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(https://i.imgur.com/xFXACmR.png)
(explanation) (https://i.imgur.com/d85bIEw.png)
Nexerelin v0.12.0c
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.12.0c/Nexerelin_0.12.0c.zip)
Previous downloads (https://github.com/Histidine91/Nexerelin/releases)
On Nexus (https://www.nexusmods.com/starsector/mods/28)
Git repository (https://github.com/Histidine91/Nexerelin)
Ko-fi
(https://storage.ko-fi.com/cdn/kofi2.png?v=3) (https://ko-fi.com/R6R5Q52DU)
Can be added to existing save; updates will almost always be save-compatible for several versions
Make sure to delete your old Nexerelin folder before installing a new full version!
Having problems? Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!
Third-party translations
Only provided here for convenience, not quality-checked or otherwise endorsed.
Russian (https://disk.yandex.ru/d/OSxHkI5BFJUlxg) by WhitePulsar (partial MTL)
Chinese: go to Fossic
Features
- 4X game features in Starsector
- Factions will wage war against each other and try to conquer their enemies
- Diplomacy events see faction relationships changing over time
- Join a faction to gain useful support and represent them in war and peace, or start your own
- Alliances offer mutual assistance in times of war
- Planet descriptions can change as territory is won and lost (in development)
- More things to do
- Mine planets and asteroids for useful resources for trade, or some treasure
- Use operatives to subvert other factions to your own ends
- Requisition fleets from your colonies to carry out tasks
- Pay tribute for the right to infringe on factions' territory
- Bring aid to troubled worlds to keep them from decivilization
- Turn in prisoners for reputation or cash
- Browse the Prism Freeport for rare and pricey ships
- Construct remote outposts to aid exploration
- Explore a story of the Remnants
- More events
- Remnant raids
- Relief fleets
- Vengeance fleets
- New starting options
- Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods
- Begin your journey with a range of starting factions and ships
- Gameplay tweaks
- Befriend pirates to lower the effects of their activity on your colonies
- Lower tariffs on trade
- ...and more enhancements
Report issues on GitHub (https://github.com/Histidine91/Nexerelin/issues)
Quick help
Alliances (https://github.com/Histidine91/Nexerelin/wiki/Alliances)
Mining (https://github.com/Histidine91/Nexerelin/wiki/Mining)
Faction config files (https://github.com/Histidine91/Nexerelin/wiki/FactionConfig)
FAQ (https://github.com/Histidine91/Nexerelin/wiki/FAQ)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.12.0c (2025-05-01) ##
* Improve checks for whether NPC fleets are close enough to deploy/support ground battle units
* Joining Persean League leaves player's existing alliance, if any
* Buy ship bar/contact offer shouldn't ask for IBB boss ships
* File Drawer Problem: notify mission failure on attacking Mauve; fix convo with wrong person if retrying mission
* Abyss map label will adjust its position based on sector size
* NAT Investigators in Sectorpol colony crisis will explain reason for their presence when asked
* Refactor market builder to better handle AotD, fix market upsize bonus in random sector no longer working
* Story skip polish/fixes
* Fix GUI bug in random sector faction toggle
* Ground battle intel no longer shows loot that's actually just existing storage contents
* Tariff mults configurable in Luna mod settings menu
* Retroactive fix for rebellion support fleet AI crash covers more cases
* Fixes in the 0.12.0b reuploads
* Fix crash with certain custom starts (e.g. The Infernal Machine and Notre Dame)
* Fix diplomacy rep limit crash
## v0.12.0b (2025-04-20) ##
* Rebellion smugglers marked as smugglers and have low rep impact
* Add 250 point option to Hyperspace Topography skip
* This is just enough for Reverse Polarity in 0.98
* Default-skip-story setting will enable this option
* Academy quests: Handle case where Kallichore or Coureuse but not both are skipped
* New game dialog remembers last selected background within the current session
* Contain aggression concern raises the priority of actions based on the target's infamy
* Diplomacy AI module shows infamy
* Fix special task group revive cost calculation being too low
* Fix Shrouded Dweller and Threat not being hostile at start
* Fix commodities disappearing from storage after market capture
* Fix Catalytic Core and Synchrotron planet filters not working
* Re-fix player special task group ships losing their variants
* Fix displayed 'excuse' for satbombing a satbomber
* Max points in new game own faction setup now configurable in settings.json
## v0.12.0 "Abyssal Gaze" (2025-04-06) ##
* Add False Idols to story skip system
* Includes fix for the quest not being accessible if using Knight Errant skip
* Remnant final mission fixes
* Fix Silverlight's shards randomly flying over stuff when they shouldn't (it was kinda cool looking but not intended behavior)
* Loosen some distance checks to reduce potential cases of mission failing to generate
* Fix a couple of dialog bugs
* Silverlight now codex-unlockable
* Fix an exploit with selling to, raiding and then conquering a market
* Fix fleet events during rebellion getting stuck
* Fix multiple operatives on internal security mode doing the same action
* Fix ceasefire offer's intel tag
* Fix non-fatal NPE when talking to Hannan about potential League membership
* Fix how conquest mission creator filters out zero-reward missions
* Number of blueprints available at Prism blueprint trader now configurable in settings.json
## v0.11.3y (2025-03-31) ##
* Fix Threat not spawning
* Fix rare crash and incorrect text in rebellion intel
* Temporary fix for right-click on shroud special item crash
* Lost scientist mission still works if pirate base failed to spawn
* Tweaks to starting background descs and handling of codex entries
## v0.11.3x (2025-03-29) ##
* Compatibility with Starsector 0.98
* Add operative counterinsurgency action
* Player can request blockade fleets
* Add hyperspace topography "quest skip"
* Rebellion events will have smugglers running arms to the rebels (reverse suppression fleet, basically)
* Add a "contain aggression" strategic AI concern
* Factions avoid negative diplomatic events if war weariness is too high and strategic AI is off
* Update deep hyperspace clearing on sector generation to match vanilla (halved radius)
* Open market will buy automated ships if AI cores are legal in faction; military market will always buy
* Location of respawn event bases no longer hidden
* Add two achievements
* Add a standardised system for printing faction descriptions in new game dialog
* Add a toggle for NPC colony growth
* Fix ground battle crash when market has no industries and no Population & Infrastructure
* Will still crash if there is not at least one industry-like present
* Fix Arroyo comms check for final Remnant mission
* Try to fix neutral fleets sometimes joining battles when they shouldn't
* Fix an unidentified mod conflict that would make invasions unavailable
* Fix raid fallback for invasionOnlyRetake factions for real
* Hegemony inspector custom bounty can't spawn around hidden markets
Helpful console commands
The SetMarketOwner <market_or_location_name> <faction> command can be used to give a market to another faction (including one not currently alive in the sector).
