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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 3013261 times)

morriganj

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2535 on: September 15, 2019, 02:41:29 PM »

I am getting a crash to desktop every time I start a new game after the last update. I have reverted back to an old version of this mod and have no issue. (I have about 30 mods installed). Hope it can be fixed!
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Kinamet

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2536 on: September 16, 2019, 12:57:28 AM »

I'm also getting a ctd when trying to start a new game with 9.4c.
log says:

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket

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Histidine

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2537 on: September 16, 2019, 01:12:11 AM »

See here for the crash fix.

So in conclusion it seems to not be an issue with the mods I'm running, but I highly suspect it got killed at some point. One gets the option to engage the station, so npc's should be able to engage - and destroy- it as well, or am I mistaken? I simply see no other possibility... Can one somehow make the station spawn again?
It can be destroyed in battle, but not permanently (same as how the vanilla core world stations like Kanta's Den and Port Tse Franchise Station work).

Anyway, to respawn it, enter the following (copy and paste) in the Console Commands console:
Code: java
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
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Johnny Cocas

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2538 on: September 17, 2019, 02:42:09 PM »

Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)

Fix for Prism NoClassDefFoundError bug

It's caused by the Fringe Defence Syndicate mod.

To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this. Or open it yourself and change the first row from hull id to just id

Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.

Ohh, well.... This is one of those nex changes I have missed :/
The fix will be uploaded in the next FDS update, and thanks for finding the issue, I was messing with the nex faction config file like crazy thinking that's where the issue was, it was the only place I spotted something different from the files in your mod  ::)
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puffzor

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2539 on: September 17, 2019, 07:46:02 PM »

There's a CTD when you're managing your agents, and you change their travel faction but not their travel destination planet.
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Viking8008

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2540 on: September 20, 2019, 09:47:57 AM »

What does "Starfarer Mode" if I enable it?
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Innominandum

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2541 on: September 20, 2019, 11:09:03 AM »

Obligatory sneak peak:
What does "Starfarer Mode" if I enable it?
Basically, hard mode.
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"The early worm catcheth the bird."

Viking8008

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2542 on: September 20, 2019, 12:06:30 PM »

Obligatory sneak peak:
What does "Starfarer Mode" if I enable it?
Basically, hard mode.

Please more info. Pleeeease. What is more hard and in what ways?
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Innominandum

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Re: [0.65.2a] Nexerelin v0.6 "Farer of Stars" (update 2015-09-20)
« Reply #2543 on: September 20, 2019, 12:47:41 PM »

Please more info. Pleeeease. What is more hard and in what ways?
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
Quote from: Histidine
v0.9.2d (2019-07-16)
Player colonies' population growth halved, income reduced 25% when in Starfarer mode
Player colonies have size growth even when autonomous
possibly more
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"The early worm catcheth the bird."

sunwolz

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2544 on: September 20, 2019, 05:24:56 PM »

Do agent AUTO-Level up??? If so, My agents are sitting at 2500/2500 and 7500/2500 XP!
OR
Must I level them up myself? If so, how in the world do I do that??
Sooo frustrated, so little information about this mod, OMG!

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Histidine

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2545 on: September 20, 2019, 05:37:40 PM »

They automatically level up. The second number is how much XP remains to a level up, not the total XP required.
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Hague

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2546 on: September 22, 2019, 06:41:39 PM »

I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
  • Limit BP drops based on market size/stability?
  • Auto-sell the heavy industry on market transfer, if the faction already has one?
  • Something else?

Presumably after the first raid, they'd lock down or delete the blueprints. So once the player triggers the high alert from the first raid, you shouldn't have any chance at getting any more blueprints.
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cathar

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2547 on: September 23, 2019, 12:59:40 AM »

Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.

However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.

So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?

----

Also, if you time it right and set the force points correctly, you can create huge defense forces for yourself. If you see someone invading you with a force too big to handle, you request your own invasion fleet to wherever, set to gather at the invaded system, and time it so it spawns exactly when the enemy fleet arrives.
Boom, now there are 25 Pandemoniums waiting to bash in some Persean League face.

Not sure if this is intended or known and also not sure how you would prevent players from doing it.
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biru

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2548 on: September 23, 2019, 03:06:34 AM »

Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
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Agile

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2549 on: September 23, 2019, 05:11:04 AM »

Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.

Do exactly what it says. Remove all orbiting stations (orbital station, battlestation, or star fortress) with extreme firepower, as well as any troops orbiting the planet that isn't yours, then use marines to Invade the planet.

That or you can go to special actions and, if you have your own commissioned faction or you have your own faction itself, you can call in a fleet. Designate fleet points and how many marines you put in (try to put in more than the estimate of how many forces there will be in the system to defend) then click OK. It will spend a lot of credits but its worth it depending on what your raiding.
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