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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 3014647 times)

Linnis

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Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #480 on: November 28, 2015, 07:28:06 PM »

I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.

I guess I could provide a "no warranty" beta version or something?

Ya yaaayyy
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Histidine

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #481 on: November 29, 2015, 12:11:03 AM »

Okay, beta is out.
Use at your own risk. Side effects include hair loss, gingivitis, muscle aches, skin rashes and spontaneous brain combustion. If you have an Emergency Burn lasting for more than for hours, consult a doctor.

Nexerelin v0.6.9 beta

Download + hotfix

Changelog
Code
v0.7 (interim)
* Updates for Starsector 0.7
    * Add Luddic Path handling
    * Add special handling for good rep investigations
    * Add ability: Follow Me!
    * New planet types can spawn, be mined
    * Update Corvus mode locations
* Corvus mode selectable from within the game config menu
* Add Scion Collective, ApproLight support
* Fixes/improvements for star system generation:
    * Enable uninhabited systems
    * Non-Corvus-mode systems use a preset list of start points instead of full randomization
    * Fix moon generation; moons more common now (a gas giant can have up to three)
    * Belter stations actually spawn now
    * Binary companions get their own jump points
    * Tweak selection of stellar objects for spawning belts
    * Increase number of asteroids in star-orbiting belts
    * Remove an ugly background
    * Better handling of asteroid belt, relay orbit distances from stars
    * Stars and gas giants have lower mass (things orbit them more slowly)
* Huge economy generation revamps
* Mining improvements/fixes:
    * Uninhabited planets (not just moons) can be mined (25% higher danger)
    * Base accident hull damage 500 -> 400
    * Heavy Mining Laser strength 5 -> 8
    * Shepherd strength 10 -> 9
    * Mining Pod (hull) strength 0 -> 0.5
    * Armored Mining Drone (hull) strength 0 -> 0.7
    * Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
    * Mining fighter wings can lose CR from accidents
    * Fix null reference when only miners are wings, no ships
    * Mining hazard rating shown with 2 decimal points
    * Fix mining cryovolcanic worlds
* UI improvements:
    * Hide dead factions in intel screen (except pirates, etc.)
    * Markets with military bases listed as such in directory
    * Allow 10 and 12-planet, zero station starts
* Various gameplay changes:
    * Sindrian Diktat gets Lions' Guards at their homeworld
    * Having transponder off reduces detection chance of agents/saboteurs
    * Don't add/remove free port condition on market capture in Corvus mode
    * countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
* Diplomacy improvements/fixes:
    * Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
    * Infected (Flu-X) no longer categorized as a pirate faction
    * PBC can experience the "tech stolen" diplomacy event
    * player_npc does not have warmonger penalties by default
    * Don't make factions neutral on death
* Bugfixes:
    * Prevent crash if game somehow fails to find a valid mining ship
    * Fix war weariness null crashes
    * Fix Shanghai not changing faction on market capture
    * Fix dominance mod boost in hard mode
    * Fix Protonian Tech support
* Miscellaneous:
    * Update Starsector+ compatibility
    * Player teleporting to homeworld now included in start game save (i.e. persists after reload)
    * Externalize tariffs to config
« Last Edit: November 29, 2015, 03:59:59 AM by Histidine »
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ChrisH

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #482 on: November 29, 2015, 12:25:07 AM »

Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?

I'd be happy to help ya test some out
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Histidine

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #483 on: November 29, 2015, 12:33:22 AM »

Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?

I'd be happy to help ya test some out
Feedback with a modded game is welcome, thanks!
(just don't ask me to fix issues with other people's mods, ofc)
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JohnDoe

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #484 on: November 29, 2015, 03:46:39 AM »

Thanks for the update! Will try it out later today.

If you have an Emergency Burn lasting for more than for hours, consult a doctor.

That sounds pretty lewd...
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Histidine

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #485 on: November 29, 2015, 04:03:44 AM »

Hotfix here (fixes response fleets not working, markets locking you out after you capture them, and a bunch of other things)
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Elijah

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #486 on: November 29, 2015, 06:27:07 AM »

I'm getting this error:

(I play with ai war, templars and imperium factions, and the simulation and radar mods)

Spoiler
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Starting covert warfare event creation
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Trying action: SABOTAGE_RESERVE
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Number of target factions: 3
440490 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Target faction: Luddic Church
440491 [Thread-5] INFO  exerelin.campaign.CovertOpsManager  - Saboteur attacking reserve fleet
441126 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from Zat_Orbital, 19 total available
441591 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
   at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.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.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)
[close]

I think is a AI war mod error, from comparing the mod list of another guy who's having the same error.
« Last Edit: November 29, 2015, 07:06:05 AM by Elijah »
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Stalker

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #487 on: November 29, 2015, 07:37:08 AM »

Several issues:

  • When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
  • I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
  • For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.

This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
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JohnDoe

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #488 on: November 29, 2015, 07:39:03 AM »

Several issues:

  • When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
  • I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
  • For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.

This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.

Are you sure you toggled the mods on in the mod list?
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Aklyon

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #489 on: November 29, 2015, 07:39:43 AM »

Also you're using the most recent starsector version? (just in case)
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Histidine

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #490 on: November 29, 2015, 07:48:09 AM »

Several issues:

  • When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
  • I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
  • For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.

This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
It seems like the Nexerelin .zip wasn't extracted properly (although it somehow seems to have put mod_info.json in the right place anyway).
Try a reinstall of Nexerelin, and make sure all the files get put in the right place; check that data/config/exerelin/exerelin_config.json exists at least.
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Stalker

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #491 on: November 29, 2015, 07:55:57 AM »

Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.

Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.

Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?

Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.

Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.
« Last Edit: November 29, 2015, 08:02:52 AM by Stalker »
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speeder

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #492 on: November 29, 2015, 08:48:59 AM »

Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.

Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.

Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?

Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.

Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.

OSX default behaviour when dropping one folder into another is replace the FOLDER, not the contents.

It surprised me the first time it happened to me (it was in a day job I just had started, and it erased a 2 month long project that had no backup... thankfully it was still open in Eclipse, and Eclipse asked if I wanted to re-save all files again...)
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Lprsti99

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #493 on: November 29, 2015, 12:02:49 PM »

Had a crash when I won a battle I'd joined in on.  I believe my allies had already started retreating, they had definitely all retreated by the time the battle ended.  Not sure if it's a nexerelin issue or a bug with the main game, but I hadn't encountered it before installing the mod.

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
   at com.fs.starfarer.combat.C.class.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.C.class.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
   at com.fs.starfarer.combat.CombatState.endCombatAndShowDialogIfMission(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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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Tartiflette

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Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« Reply #494 on: November 29, 2015, 12:12:36 PM »

That bug has been corrected in the hotfix for Starsector, re-download the game to correct it.
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