Credits
Zaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ and descendant mod compatibility
LazyWizard: Version Checker, Console Commands, other code
Soren: Player flags
Tartiflette: Prism Freeport
Weezer, Mace: Captured planet descriptions
The SS mod community: various content contributions, tips, pointers and feedback
Zeke "MesoTroniK" W.: Starsector team assistance
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this
Metadata
true
https://i.imgur.com/3nMFPev.jpg
exerelin_config.json
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Nice to see (N)exerelin back, good work Histidine. I'll have to release a Scy update to make it compatible, but in the meantime here's an updated faction file: the current one is lacking a lot of new stuff.
Since it didn't worked in Exerelin, would it be possible to use ships instead of wings to mine too? I made a mining destroyer that beg to be put to good use, and should be more efficient than a wing since it's quite bigger. I already commented out the corresponding entry for when it become possible (unless you already changed that in this case thank you).
Well, gotta get back working on that update then.
[attachment deleted by admin]
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Bug when i launched the campaign, after distributing my skill points at the character creation.
106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
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Bug when i launched the campaign, after distributing my skill points at the character creation.
106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
Hmm, that's odd.
What OS? I'm wondering if the Linux/Mac installers don't have the (unused in vanilla, AFAIK) urban graphics included.
Vanilla folder graphics\illustrations should contain files urban_0[1-3].jpg, with the corresponding entries in settings.json->illustrations:
"urban00":"graphics/illustrations/urban00.jpg",
"urban01":"graphics/illustrations/urban01.jpg",
"urban02":"graphics/illustrations/urban02.jpg",
"urban03":"graphics/illustrations/urban03.jpg",
But I want to push another bugfix soon anyway, so I'll probably just take them out for the time being.
To do this locally: comment out lines 150-153 in data/scripts/world/ExerelinSectorGen.java
would it be possible to use ships instead of wings to mine too?
I don't actually have any plans to implement mining for now, but if I do I'll keep that in mind!
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Awesome man!
If this mod gets compatible with SS+ my life is complete!
Hahaha, great work indeed!
greetings
Ahne
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Hmm, that's odd.
Actually nevermind. I'm just a braindead idiot that forgot to update his game to RC2. God i feel so bad...
Anyway, congrats on updating (N)Exerelin to 0.65.2, i'm sure a lot of people will be happy to see this mod working again.
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Thank you I appreciate this.
Also this should be moved to the mods thread instead of hiding in the modding area.
After adding all the mods you mentioned, and after making a character, when it is starting the game by "creating trade fleets", it crashes, saying something like
: out of bounds:10.
UPDATE:
after reinstalling SS and all mods it worked. Thanks.
another update
After doing the above and starting with a crystantite ship, picked a fight with a one-ship fleet of "neutral" faction, defeated it, took more cargo than could carry, GAME CRASHED:
427339 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 5, FP2: 5, maxFP1: 200, maxFP2: 200
470935 [Thread-5] INFO exerelin.world.InvasionFleetManager - Get reserve size - failed to get key fake_market
475523 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.DiplomacyManager.reportBattleOccurred(DiplomacyManager.java:445)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
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Dude, why isn't Exi in here? They were around in 54 and especially in 62!
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Nexerelin v0.2.2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.2.2.zip)
v0.2.2
- Compatibility with Exigency, II and Templars (once they're updated)
-- SCY too, but I forgot to uncomment the lines in rules.csv so you'll have to do it manually unless I update again by then
- Fix crash after fighting with independents
- Agents, prisoners, saboteurs less common
- Reduce reserve damage from saboteur action
- Lower chances of detection from destroying food
- NPC covert action interval increased 30 days -> 45
- Don't change storage submarket faction on market capture
After doing the above and starting with a crystantite ship, picked a fight with a one-ship fleet of "neutral" faction, defeated it, took more cargo than could carry, GAME CRASHED:
427339 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 5, FP2: 5, maxFP1: 200, maxFP2: 200
470935 [Thread-5] INFO exerelin.world.InvasionFleetManager - Get reserve size - failed to get key fake_market
475523 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.DiplomacyManager.reportBattleOccurred(DiplomacyManager.java:445)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
Thanks for report, fixed.
Dude, why isn't Exi in here? They were around in 54 and especially in 62!
'cos it crashes (on account of not keeping Exerelin compatibility in mind during the recent updates)
Don't worry, it'll be updated in time.
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Hey, this great, looking forward to seeing it get done. It's so boring not having a conquer-the-Sector mod atm :)
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Starting templar ship really needs to be the _sal variant. The current one is the support one, making it nigh impossible to fight properly.
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Nexerelin v0.2.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.2.3.zip)
v0.2.3
- Fix misreporting of market captures
- Fix SCY support
- Fix Mayorate being listed in the wrong category
- Change starting Templar Martyr variant to Saltare
- Reduce default star/planet/station count
- Remove size 2 stations
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Histidine, since you are updating this very often (appreciated!) I might suggest utilizing Version Checker here :)
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Hum, Scy will need an update on my end to be compatible, since I removed the "Exerelin" check. But at least it should work as soon as I release something.
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Huh, i did not even realize i made my mod (N)exerelin compatible. Oh well. Time to stomp some stations with the Rebirth-class.
