Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 109 110 [111] 112 113 ... 398

Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3042445 times)

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1650 on: February 16, 2018, 01:48:12 PM »

Em... I just flew in hyperspace.
Code
6719985 [Thread-4] INFO  exerelin.campaign.fleets.ResponseFleetManager  - 	Spawned Tri-Tachyon small response fleet of size 5
6720584 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetAI.attackStationIfPresent(InvasionFleetAI.java:98)
at exerelin.campaign.fleets.InvasionFleetAI.advance(InvasionFleetAI.java:156)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
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.StarSystem.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Histidine

  • Admiral
  • *****
  • Posts: 4682
    • View Profile
    • GitHub profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1651 on: February 16, 2018, 09:03:44 PM »

Hmmmm
Untested quick fix (put in Nexerelin/jars)
Logged

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1652 on: February 17, 2018, 01:06:07 AM »

Already problem:
Spoiler
[close]
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Nikopol

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1653 on: February 18, 2018, 12:33:10 PM »

No crashes for me, but I found a bug in Nexerelin 0.8.3c. Easy to replicate.
1) Pretend to invade planet with defense station
2) Change your mind and leave
3) Invade the same planet again
4) Oops? Where is the enemy army? Just a lonely station.

I think it was better before, when you invaded and had no chance to escape once the invasion started.
Logged

Spess Mahren

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1654 on: February 18, 2018, 06:06:56 PM »

Is it possible to declare war or do you just have to anonymously attack a faction until they declare war on you? The unprovoked rep hit seems nasty and I would rather not worry about the hoops to jump through by running around with the transponder off dodging people you don't want to kill at the moment.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4682
    • View Profile
    • GitHub profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1655 on: February 19, 2018, 06:50:42 AM »

No crashes for me, but I found a bug in Nexerelin 0.8.3c. Easy to replicate.
1) Pretend to invade planet with defense station
2) Change your mind and leave
3) Invade the same planet again
4) Oops? Where is the enemy army? Just a lonely station.

I think it was better before, when you invaded and had no chance to escape once the invasion started.
Thanks! Fixed for next release.

For deciding not to engage: I can see it going either way. Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Maybe in the future I'll think of a more sophisticated solution.

Is it possible to declare war or do you just have to anonymously attack a faction until they declare war on you? The unprovoked rep hit seems nasty and I would rather not worry about the hoops to jump through by running around with the transponder off dodging people you don't want to kill at the moment.
Any time a patrol tries to scan you and you refuse, or if a patrol attacks you for being caught installing a comm sniffer, you won't get the warmonger penalty for the resulting hostilities. Also, hostilities resulting from agents/saboteurs being detected don't have the penalty.

If that's too much trouble, the mechanic can be turned off completely with "warmongerPenalty": 0 in exerelin_config.json.
Logged

King Alfonzo

  • Admiral
  • *****
  • Posts: 683
  • -- D O C T O R --
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1656 on: February 19, 2018, 04:00:12 PM »

For deciding not to engage: I can see it going either way. Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Maybe in the future I'll think of a more sophisticated solution.

Maybe have a dialogue similar to a bounty description when you check to see what it is? Like, the man/woman defending this station possesses a large / medium / small carrier fleets / frigate swarms / destroyer group. So when you attack you have a better grasp on what you might face.

Nikopol

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1657 on: February 20, 2018, 12:02:42 AM »

Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.

People complaining about this stuff are those, who want the enemy to be served on a silver plate. When you attack a planet you should better be prepared! I don't like the idea "Oh I just have a peek on the enemy". Smells like cheating to me.

I liked past Nexerelin versions for the unpredictable results. Please return this at least as an option in Nexerelin config.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1658 on: February 20, 2018, 05:03:36 AM »

On the other hand, attacking a planet with your "134 strength" cruisers fleet against their puny "10 strength" defenses, and being met by three capital ships and a dozen of destroyers is kind of annoying.
Logged
 

Histidine

  • Admiral
  • *****
  • Posts: 4682
    • View Profile
    • GitHub profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1659 on: February 20, 2018, 05:38:43 AM »

My current idea (partly inspired by new blogpost):

Code
Response fleet tweak:
* Remove free disengage
* Invasion dialog displays reserve size (in fleet generation points)
* Using agent gather intel ability creates a preview of an example response fleet



(You could still run into annoying weirdo fleet combinations when the actual fleet is generated, but arguably that's kinda the risk you take)
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21)
« Reply #1660 on: February 20, 2018, 05:57:04 AM »

Good idea. I love response fleet and i have not problem to fight 3 capitals on a tiny station who have ten marines, but yeah, seems do not logic. But otherwise, if they have never be attacked. When you know than the response fleet of big station is often less big than theses tiny stations because they are always attacked. :p
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Histidine

  • Admiral
  • *****
  • Posts: 4682
    • View Profile
    • GitHub profile
Re: [0.8.1a] Nexerelin v0.8.3d "Battle Stations!" (update 2018-02-24)
« Reply #1661 on: February 23, 2018, 10:50:49 PM »

Some crash and other fixes, and a bit of other stuff.

Nexerelin v0.8.3d
Download

Changelog
Code
v0.8.3d
* Add random faction start
* Talk to a base administrator to resign commission (won't reset faction relations)
* Response fleet tweaks
    * Remove free disengage
    * Invasion dialog displays estimated reserve size (in fleet generation points)
    * Using agent gather intel ability reveals the current reserve fleet
* Defense stations have more latitude on joining battles
    * Station will join if either of the "main" fleets is touching any of its market's entities (or within the normal battle join distance of the market entity, if a response fleet is participating in the battle)
* Mining caches can include hullmods
* Invasion fleet, mining crash safeties
* Fix a vanilla bug where debris fields don't expire
* Fix commission not terminating cleanly on changing faction
* Fix faction bounty reports
« Last Edit: February 23, 2018, 10:57:23 PM by Histidine »
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 506
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3d "Battle Stations!" (update 2018-02-24)
« Reply #1662 on: February 24, 2018, 01:29:01 PM »

Spoiler
290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
   at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Now that's interesting.

[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
« Last Edit: February 24, 2018, 02:30:51 PM by Takion Kasukedo »
Logged
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.

DrakonST

  • Captain
  • ****
  • Posts: 341
  • Lizard-Wizard
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3d "Battle Stations!" (update 2018-02-24)
« Reply #1663 on: February 26, 2018, 08:45:44 AM »

Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.

I usually strengthen, increase fleet size of the fraction chosen by me as the opponent and their fleet look approximately so:
Spoiler
[close]

But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
Logged
I a Russian. And i communicate with the help of Promt Translate. And I am a color-blind person.

Boxman

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.8.1a] Nexerelin v0.8.3d "Battle Stations!" (update 2018-02-24)
« Reply #1664 on: February 26, 2018, 11:18:21 PM »

Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.

Screenshots:
Spoiler




[close]

Save File:
https://transfer.sh/v2bN9/save_RandallOwens_4383267309702287966.7z
Logged
Pages: 1 ... 109 110 [111] 112 113 ... 398