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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 889872 times)

Alex

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #540 on: December 04, 2015, 05:45:34 PM »

Could you post in this thread and help Alex work out the details? Thanks!

Posted re: problem there.
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speeder

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #541 on: December 04, 2015, 06:49:14 PM »

Histidine I decided to start my economy mod by modding the tax...

One idea I had is make the tax 0, no matter any other modifiers, if the market is yours in the literal sense (I mean, why you would pay tax to yourself?)

There is a way to check that? If not, can you add it?
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Histidine

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Re: [0.7a] Nexerelin v0.7 "Magnificent Seven" (hotfix 2015-12-03)
« Reply #542 on: December 04, 2015, 07:03:23 PM »

Histidine I decided to start my economy mod by modding the tax...

One idea I had is make the tax 0, no matter any other modifiers, if the market is yours in the literal sense (I mean, why you would pay tax to yourself?)

There is a way to check that? If not, can you add it?
market.getFactionId().equals("player_npc");

(there's a way to check it for "normal" factions which you're a part of, as well, but you'll have to know how to call methods that may not exist because the mod isn't loaded)
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Histidine

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #543 on: December 05, 2015, 09:31:46 PM »

Beta version for Starsector 0.7.1a here
(note: you'll have to rename the download/extracted folder yourself)

Official release after more playtesting and SS+ is updated.

Changelog
Code
v0.7.1 (interim)
* Update for Starsector 0.7.1a
    * Joining a faction automatically issues a commission, if the faction issues them (replaces any existing commission)
    * Handling for relationship changes of players with commissions when factions cease hostilities
    * Faction commissions also provide access to allies' equipment in military submarket
    * Disable vanilla faction hostility event
* Replace some faction configuration .jsons with .csvs; move some stuff to faction config files as well
    * In principle, adding Nexerelin support for a faction should be entirely doable from within the faction mod now
* Update Diable Avionics, Metelson support
* Non-Corvus mode allows stars further from center, if there aren't enough close ones
* Reinstate dissident market condition
* Rename player_npc to "followers"; add crest
* Faction changed event messages delivered immediately
* Remove planet definition entries that duplicate vanilla entries
* Use decimal group separators where applicable
* Independents can no longer be involved in NPC covert ops
* Fix crash on capturing a relay-associated market if planetToRelay map is not set
* Fix relationship with player_npc when applying Nexerelin to existing save
* Fix free start hugging planets it shouldn't
* Fix mining variant fallback

EDIT: Bear in mind that previous saves may not be compatible.
« Last Edit: December 06, 2015, 01:29:53 AM by Histidine »
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #544 on: December 05, 2015, 09:36:46 PM »

Thanks for the timely update! Will try it out now.
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speeder

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #545 on: December 05, 2015, 10:15:05 PM »

You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)
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Histidine

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #546 on: December 05, 2015, 10:39:14 PM »

You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)
I didn't change the ID (so still player_npc), only the player-visible name.
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #547 on: December 06, 2015, 12:08:42 AM »

Got this crash in the campaign map.

Quote
2431444 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:269)
   at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:292)
   at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:305)
   at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:391)
   at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:421)
   at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:600)
   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)

By the way, I started with "Own faction" and I'm not using Corvus mode.

Also, pirates seem to be neutral with everyone without known enemies.

Spoiler
[close]
« Last Edit: December 06, 2015, 12:36:06 AM by JohnDoe »
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Histidine

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #548 on: December 06, 2015, 01:32:31 AM »

Well that was a really embarrassing bug.

Okay, hotfix jar (I've also replaced the old full download links).
Changes:
  • Invasion and mining fleets should be less easily sidetracked
  • Tweak some star sizes
  • Fix pirate starting relationships
  • Fix NPE, dysfunctional behavior on peace handling for commission holders
  • Fix hostile-to-all factions hating themselves
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #549 on: December 06, 2015, 03:58:41 AM »

So, are saves definitely not compatible or what ?(can't check)
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celestis

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #550 on: December 06, 2015, 06:00:20 AM »

First, thanks for the update!
But there is likely an issue with officers. Not quite sure if that's Nexerelin related, but most likely it is.
There are a lot of very high level officers around. Like lvl20, in vanilla there are often lvl5-7. It's a bit ridiculous not to be able to catch a cruiser with frigates. I suppose they have their speed skills maxed, so most time during the battle I just run after a ship several classes above mine in vain. That's probably not an issue with "fast factions" with a lot of propulsion stuff, but it is irritating with others.
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dan212

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #551 on: December 06, 2015, 06:20:28 AM »

I got an issue with new hotfix

Quote
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Starsector 0.7.1a-RC5
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #552 on: December 06, 2015, 08:10:38 AM »

First, thanks for the update!
But there is likely an issue with officers. Not quite sure if that's Nexerelin related, but most likely it is.
There are a lot of very high level officers around. Like lvl20, in vanilla there are often lvl5-7. It's a bit ridiculous not to be able to catch a cruiser with frigates. I suppose they have their speed skills maxed, so most time during the battle I just run after a ship several classes above mine in vain. That's probably not an issue with "fast factions" with a lot of propulsion stuff, but it is irritating with others.
Well, I've had the same problem in Corvus mode only. Dob't kbow what's up with that.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #553 on: December 06, 2015, 08:40:36 PM »

Hmm, guess I'll have to do some debugging comparisons on officer levels (vanilla, Nex, Nex Corvus) later.

I got an issue with new hotfix

Quote
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Starsector 0.7.1a-RC5
Looks like you've got an out-of-date copy of events.json. Which version of Nexerelin did you install?
The hotfix linked in the post above is for Nex v0.7b. v0.7c works out of the box.
v0.7 has its own hotfix (as linked in the OP) but lacks compatibility with Starsector 0.7.1a and is not recommended for use.

If all else fails just download 0.7c again and do a clean install.
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TaLaR

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« Reply #554 on: December 06, 2015, 10:45:11 PM »

Not really a bug , but starting several games with 0.7/0.7.1 (and it's RCs) + Nexelerin and faction mod updates, I've encountered very different price ranges for most basic commodities.

Supplies 100..450 (about 400 of course makes even basic sustenance quite difficult)
Fuel 50..200 (expensive fuel makes following bounties wherever they are generated not such an automatic decision)
Marines 500..2500 (2500 makes ship capture unviable, also big impediment to planet capture)

Which created very different experiences overall. How much of this is actually intended?
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