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I think what this needs the most right now is a lot of the recent SS+ features. Randomised ship loadouts, scaled fleets/bounty spawns, bounties on the player, rebalanced skills and hullmods, etc. Right now it feels really empty past the super early game since the spawns are so small scale. Although I guess just making them compatible would also work.
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This is great. Thanks for updating. One suggestion so far is to move this thread to the mods page I didnt know it existed.
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Yes! I have been waiting for someone to make an exerelin like mod! ;D
Downloading and testing when I have the time.
Edit: And i see you have tested my mod (flu-X) with it.
I really should start working a bit more on it and i will try to make it compatible!
Edit (again): Question! Are the features that currently are not included (that were in the former exerelin) are going to be included later on or not?
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I just noticed pirates are always neutral unless randomization is on (then they're always hostile).
*sigh* Someday I hope to make a release without painfully obvious bugs in it.
Edit (again): Question! Are the features that currently are not included (that were in the former exerelin) are going to be included later on or not?
I plan to implement faction switching at some point (in fact, your faction should boot you out if you make them mad at you), and faction respawns as well. Tartiflette's been nagging me suggesting some ideas with active mining fleets + a more sophisticated tying of fleet spawning to economy, so that's something to look at too. Actual alliances, eventually.
Anything else in particular that people want?
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This is great so far. I love being able to shape the galaxy.
First thing is I have a hard time finding fighters and bombers to purchase anywhere.Im playing with most mods suggested btw.Most of the time seems to be only a few available sometimes in black market.
Second defense fleets seem really weak so far. I have eliminated 2 factions so far(tho they were weak).Also be nice to get some reward for capturing a planet or station. Maybe like everything is half off for that place for a short time(like you get to pillage).
Im curious how the economy works. Are spawning fleets random or tied to production? Can you support production of fleets any other way then capturing worlds?
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.
I also think it would be cool if you went to capture a world you had to fight a fleet plus a star/defensebase.Kinda like a boss ship fight.
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For the Templars to work, do they need both this and SS+ enabled? I'm getting an error:
217962 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
at data.scripts.TEMModPlugin.onGameLoad(TEMModPlugin.java:43)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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For the Templars to work, do they need both this and SS+ enabled? I'm getting an error:
If it's a fatal null error it's likely they do... They shouldn't, but I'm getting fatal null error and will be testing it with just the vallina factiosn before posting the code-file with the normal compliment of mods I carry.
PS: make sure the mod is actually supported first in the list. Otherwise, start looking at he log file every time it crahs and disable the likely mod.
PSS: after going through my mods I've found that it works, I just need to disable the mods that aren't up to date or unsupported. an they're not that big ofa deal to play this fun mod again! :)
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Im curious how the economy works. Are spawning fleets random or tied to production? Can you support production of fleets any other way then capturing worlds?
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.
Fleet spawning behavior is mostly identical to vanilla. The old Exerelin had stations use supplies to make fleets (more supplies = more fleets), and I'll probably implement something similar here as well at some point.
(or, since I'm lazy, wait for Alex to do something similar in vanilla)
Reserve generation speed (for response fleets) and the size of invasion fleets are tied partly to stability, so there's that.
For the Templars to work, do they need both this and SS+ enabled?
You don't need SS+ (in fact, I fully expect it'll explode if you try to use it with Nexerelin).
Are you using Templars 0.94b?
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Are you using Templars 0.94b?
I am now :)
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Fleet spawning behavior is mostly identical to vanilla. The old Exerelin had stations use supplies to make fleets (more supplies = more fleets), and I'll probably implement something similar here as well at some point.
(or, since I'm lazy, wait for Alex to do something similar in vanilla)
Reserve generation speed (for response fleets) and the size of invasion fleets are tied partly to stability, so there's that.
I have played this mod for couple days! I do like this mod! :D :D
At the begining, other factions' fleets were quite large compared to player's. However, you can easily destoryed them when you got more than 4 cruisers or battleships. Is there any ways to increase the fleet size??
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so i got an error twice when i tried to start a game with this, help?
error log:
Spoiler
(-Snipped- for sanitys sake, and because I can't upload the file for some reason)
339179 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin_config.json]
339181 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
339182 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
339184 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
339185 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
339186 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
339188 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/batavia.json]
339190 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
339193 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
339195 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
339197 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/dstech.json]
339198 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/gedune.json]
339200 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
339202 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
339204 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
339206 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
339208 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
339209 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
339211 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
339215 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
339216 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
339218 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
339221 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
339224 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pn.json]
339230 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
339232 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
339233 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
339235 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
339238 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/zorg.json]
339241 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/relics.json]
339242 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/BGE.json]
339244 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/qualljom.json]
339246 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
339248 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sun_ice.json]
339250 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
339251 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
339252 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
339255 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/eleutheria.json]
339256 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
339258 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lotus_pirates.json]
339260 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
339262 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
339263 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
339265 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/diplomacyConfig.json]
339267 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Official Aid
339267 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Philanthropy
339267 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cultural Boom
339268 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cooperation Deal
339268 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Major Cooperation Deal
339268 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding
339268 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Helped Foil Terror Plot
339269 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradited
339269 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Prisoner Exchange
339269 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Antiwar Protests
339269 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Star-crossed Lovers
339270 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomatic Blunder
339270 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Failed Deal
339270 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding Jilted
339270 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Political Funding Uncovered
339270 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Xenophobia
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradition Refused
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Spy Ring Uncovered
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Sabotage Uncovered
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Supporting Rebels
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomat Crime Ring
339271 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Privateering
339272 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Shots Fired
339272 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Ceasefire
339272 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Peace Treaty
339272 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Expansion
339272 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Minority Persecuted
339273 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Majority Persecutes
339273 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Priest Scandal
339273 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Condemn Treatment of Dissidents
339273 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Anti-Corporation Movement
339273 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Technology Stolen
340151 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
at data.scripts.IIModPlugin.onGameLoad(IIModPlugin.java:53)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Update Interstellar Imperium.
