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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3012816 times)

Histidine

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #360 on: September 28, 2015, 06:49:51 AM »

Note: Nexerelin-specific fleets won't have the leveled commanders etc. from Starsector Plus v2.10.0. You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.

Binary star systems?  Awesome. 8) Will the stars be very close, like they usually are depicted in games, or will they be far apart, like Valhala in the vanilla version with it's own jump point and stations?
They're like Valhalla.
(probably they're too big in general actually; people, lemme know if you feel they're too small or too large).
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OOZ662

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #361 on: September 28, 2015, 07:09:06 AM »

I think they could stand to be a bit closer together, but the ones I've encountered so far have had their orbits kinda matched with their planets so that things never ended up on opposite sides of the system from each other.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Takion Kasukedo

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #362 on: September 30, 2015, 05:39:25 PM »

Spoiler
1319567 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
   at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
   at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
   at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

So, I found this error (thanks to Dark informing it was Nexerelin) and I was wondering when a new patch may be coming.

If not soon, then no rush.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

OOZ662

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #363 on: September 30, 2015, 05:50:23 PM »

I was wondering when a new patch may be coming.

If not soon, then no rush.
You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.
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Ahne

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #364 on: October 02, 2015, 05:37:59 AM »

Yesterday i had some time to play a bit nex with the new patch and all the good stuff, after a few hours the NGO and II created an Alliance called the "Central Empire". Few minutes later the "Blackrock and the Shadowyards and SCY" joined an alliance called "Solar Cooperative". A minute later both alliance declare to join war against each other! So fun!
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OOZ662

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #365 on: October 02, 2015, 05:43:04 AM »

I dunno about Shadowyards, but an actual Blackrock-SCY alliance sounds like hell. It's kinda unfortunate that allied groups don't have joint fleets (as far as I've seen), because the SCY's long range support bricks and Blackrock's in-your-face agile DPS would be a pain.

Spoiler
Can you tell I'm camping out in this thread for the update too?
[close]
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Histidine

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Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
« Reply #366 on: October 02, 2015, 10:28:40 PM »

I dunno about Shadowyards, but an actual Blackrock-SCY alliance sounds like hell. It's kinda unfortunate that allied groups don't have joint fleets (as far as I've seen), because the SCY's long range support bricks and Blackrock's in-your-face agile DPS would be a pain.
In light of Alex's newest blog post, I'm giggling at this :D

Quote
Can you tell I'm camping out in this thread for the update too?

Camping over!


Changelog
Code
v0.6.1
* Revamp economy generator to fix extreme price/supply issues
    * Remove all randomness from market archetype assignment; use a Tetris-style rotation system (n.b. the markets can still be of different sizes and have variable market conditions)
    * Implement smart algorithm for balancing supply/demand (and thus prices) of domestic goods, supplies and metal
    * Adjust many market condition costs, chances
    * Recycling plant: doubled crew requirements, produces somewhat more supplies and metals
    * Markets can no longer have both an orbital station and a spaceport
    * Make some planet types a bit more common (primarily to increase food supply)
    * Reduce random bonus points for seeding market conditions
    * All HQs have a bonus recycling plant and hydroponics lab
    * All sector capitals have a bonus hydroponics lab
    * Homeworld has a fuel production facility on top of the HQ bonuses
    * Prism Freeport gets an extra hydroponics lab
    * Larger initial stockpiles for supplies, fuel and food
    * Fix a major bug with condition min/max sizes (was using <= and >= instead of < and >)
* Retool Prism Freeport's handling of boss ships
    * List of boss ships moved to external config file (data/config/exerelin/prism_boss_ships.json)
    * Number of ships available at a time is controlled by config (default 2)
    * Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
    * Add new boss ships from Starsector Plus v2.9
    * Add Neutrino Unsung as a boss ship
* Mining fleets spawn more often; prefer ore over volatiles where relevant
* Tiandong uses certain Chengdu variants in mining fleets
* Metelson uses Pala mining variant in mining fleets
* Own faction/free starts get an Alastor-class frigate, if SS+ is enabled
* Remove warmonger penalty when NPC fleet attacks player for refusing a customs inspection or toll/fine payment, or for installing a comm sniffer
    * Penalty still applies if the player attacks the patrol without hearing them out first
    * Also remove penalty if no enemy ships are killed
* Strike fleets that get hammered to <50% FP while in patrol mode should go home properly
* Uninhabited moons can use desert, water and jungle types
* Display basic outcome (success/fail, detected) of player's agent/saboteur actions in dialog screen right away
    * You still need to wait for the intel event to come in to get the exact result numbers
* Add a warning + (partial) crash prevention for incompatible factions in Corvus mode
    * Will still crash on mods that use economy.json, unfortunately
* Planet names: add more In Conquest Born entries and station names
* Starsector+ v2.10 compatibility fixes (fleet injector; famous bounties)
* Fix some cases of comm relays changing hands inappropriately on market capture
* Fix a possible crash when attempting to flip a comm relay upon market capture
* Fix various issues with alliance relationship handling

