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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3045100 times)

Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #870 on: January 29, 2016, 06:08:52 PM »

In my latest Nexerelin game ive eliminated the red Pirates faction completely yet they still show up in the factions list(still vengeful, heh).. Is this intended?
The pirate entry intentionally lingers around, yes, although this isn't strictly needed.
(It's there because pirates can still exist the game in the form of bounty fleets)
(If you want to turn it off, look in the Nexerelin faction config for pirates)
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #871 on: January 29, 2016, 07:03:44 PM »

Agents are OP! Each cost ~1000cr and can raise relationship by 10 points or so, even against Templars.
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #872 on: January 30, 2016, 09:43:25 AM »

If they fail they lower it considerably.
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #873 on: January 30, 2016, 09:59:15 AM »

If they fail (even if they got caught) you can keep trying without repercussions at all (repeated deployment doesn't seem to reduce success chance). Even taking into account the failures, bringing some 30k worth of agents with you and you can be BFFs with any faction you like no matter how they treated you (or how you treated them).
« Last Edit: January 30, 2016, 10:14:24 AM by JohnDoe »
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OOZ662

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #874 on: January 31, 2016, 05:32:25 AM »

With the retrofitting station concept becoming more popular (Tiandong, II), would it be possible to make it so faction mods can flag that their Nexerelin capital planets should have the service?
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #875 on: February 02, 2016, 02:30:54 AM »

Getting this one since the SS+ update, any ideas?


4086017 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:363)
   at exerelin.campaign.AllianceManager.advance(AllianceManager.java:439)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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BuckCake

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #876 on: February 02, 2016, 04:00:16 AM »

Maybe delete the nex and ss+ folders and install them again?

edit: might also be caused by a bad II install, try deleting that if the above doesn't work.
« Last Edit: February 02, 2016, 04:05:26 AM by BuckCake »
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #877 on: February 02, 2016, 06:17:49 AM »

Here's a quick early release of v0.7.3 that may fix the alliance manager crash. Will do official release post later this week (possibly with a newer version number, if new bugs are reported).

Changelog
Code
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #878 on: February 02, 2016, 09:31:25 AM »

Here's a quick early release of v0.7.3 that may fix the alliance manager crash. Will do official release post later this week (possibly with a newer version number, if new bugs are reported).

Changelog
Code
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options

Many thanks for quick response! excellent work there:)  testing now
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #879 on: February 02, 2016, 02:45:46 PM »

Weird...

Updated SS+, Nex and II by deleting then unzipping again...same error:  Playing in Corvus mode btw.



879497 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:369)
   at exerelin.campaign.AllianceManager.advance(AllianceManager.java:445)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #880 on: February 02, 2016, 07:36:06 PM »

Well this is confusing and annoying.

Does it happen predictably, e.g. always in the same ingame week? If so, could you upload the save?
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Achataeon

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #881 on: February 02, 2016, 09:01:43 PM »

I've been playing on SS+ 3.2.0 and Nexerelin 7.2.0 and so far, the game's been pretty stable. Although I admit, I haven't gotten far yet. I'm still at cycle 206. I run no other mods aside from the pre-requisite mods. Maybe an event is casuing the crash?
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #882 on: February 03, 2016, 10:18:19 AM »

emailed you the file to your email address listed.



Its definitely something when the AI creates a multi-faction alliance....at least i think so.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #883 on: February 04, 2016, 06:40:01 AM »

Okay, think I found the problem.
You can work around it in your local copy for now, I'll see about adding failsafes inside Nexerelin.
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OOZ662

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #884 on: February 06, 2016, 01:42:49 AM »

Not entirely sure which thread to report in, but SS+ hunter fleets dispatched before a peace treaty don't get the memo. I've got a "friendly" Tri-Tachyon hunter fleet that will let me "leave" but immediately re-engages. I assume I'll take all sorts of political flak for punching their faces in, but I have to...
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