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Oh hell yeah. You just made me a very happy man.
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Economy seems fairly well off. Some items seem priced wrong tho. I have seen regular ore and rare cost the same.In general things seem to cost the same.There could be some differences in prices to add more variety to the market.
I like how you cant just run around capturing planets without it cost you money.Kind of simulates war as being expensive.
Would love to see factions put high bounties against you for war crimes and send out massive fleets to attack you.Would be cool if they could group up and attack all at once.
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At the begining, other factions' fleets were quite large compared to player's. However, you can easily destoryed them when you got more than 4 cruisers or battleships. Is there any ways to increase the fleet size??
Yeah, it's rather like vanilla where you start out small but once you get enough skills and ships you can steamroll most things (though in Exerelin by the time you reach this point it's time to finish the game, so I'm not as concerned as I might be). Anyway, to answer the question:
Patrol fleets: not easily
Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?
I have seen regular ore and rare cost the same.In general things seem to cost the same.There could be some differences in prices to add more variety to the market.
The ore thing sounds like a trade disruption, was there one going on?
I'm not sure it'll actually work for the purpose of increasing price differentials, but I could try making planets more specialized so they're less likely to produce everything they need themselves.
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Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?
Yep, that would be cool !! :D :D
More powerful enemy fleets could make the late game more interesting and enjoyable. ;D
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I haven't tried the mod yet, but is the system generation still the same as the original one? (One large Exerelin system plus a few of minor systems?)
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This is cool.
Came across an interesting edge case with respect to system generation - the systems were placed so close together I was receiving bounties from one whilst in the other - presumably I'm still in the catchment area of the adjacent system.
Might be worth thinking about whether it's useful to put in some distance checking of adjacent systems (or just treat it as a feature ...)
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I havent noticed prices being the same on my second run so maybe that was a rare thing.
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Nexerelin v0.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.zip)
v0.3
- Work towards SS+ compatibility
- Version Checker support
- Fix pirate starting relationships
- Fix SCY compatibility again
- Stars now seeded in a concentric pattern
- Fleets can drop a few green crew as loot
- Revise invasion fleet, response fleet sizing
- Invasion fleets gain 1 DP per player level (can be configured)
- Max response fleet size also increases by 1 DP per player level (controlled by same tag)
- Invasion fleets can now come with support fleets that fly around shooting stuff
- Free market planets have 10% tariff (previously all planets had 20%)
- Marine losses during invasion vary less with relative strengths
- Reserve strength incrementing works properly
- More backgrounds, including the free set by Psiyon
- Update/fix some text descriptions
I haven't tried the mod yet, but is the system generation still the same as the original one? (One large Exerelin system plus a few of minor systems?)
I'm pretty sure it was always this way, but there are several systems of mostly the same size (Exerelin does have your faction HQ in it).
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Whan ever i try to load the campaign it gives me
(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)
??? ???
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Can you make the Red & Blue mod compatible for this :D?
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Can you make the Red & Blue mod compatible for this :D?
That's going to be up to Protonus to do, if he returns to those mod.
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Ah OK...he stopped making them :|? What about interstellar Federation..I heard someone was keeping that up to date
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Some feedback after a rather complete campaign:
- I was about to start by suggesting to try keeping the systems close to the center but I see you took care of that so great!
- A true alliance system would be most beneficial, but maybe you only need to make an attacked market call nearby allies to defend itself? In the case of the player attacking that would have exactly the same effect since they would turn hostile when you fight back (maybe disengaging then could have only minor consequences as long as you don't reengage the market afterward)
- In the same vein, maybe factions that are dominating the sector should get increasingly more negative events, be more targeted by agents and saboteurs. Other factions would tend to get more friendly with each other... Some sort of natural balancing. Of course it shouldn't be perfect or the game could only end with a player victory.
- While trying to capture a market, it's a bit frustrating to be engaged by a fleeing single Thunder wing three time in a row, each time cancelling the capture. Defeated response fleet should give up when they lost around 75% of their initial FP.
- Factions start with random stations witch can lead to an unbalanced game. Instead of choosing the number of planets and stations, maybe we could choose how many stations per faction, and all faction have at least one HQ with a very large market. That would make it difficult to capture, completely wipe out a faction would require a significant investment (end game challenge).
- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)
- The omnifactory allows you to refit your ship with free weapons, witch can be exploited for money. It also never seems to stop producing weapons (I got stacks of 200 salamanders!)
- The market keep it's stability upon capture. One would expect the transition shouldn't be so smooth... Also spamming saboteurs could destroy all the stocks and ships, as an incentive to try getting it the hard way.
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Thanks Tartiflette! Some pretty good ideas there, I'll see about implementing them.
Whan ever i try to load the campaign it gives me
(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)
??? ???
Update to the RC2 version of Starsector 0.65.2a
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I got a Fatal Null Error right before the actual map loaded. Everything is up-to-date.
I have chosen to be part of Templars, activated random Omnifactory, and that's about it.
Later edit: Apparently there *was* another version of the Templars :) Stupid me.
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I got a Fatal Null Error right before the actual map loaded. Everything is up-to-date.
I have chosen to be part of Templars, activated random Omnifactory, and that's about it.
Later edit: Apparently there *was* another version of the Templars :) Stupid me.
Version Checker 1.4b (http://bit.ly/1wSPmKE) :)
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I had it, it's just not installed properly. I am too lazy to do it. This game moves so fast, that it feels as if I have to change factions and mods daily :)
A bug I just encountered. Head over to the Exerelin Relay and choose Faction list. You'll get a NullPointerException: Name is Null. And you have no option. The only way to exit is to manually kill the game.
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Forgive my lack of knowledge but what does RC2 mean?
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*smartass mode ON*
That means it's better than RC1? ???
*smartass mode OFF*
Sorry I had to, RC is the last number of the version, it means Release Candidate I believe, and you are using RC1 (0.65.2a RC1) so you are one version of Starsector behind.
