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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3014348 times)

Death_Silence_66

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2010 on: February 27, 2019, 01:38:34 AM »

How are you supposed to pronounce Nexerelin?
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Euphytose

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2011 on: February 27, 2019, 01:55:11 AM »

I say it nay-xay-rey-leen.
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Silver Silence

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2012 on: February 27, 2019, 03:03:11 PM »

I don't associate any foreign accents with the word so I just say it as I read it, Nex-e-re-lin.
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Vayra

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2013 on: February 27, 2019, 03:26:27 PM »

Necks Air Uh Lynn  :-X
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Dudok22

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2014 on: March 01, 2019, 12:47:51 PM »

I am getting null error when Persean Fleet intercepts me near Torment Listening Post

Code
163382 [Thread-10] INFO  sound.H  - Playing music with id [Sovereignty.ogg]
164026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:522)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:284)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:339)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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)
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Blothorn

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2015 on: March 01, 2019, 03:49:11 PM »

Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).
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Dudok22

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2016 on: March 01, 2019, 11:16:24 PM »

Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).

yes I am.

I will start a new game to see if its fixed.
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SierraTangoDelta

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2017 on: March 02, 2019, 03:55:20 PM »

Just had this bug pop up. Any idea what might be causing it? I'm only posting it here since it mentions Nexerelin.

658065 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from market_system_b9a:planet_4, 40 total available
712215 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at exerelin.campaign.submarkets.Nex_OpenMarketPlugin.updateCargoPrePlayerInteracti on(Nex_OpenMarketPlugin.java:22)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
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Histidine

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Re: [0.9a] Nexerelin v0.9g "War, War Never Changes" (hotfix 2019-02-23)
« Reply #2018 on: March 02, 2019, 05:02:12 PM »

This happens if you've installed mod updates that remove things since starting the playthrough. SWP, Kadur Remnant and Mayasuran Navy have recent-ish updates that removed fighters, dunno if any other mods have done such a thing lately.

It may be possible to recover your save by editing it to remove all references to the removed fighter, but it's easier to just revert to the old mod versions for now.
« Last Edit: March 02, 2019, 05:04:54 PM by Histidine »
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Histidine

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2019 on: March 03, 2019, 12:42:38 AM »

New feature update!

Nexerelin v0.9.1b
Download

Spoiler
[close]

Changelog
Code
v0.9.1b
* Compatibility with saves from previous versions

v0.9.1
* Add new agents
* Add faction respawn system
* Add faction bounties
* Invasion/raid changes:
    * Invasion damage applied between multiple autoresolve rounds
        * Average ground strength and invasion frequency reduced to compensate
    * Invasion fleets have a minimum marine strength of 100
    * Invasions and raids (and vengeance fleets) will not be forced to use imported equipment if faction has no heavy industry
    * Invasions and raids will sometimes use ally's equipment
    * Invasion intel marked as important if targeting player
    * Player invasions share a cooldown with raids
    * Invasion fleets spawned by revenge system smaller (1.25x normal instead of 1.5x)
* Factions won't declare war on or make peace with a commissioned player, only the commissioning faction
* Luddic Church start gets low-tech package in addition to LC package
* Abandoned station only spawns around inhabited worlds
* Ceasefire prompt intel important by default; can default to accept instead of reject (set in config)
* NPC structure construction queues items instead of building them all at once
* Blacklisting a ship/weapon from Prism blacklists its blueprint as well
* Fix double-added free port market conditions
* Fix bug where player could re-invade a market after capturing it
* Possible fix for relationship weirdness with Arsenal Expansion's Omicron faction
« Last Edit: March 03, 2019, 02:10:59 AM by Histidine »
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DrakonST

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2020 on: March 03, 2019, 02:54:54 PM »

Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.

Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.
« Last Edit: March 03, 2019, 04:05:18 PM by DrakonST »
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matveich

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2021 on: March 04, 2019, 04:32:30 AM »

I have a problem with agents. Please, help.

Code
373155 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:102)
at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:46)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:286)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:311)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
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)

To reproduce:
1) Start infiltration of an active cell.
2) Destroy supplying base.
3) Wait for infiltration to end.
« Last Edit: March 04, 2019, 04:36:19 AM by matveich »
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Histidine

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2022 on: March 04, 2019, 06:50:58 AM »

Ah, whoops. Will be fixed in next version.

For now, if the base intel is still around you can mark it as important so it doesn't get removed. Else you'll just have to abort the agent mission till the cell gets reactivated.

Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.

Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.
Faction bounties may be a bit of a problem in this regard, yeah (although I've had expected pirates to be a bigger problem). I'll think something up for them some time, I guess.

On the vengeance points: Good idea, I'll make them not increment from invasion/raid fleets and anything with the "low reputation impact" flag.
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StahnAileron

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2023 on: March 04, 2019, 06:13:26 PM »

Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)

Hunting down Pather bases is starting to become a full time job because I practically always have at least one active cell on each of my colonies now.
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Histidine

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Re: [0.9a] Nexerelin v0.9.1b "Double-Zero Agent" (update+fix 2019-03-03)
« Reply #2024 on: March 05, 2019, 04:05:24 AM »

Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)
That sounds wild. Indeed, there should only be one cell per colony at most.
The only bit of vanilla code that adds the Pather cell condition specifically checks if the condition already exists on that colony; Nexerelin doesn't add any cell-adding code of its own and I don't know of any mod that does either.

Could you post the save and/or modlist? I might be able to debug it.
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