebuild themselves
    * "No ceasefire while invasion ongoing" rule checks both factions
    * Rebellions: Fix cause of negative strength values; don't apply trade points for autonomous player markets
    * Don't allow suspending autonomy of outposts
    * Cancel tribute event if player takes commission with demanding faction
    * Attempt to handle station upgrading on market growth properly
    * Fix Prism handling of skins in recording already-possessed boss ships
    * Hack to prevent Guardian and Derelict Mothership blueprints from dropping during raids
* Modding
    * Add DO_NOT_COLONIZE memory key
    * Move counter-invasion points-to-spawn to config
[close]
« Last Edit: July 17, 2020, 11:33:25 PM by Histidine »
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