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- Starsector+ is now compatible with Nexerelin
*Squeeeeeeeeeeeeee*
-
- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)
+1
Suggested something similar to Zaphide back then. Lone pirates/independents stations would provide some early-game distraction for the player, rather than asteroid grinding.
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That's very confusing but thanks and a guess it explains why a bunch of mods didn't work
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Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?
-
It seems like I can't take over Templar stations/planets, is this a bug or???
I have the latest version of all mods and am able to take over/invade all other planets/stations that I'm hostile to.
-
Here is an updated PACK faction file I have been using, which picks up the new skins for the newer version of JP, for anyone that may be interested:
https://dl.dropboxusercontent.com/u/66536185/pack.json (https://dl.dropboxusercontent.com/u/66536185/pack.json)
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Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?
Yes, you don't need to enabling Omnifactory separately, otherwise you may find two Omni stations in your game. ;D ;D. And, that's not bad :o
-
New batch of ideas/feedback:
- When using the largest systems possible, having only two jump points makes traveling a bit of a chore
- An option for an easy start maybe?
- Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.
- Coherent orbits periods maybe?
- Capturing seems a bit fast, maybe large/high stability markets should require several rows? Also it would make the agent more useful as they can reduce the stability.
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It's surprising what a small change could do to your playstyle. In this case, the "Green Crew may appear as loot drops.".
I intentionally keep my fleet pretty small so I can remain fast, efficient, and not have to spend too much on logistics. I can just survive on raiding enemy fleets. Fighters, particularly ones that rely on numbers like talons and wasps, were pretty much off limits since it meant I had to run all the way back for more crew. And capturing ships also relied on marines, so I passed on a lot of them.
Now that I can just loot more crew, I can just hurl loads of fighters as a distraction so my flagship and missile ships can tear the enemy apart. And just sacrifice them in droves to capture ships.
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Yeah definitely can't take over Templar planets. Going to have to put aside my Nexelerin game for now.
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Also related to Templar planets is the fact that they only seem to spawn small smuggler and trade fleets. Made it real easy to farm Templar flux cores though, especially since the fleets were all frigate only (the smuggler fleets weren't even Templar ships).
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Sweet just came across this and saw it's compat. with SS+. Is the mining still workin' ? Haven't seen any mining drones....
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Nexerelin v0.3.1
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.1.zip)
v0.31
- Fix invading Templar planets not working
- Fix being able to attack own faction fleets, or invade/sabotage own planets with SS+ (requires new game)
- Factions that don't normally spawn patrols (e.g. Templars) will now do so (may or may not require new game)
- Fix SS+ invasion fleets not having troop transports
- Fix various other possible SS + compatibility issues
- Fix slave trading reputation effects
- Turn off intel screen button at comm relays (avoid NPE)
- Celestial bodies (planets, moons, asteroids, relays, stations, alpha jump point) obey Kepler's third law
- Alpha jump point orbits first planet in system instead of star
- Response fleets despawn instantly once their patrol ends instead of hanging around for a few days
- Response fleet patrol lasts twice as long (60 days)
- Response fleets give up and go straight home if they drop below half their starting FP and their current FP is less than 25
- Tweak response fleet composition in SS+
- Valkyrian starting ship is now an Inquisitor instead of a Longinus
- SCY starting ship is now a Talos instead of a Tisiphone
I plan to overhaul the market capture system eventually, and figure out an easy start option.
Also, do people feel star systems are too large? I could bring the planets in closer together.
Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.
If it's not too much trouble, looking in graphics/backgrounds and graphics/exerelin/backgrounds and making a list would be really helpful, thanks!
(Or maybe it's the sun lighting? I could change that as well.)
Is the mining still workin' ? Haven't seen any mining drones....
No mining yet, sorry!
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Hi, Histidine
Could you look into this problem: http://fractalsoftworks.com/forum/index.php?topic=9209.0 ?
It looks like some stations might contain too many goods for the game to handle.
I am using v0.3.0, so I am not sure if this is the problem of the new mod version.
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Looks like the most recent patch broke faction relations with SS+. I'm not gaining or losing and rep with any factions.
-
Indeed I do not get any reputation improvements. Only prisoners help gaining reputation.
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Playing as Templars, I can only access small weapons in their stations. I currently have two level 5 markets. How do I increase the level of the planets/stations ? Also, is this related to the equipment stock ? (ships, I can see/purchase all, just not weapons).
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Overall great work Hist. Just having this mod revived is fantastic, and your consistent work on it is commendable. 8)
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I just got this:
Spoiler
259890 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:430)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:105)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:95)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I think I just overlooked something or did something stupid.
EDIT: Yep it was me! LOL I forgot to update SS+
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Seems like issues with your new UtilReputation stuff:
https://bitbucket.org/Histidine/exerelin/commits/658cb45292d2ae157d236a0fe6c8f0e865bebee8
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Does Nexerelin require any mods beyond LazyLib? Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?
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Is it possible to help other factions capture stations?I want the neutrinos to get another station. I have coop status with them and have beening watching the intel for invasion fleet.I was going to clear the way for them.
If not I would like to suggest maybe some type of system like this.
I am still having a hard time finding sc wings.
I vote for everything to be closer.One of the most boring things for me in ss is traveling.I just sit and hold space. I actually doubled speed of everything just for this reason.
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Augh, I was wondering which bug slipped through the cracks this time. Hotfix in ~12 hours.
Should I turn off pirate patrols as well? Do people find it too crowded around pirate planets/stations?
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I wouldn't turn them off. The chaff usually ignores you anyways, and it feels like an accomplishment when you wipe the pirates out of a system, which personally is the first thing I go for.
-
Can the Ice faction become a part of this or did that mod die?
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Can anyone explain, how ship/weapons are added to the market? As has been stated before templars, do not get any medium/large weapons, although I have captured entire system(total 5 markets) for them. Neutrino corp does not stock any capitals. Is this related to them having only one market? Can I help them expand in any way, if I belong to another faction?
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?
