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Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 886011 times)

Histidine

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #525 on: December 03, 2015, 04:46:48 AM »

Hotfix jar here.
What do:
  • Fixes broken fallback for mining variant when faction config does not exist
  • Allows more star locations (fixes Requal's crash)
  • Fixes alfa2's crash

How use: Save to Nexerelin/jars, overwriting the existing one

Just crashed out with this error:
Probably the AI War bug. (Fixed for 0.7.1a, in the meantime read the follow-up replies for a workaround)

Quick question: Using Console commands, I'm not sure what argument to pass to setRelationship to change my standing with a faction.  player and player_npc both don't work, and while I can set the faction I'm affiliated with to being friendly with another faction (doing to both ways, ie setRelationship x y 70, then setRelationship y x 70), the other faction still stays hostile to me, personally.  I thought syncRelationships would fix my relationships to match my factions, but it actually does the opposite.  What am I being dumb about?
Yeah, SetRelationship doesn't seem to "take" properly and I'm afraid I have no idea why, sorry :(
Okay, I figured it out (the command is matching the faction to player_npc instead of the actual player faction).
You can change the faction's display name (see first post for details) to fix it locally.
Or you can do
> runcode exerelin.utilities.ExerelinUtilsReputation.syncPlayerRelationshipsToFaction(false)
and it should work. (You can copy and paste that into console)
« Last Edit: December 03, 2015, 04:48:31 AM by Histidine »
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alfa2

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #526 on: December 03, 2015, 11:15:50 AM »

Thanks - my save looks work again...
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mvlbrotherg24

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #527 on: December 03, 2015, 12:37:05 PM »

Hi histidine,

Is there a way I could edit the planet system generation? If I can where would you find that file. I'm trying to see if I could improve the planet generation so that stations and planets belong to the same faction. So the factions feel more conglomerated and less I spread apart. I would very much appreciate some advice.
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speeder

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #528 on: December 03, 2015, 02:01:36 PM »

What the player faction do exactly?

Also, if you own a relay, do you have to hack your own relay to get info from it?
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Blaze

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #529 on: December 03, 2015, 02:39:19 PM »

You automatically get relay access if you have "cooperative" relations; so as long as you don't annoy your own faction...
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Thaago

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #530 on: December 03, 2015, 09:32:25 PM »

Ah, I'm enjoying playing with just this mod!

Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.
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TaLaR

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #531 on: December 03, 2015, 11:32:29 PM »

Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
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Tartiflette

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #532 on: December 04, 2015, 03:24:20 AM »

Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
That would imply completely rewriting the AI in campaign for those fleets as this is the intended vanilla behavior. A huge undertaking to say the least; and it would probably brake with each major update of the game.
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Histidine

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #533 on: December 04, 2015, 03:33:13 AM »

Is there a way I could edit the planet system generation? If I can where would you find that file. I'm trying to see if I could improve the planet generation so that stations and planets belong to the same faction. So the factions feel more conglomerated and less I spread apart. I would very much appreciate some advice.

If you just want to set which planets/stations belong to which faction:
Spoiler
The relevant class (ExerelinSectorGen) is here
For each system, initial generation of the stars and planets, and pre-generation of the stations, is here
Once that's done, it assigns factions and markets to planets/stations here

Currently it just adds all inhabited planets/moons and stations in the sector to a List of habitable entities (planets and moons are in habitablePlanets, stations in standaloneStations). Then it shuffles each list and assigns the entities to each faction, sequentially, in a semi-randomized order (think Tetris). You'll probably want to change this so moons get the same faction (and maybe the same market) as their planets, and planets/stations in each system mostly belong to the same faction.
The logic and code to do this is left as an exercise to the reader ;)

As for actually applying this: You could compile the modified version into your own ExerelinCore.jar and replace the mod's own one.
Or you could make your own mini-mod with the modified script in a new class (inheriting from the base ExerelinSectorGen), and have the mod be loaded after Nexerelin (mods load in alphabetical order). In your minimod's settings.json, set your new class to be the game's newGameCreationEntryPoint.

Code: json
"plugins":{
"newGameCreationEntryPoint":"exerelin.world.MyExerelinSectorGen",
},
[close]

Note: I am not responsible for any migraines that result from actually attempting to read/modify the Nexerelin code.

What the player faction do exactly?
For most purposes, it's just the "default" faction if you aren't with one of the vanilla/mod ones. There are a couple of behavioural differences (they can't join alliances, they don't investigate you for smuggling, and you start at max reputation with them), but for the most part they aren't really important.

Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.
Yeah, the current implementation was pretty much just a quick and dirty fix for the "not enough spots" crash. I'll teach it to use a set of closer spots first and only add further ones if it needs more.

Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
I'll poke Alex and see if there's a way to do it.
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SpacePoliticianAndaZealot

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #534 on: December 04, 2015, 06:13:55 AM »


Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
I'll poke Alex and see if there's a way to do it.

Aw, shoot. I thought that the solution was something as simple as "swapping" the code with that of the trade fleets. After all, invasions are a logistically serious matter; you want that huge fleet to go from point A to point B and do it's job, right?
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alfa2

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #535 on: December 04, 2015, 07:00:53 AM »

one more bug
Code
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.7a-RC10 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in D:\Games\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_60 (32-bit)
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp

Code
33921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO  exerelin.world.InvasionSupportFleetAI  - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
6035331 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Same error on
Code
 INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.7.1a-RC3 launcher
« Last Edit: December 04, 2015, 04:53:43 PM by alfa2 »
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namp007

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #536 on: December 04, 2015, 09:57:25 AM »

So.. I recently found the option "Number of empty starsystems" (not sure if it was there before or only since this update), but is it just me, or is there no way to benefit from this?
Or am I missing a way to colonize these?
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speeder

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #537 on: December 04, 2015, 10:02:02 AM »

So.. I recently found the option "Number of empty starsystems" (not sure if it was there before or only since this update), but is it just me, or is there no way to benefit from this?
Or am I missing a way to colonize these?

The stock game added empty star systems recently, so Nexerelin just added a way to generate these.


I dunno what they do in Nexerelin, but in the vanilla their only purpose is lore and having a place for people to hide from bounty hunters (ie: place where they are hiding from you)
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SpacePoliticianAndaZealot

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #538 on: December 04, 2015, 01:00:37 PM »

I hope faction comissions don't break anything  :-[
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Histidine

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #539 on: December 04, 2015, 04:37:53 PM »

I'll likely push Nex 0.7b after I figure out how to integrate commissions and fix a few more issues. But it probably won't come out this week unless there are urgent bugs with SS 0.7.1a.

one more bug
Spoiler
Code
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.7a-RC10 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in D:\Games\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_60 (32-bit)
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp

Code
33921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO  exerelin.world.InvasionSupportFleetAI  - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO  sound.OOoO  - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
6035331 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Same error on
Code
 INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.7.1a-RC3 launcher
[close]
Could you post in this thread and help Alex work out the details? Thanks!
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