As usual, let me know if your game spontaneously combusts, etc.
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Adraius

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Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
« Reply #367 on: October 02, 2015, 11:07:20 PM »

Been waiting for this, thanks!
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JohnDoe

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Re: [0.65.2a] Nexerelin v0.6.1 "Starship Tycoon" (update 2015-10-03)
« Reply #368 on: October 03, 2015, 01:39:27 AM »

Thank you for the update; much appreciated.
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Histidine

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #369 on: October 03, 2015, 06:41:04 AM »

Same-day update, because the economy issues were bothering me:


Changelog
Code
v0.6.1b
* Further economy adjustments:
    * More supplies and domestic goods in general
    * Supply balancer takes into account orbital stations
    * Reduce number of volatiles markets
    * Most markets can't have volatiles complexes by default
    * Increase point cost of volatiles depot
    * Fix homeworld autofac sometimes being removed
* Link boss ship availability to SS+'s IBB sidequest progress
    * Defeating a famous bounty fleet unlocks the boss ships it used
    * Unsung does not require IBB progress
    * Disable in config to have all boss ships available at start, as before
* Add Cleric (super Paladin) as a boss ship
* Boss ships available for sale at a time 2 -> 3
* Remove reputation penalty (with target) from a failed invasion attempt
* Fix bug where a friendly fleet capturing a market while player is still invading leads to angering that faction
« Last Edit: October 03, 2015, 07:39:43 AM by Histidine »
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JohnDoe

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #370 on: October 03, 2015, 06:58:26 AM »

I don't think strike fleets are returning home properly: they return but do not disappear. Here we have multiple strike fleets stacking on top of each other at their home. This is in version 0.6.1; I have not yet tested 0.6.1b.

Spoiler
[close]
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Histidine

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #371 on: October 03, 2015, 07:38:12 AM »

WOE IS ME

Use this jar for the time being (it'll make the stuck fleets clean themselves up as well). I'll see if any more bugs crop up before putting out 0.6.2c.
« Last Edit: October 03, 2015, 07:40:26 AM by Histidine »
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JohnDoe

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #372 on: October 03, 2015, 08:29:12 AM »

Thanks for the quickfix.

Also, I don't know if this is working as intended but Omnifactory's refitting facilities give out free weapons from its market.
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Adraius

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #373 on: October 03, 2015, 08:48:30 AM »

Quote
Code
Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)

So maybe I'm blind, but I can't find out where to toggle this.  I found prism_boss_ships.json but don't see anything to toggle.  Also looked in settings.json and elsewhere.
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Histidine

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Re: [0.65.2a] Nexerelin v0.6.1b "Starship Tycoon" (update 2015-10-03)
« Reply #374 on: October 03, 2015, 09:11:56 AM »

Quote
Code
Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)

So maybe I'm blind, but I can't find out where to toggle this.  I found prism_boss_ships.json but don't see anything to toggle.  Also looked in settings.json and elsewhere.
data/config/exerelin/exerelin_config.json -> prismRenewBossShips
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