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Nexerelin v0.3.2
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.2.zip)
Download (patch 0.3.1 -> 0.3.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.2_patch.zip)
(extract the patch over your v0.3.1 install, overwriting all files)
Note: Save games started in v0.3 should still work, but v0.3.1 ones will likely fail! Consider using Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Remember to delete your old install(s) if not using the patch!
v0.3.2
- Fix reputation changes with SS+
-- This reintroduces a minor bug in v0.3, but no-one noticed it and it corrected itself fairly quickly anyway
- Fix multiple manager scripts running in parallel after loading a game (!!!)
-- Requires a new game, but at least it'll stop adding more scripts to a current save
- Templars now use the Templar submarket (will be added/removed after market capture as appropriate)
-- This will be applied to old saves
- Templar markets and pirate markets don't run the merc/pirate fleet spawn script any more (requires a new game)
- Factions can be configured to not spawn patrols (requires a new game)
Is it possible to help other factions capture stations?I want the neutrinos to get another station. I have coop status with them and have beening watching the intel for invasion fleet.I was going to clear the way for them.
Well, I assume you already know how to get the intel event for factions other than your own. Anyway, you can use agents to destabilize the market (increases their invasion success chance, particularly if done after the fleet spawns but before it gets there). You can also sabotage the defender's reserve to weaken their response fleet (or provoke it into spawning and take it out yourself).
Can anyone explain, how ship/weapons are added to the market? As has been stated before templars, do not get any medium/large weapons, although I have captured entire system(total 5 markets) for them. Neutrino corp does not stock any capitals. Is this related to them having only one market? Can I help them expand in any way, if I belong to another faction?
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?
Ship spawning code is same as vanilla (or SS+ if you're using it); special ships will appear if they normally would in the faction's markets.
Templars not getting their medium/large weapons is due to them not getting their special submarket; but now they do!
Does Nexerelin require any mods beyond LazyLib? Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?
Just LazyLib. 1 GB should be sufficient even if you use a bunch of mods, up to the whole SS+ set (but you run the risk of crashing; save often!)
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Thanks! Looking forward to starting a new game when I'm home from work.
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I allocated 4 gb to this game with this mod on and brought it down to 1 mod and it still crashes....too much memory being used for the game current status :|
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I allocated 4 gb to this game with this mod on and brought it down to 1 mod and it still crashes....too much memory being used for the game current status :|
You have to use 64 bit java! If you don't then the game will crash if above 1 GB in ram useage
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So with the new version + ss+ I can find sc pretty easily it seems.
-
We really need a system size option. The distances between two planets on my last 4-5 generated playthroughs are just insane.
-
I feel like the supplies are a bit to pricey 387 credits for a single supplie is killer especially for bigger fleets to the point where your broke and start losing your ships
Maybe lower it to 200 or something?
I don't know That's just my opinion
-
Would love to have an option to play as a completely independent character that starts without enemies (except for maybe pirates). However without salaries.
Also true Omnifactory random placement would be nice. Right now it always spawns at your home planet, at least for me it does.
-
I feel like the supplies are a bit to pricey 387 credits for a single supplie is killer especially for bigger fleets to the point where your broke and start losing your ships
Maybe lower it to 200 or something?
I don't know That's just my opinion
Supplies have a base price of 100, that price is affected by the demand vs production of the rest of the sector. That world you're on just has a shortage.
Would love to have an option to play as a completely independent character that starts without enemies (except for maybe pirates). However without salaries.
Also true Omnifactory random placement would be nice. Right now it always spawns at your home planet, at least for me it does.
If you manage to *** off your own faction they won't pay you.
There should be an option for randomized Omnifactory placement in the starting options.
-
I'll bring the planets closer together in a later release.
For now you could try tinkering with the following options in config/settings.json:
"minTravelSpeed":50, # at max burn 0
"baseTravelSpeed":80, # in units (pixels) per real-time second (10 sec/day)
"speedPerBurnLevel":20, # speed per max burn level, in units (pixels) per real-time second (10 sec/day)
(don't set it too high!)
Also on the todo: distribute markets between factions more evenly
-
I just dont want to affiliated with any faction at start. I noticed that there is "Independent" faction, but from what I know there is "player.faction" as well.
As for the Omnifactory: even if I turn on the random placement every time it spawns at my faction's home planet, in sector I start in.
-
Thanks Histidine. Will go and change those a bit.
My current config/settings.json has this now:
{
"plugins":{
#"newGameDialogPlugin":"exerelin.plugins.ExerelinNewGameDialogPlugin",
"newGameCreationEntryPoint":"data.scripts.world.ExerelinSectorGen",
"coreLifecyclePlugin":"exerelin.plugins.ExerelinLifecyclePlugin",
}
}
Where do I add the code above, exactly ? :)
Later edit: found it. I was looking in the mod, not the settings.json of Starsector itself.
-
Ok, so with the power of savegame editing I made myself completely independent. I changed "exerelin_playerFactionId" to "player" and then I went around and made everyone neutral to "player" faction with exception to pirates and other faction that is hostile to everyone.
-
Hey.
No more bugs. good job.
May I ask a question?
When you take over a station/planet, does it create your own personal faction? it probably doesn't. Would it be possible to have a player's personal faction implemented?
And another request: be able to tell your faction to send an invasion fleet to this location or that planet.
-
I installed it and set it back to 4 GB but still crashes when I try to play a new game:|
140280 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/5-1.jpg into existing tex id 309
141061 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: javax.imageio.IIOException: Insufficient memory (case 4)
java.lang.RuntimeException: javax.imageio.IIOException: Insufficient memory (case 4)
at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Insufficient memory (case 4)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readImage(Native Method)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.readInternal(Unknown Source)
at com.sun.imageio.plugins.jpeg.JPEGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
... 10 more
-
Does Nexerelin require any mods beyond LazyLib? Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?
Just LazyLib. 1 GB should be sufficient even if you use a bunch of mods, up to the whole SS+ set (but you run the risk of crashing; save often!)
Running with LazyLib+Nexerelin+CommonRadar and 1GB memory allocation, I found that it's very easy to crash due to OOM when entering a star system from hyperspace, or when clicking "Run Simulation" in Refit page. Other than those two cases, it never crashes because of insufficient memory.
-
I think just above plugins like this.You can look at the core settings file to get an idea too.I put mine in the ss+ file.I have my numbers tripled but doubled is what I would recommend.
{
"minTravelSpeed":50, # at max burn 0
"baseTravelSpeed":80, # in units (pixels) per real-time second (10 sec/day)
"speedPerBurnLevel":20, # speed per max burn level, in units (pixels) per real-time second (10 sec/day)
"plugins":{
#"newGameDialogPlugin":"exerelin.plugins.ExerelinNewGameDialogPlugin",
"newGameCreationEntryPoint":"data.scripts.world.ExerelinSectorGen",
"coreLifecyclePlugin":"exerelin.plugins.ExerelinLifecyclePlugin",
}
}
-
Actually Ive been playing with this and I think that Nexerelin is much more fun if you set it as follows:
No mods (makes it much more balanced) except for Nexerelin, lazylib, shaderlib, and SS+
1 sector
max # of planets.
Change your speed to be 2x as mentioned above.
>>This makes the sector super populated and exciting. It really complements vanilla SS by offering new events and ability to capture.
-
@ Histidine
Do I need to petition you to do anything to get my P9 faction compatible with Nexrelin?
It was compatible up until the new market dynamics was included last autumn so I assume it will be compatible if I don't mess with anything else than the system market.
-
@ Histidine
Do I need to petition you to do anything to get my P9 faction compatible with Nexrelin?
Once you've released an update for 0.65.2a (test it for compatibility first - see first post), just nudge me and I'll add it to the list of playable factions :) Also let me know if you want a specific starting variant (else I'll just pick one from the old config).
When you take over a station/planet, does it create your own personal faction? it probably doesn't. Would it be possible to have a player's personal faction implemented?
And another request: be able to tell your faction to send an invasion fleet to this location or that planet.
Eventually™ (maybe in next update, actually)
-
Ok, so I've tested Nexerelin deeply.
Great work so far. What I would want to see in it is a greater customization for starting conditions. More planets, more stations, do I start with pirates in my system or not, my own faction, being able to upgrade planets/stations (better fleets, better chance of surviving captures).
Mainly the generation part. I sometimes start a game 20 times before I get a pirate faction in my system. Or planets that are not miles apart, or having just 3 planets in my whole system.
Also, I always start in the Exerelin system, but my faction and stations are not always in Exerelin. Sometimes I can't even get out of the system to go to my homesystem, since well, 10 fuel.
Thanks for listening :)
-
I sometimes encounter a bug. Loading my previous save doesn't work. I think it's the Omnifactory feature in Nexerelin.
98520 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
98520 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class : org.lazywizard.omnifac.OmniFac
required-type : org.lazywizard.omnifac.OmniFac
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 5517285
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6] : com.fs.starfarer.campaign.CustomCampaignEntity
class[7] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[8] : com.fs.starfarer.campaign.ModAndPluginData
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class : org.lazywizard.omnifac.OmniFac
required-type : org.lazywizard.omnifac.OmniFac
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 5517285
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6] : com.fs.starfarer.campaign.CustomCampaignEntity
class[7] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[8] : com.fs.starfarer.campaign.ModAndPluginData
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : null
-------------------------------
-
I use randomized faction relations, so I don't really pay attention to having pirates in my system.
-
Also, I always start in the Exerelin system, but my faction and stations are not always in Exerelin. Sometimes I can't even get out of the system to go to my homesystem, since well, 10 fuel.
Thanks for listening :)
If I started a new game after I had loaded any another game, some time I wouldn't find my faction and omni in the started sector. It means I have to relaunch the program each time before starting the new game.
-
I'm confused about faction relationships while playing this. I see a bunch of events going on but after 4-5 hours of playing the only time I see a faction start attacking another is when I actually attack someone and then my faction follows me.
In the old Excerelin this was a lot more clearer.
-
Citadel 0.8 is out, so I loaded it up with Nexerelin and got a CTD.
189147 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createGenericFleet(FleetFactory.java:638)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:139)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:261)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:300)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Might be due to the changes in the Citadel fleet variants, so the faction config files in Nexerelin might be different.
-
Cant play a single mod on this...it just runs out of memory...I downloaded the java that people said to but what else do I do with it....I have 16 GB of ram and I want to give it more but I cant...unless I am giving th wrong command...do I say 2g or something and do I put the Java somewhere in Starsector?
-
Cant play a single mod on this...it just runs out of memory...I downloaded the java that people said to but what else do I do with it....I have 16 GB of ram and I want to give it more but I cant...unless I am giving th wrong command...do I say 2g or something and do I put the Java somewhere in Starsector?
http://fractalsoftworks.com/forum/index.php?topic=8726.0
-
Citadel 0.8 is out, so I loaded it up with Nexerelin and got a CTD.
Might be due to the changes in the Citadel fleet variants, so the faction config files in Nexerelin might be different.
Indeed, most of the old variants have been removed. I'll upload an updated nexerelin file in a bit.
-
42208 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
42726 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 352, Column 21: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 352, Column 21: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8595)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5312)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5220)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1877)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2552)
at org.codehaus.janino.UnitCompiler.access$4300(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$6.visitLocalVariableDeclarationStatement(UnitCompiler.java:2434)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:2508)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2459)
at org.codehaus.janino.UnitCompiler.access$3200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$6.visitBlock(UnitCompiler.java:2421)
at org.codehaus.janino.Java$Block.accept(Java.java:2012)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2476)
at org.codehaus.janino.UnitCompiler.access$3400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$6.visitForStatement(UnitCompiler.java:2423)
at org.codehaus.janino.Java$ForStatement.accept(Java.java:2196)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2459)
at org.codehaus.janino.UnitCompiler.access$3200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$6.visitBlock(UnitCompiler.java:2421)
at org.codehaus.janino.Java$Block.accept(Java.java:2012)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2493)
at org.codehaus.janino.UnitCompiler.access$3600(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$6.visitIfStatement(UnitCompiler.java:2425)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2437)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2395)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2250)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
I got this after I fixed everything to play it...regardless of which mod I chose
-
What version of LazyLib do you have?
-
Heh, well, nevermind. I can't make a new faction file on my side, it just overwrote my changes or something.
-
I have 2.0b version...most recent
-
I have 2.0b version...most recent
Are you sure LazyLib is tagged in the launcher?
-
I re downloaded it...then tagged it again and got this when I tried to start a game with Citadel
4011995 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:390)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
I re downloaded it...then tagged it again and got this when I tried to start a game with Citadel
4011995 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:390)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
That's the same problem I got. The faction config for Citadel in Nexerelin hasn't been updated yet, so it technically isn't compatible until that's fixed.
-
God dammit...but I love Citadel...first Interstellar Federation...then ICE then this...sheesh :|
-
I think the events should be rarer but have a much larger influence: Right now they happens all the time but never seems to really change the relations between faction, probably because they are random and it take a very long streak of negatives or positives ones to bring two factions to peace or war. In the same idea, the agents seems very ineffective. In a recent game, Blackrock eliminated all it's enemies and was the strongest faction by far with a third of the stations and planets under it's control. Everyone else was their friend so I tried to stir up things against them with agents, but after using 20 or more of them they were still at peace with everyone.
Of course if you get around making a true alliance system, shared enemies may make the agents more powerful since they will influence several factions at once...
-
It seems that pirates never invade or get invaded. Is there some way to remove that?
-
I re downloaded it...then tagged it again and got this when I tried to start a game with Citadel
4011995 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:390)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
yesterday i got that kind of error twice. Now, yesterday i used the save transfer mod, because Citadel mod had a new version (0.80). But i also started a new game with everything i collected already, and alliated also with a new faction (before it was Crystanite, now i had chosen Pirates). After the loadsave command i had that error. Restarting and executing the same command again worked, but six gamehours later i had again that error, after undocking.
My errorlog is this:
10253734 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:351)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i can provide more information. Everything worked fine before i updated the Citadel mod, but no clue which mod or what is causing this error
-
There is a new version of Citadel (0.8.1) that should fix both of you's problems.
-
New update! Highlights are the refined sector generation and your own personal faction.
Probably has a lot of bugs, so be sure to report any you see.
This is probably the last of the low-hanging fruit. More advanced features like alliances and mining will take longer to implement (I can't promise they'll ever come out).
Nexerelin v0.3.3
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.3.zip)
(no patch this time for cleanliness reasons, sorry!)
v0.3.3
* Revamped sector generation
** Creates more realistic systems
** Planets somewhat closer together on average
** Sector capital no longer needs to be closest planet to sun (it can be second or third)
** Fix Omnifactory random location
** Omnifactory also obeys Kepler's third law
** Markets distributed more evenly between factions
** Markets tend to pick two of the same primary resource/industry market condition where possible (increases market specialisation)
** Player homeworld is always at least size 6
** Shipbreaking center can spawn for size 5 planets (previously 6)
** Aquaculture spawn chance a bit higher (food was too scarce)
** Habitable moon chance slightly increased
** Habitable moons can be ocean or desert worlds
** Player homeworld always has a heavy autofactory (makes supplies)
** Stars spread out a bit more
** Code cleanups
* Players can change faction mid-game, or play as their own faction (code player_npc)
** Own faction start is under vanilla factions category (starts at 100 reputation)
** player_npc faction will work with you even if you're a member of another faction
** player_npc currently uses the independents' ship set
** Currently player_npc does not benefit from SS+ skilled captains or other fleet modifications; effects on items for sale at markets are unknown
** Joining a faction requires friendly or better reputation
** Factions (except player_npc) will boot you out if they turn inhospitable or worse towards you
** Thresholds for salary cut / insurance payout denied raised
** player_npc can be configured with the appropriate files (look in data/world/factions/player_npc.faction and data/campaign/rules.csv)
* Invasion support fleets actually spawn now
* Response fleet returns to base and despawns if it has half its starting FP or less, and it has less than half the FP of the original target
** The second condition replaces the older <25 FP requirement, which didn't keep too-small fleets from bothering the player
* Response fleets regenerate faster (particularly at low stability values)
* Pirates can invade and be invaded if set to do so in config (default off)
* Players can request a boarding fleet to attack a market, for a fee (probably not worth it atm)
* Diplomacy tweaks
** Increased effects of most diplomacy events, agent lowering relations by 5 or so points (some raised by more, some less)
** Increased chance of a few diplomacy events intended to push two factions towards the tipping point
** Ensure-relationship-at-best/worst effects of diplomacy events are now applied after the plain numerical change instead of before
-
The omnifactory seems to hang out away from any of the planets now. Is this intentional?
-
Is there any sort of upper limit on how many factions can be in any given game? Also, if some factions don't spawn, does that mean they have to be added to one of Nexerelin's files?
-
The omnifactory seems to hang out away from any of the planets now. Is this intentional?
Bug (it actually tries to orbit the planet at a distance suitable for a star... without first checking that is in fact orbiting a star), sorry. Fix here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.3_omnifacpatch.zip)
Is there any sort of upper limit on how many factions can be in any given game? Also, if some factions don't spawn, does that mean they have to be added to one of Nexerelin's files?
The number of planets places a functional limit on how many factions can be in a game (more factions than habitable planets/moons/stations = some factions won't make it in). I imagine this is pretty hard to actually achieve, but you probably still want any given faction to have more than one market.
Factions need to be defined in the general config file and have a faction-specific config file to spawn; instructions are under "How do I make my mod compatible with Nexerelin?" in the first post.
(Also check to see that the faction wasn't eliminated during the economy pre-simulation period, lol)
-
I currently cannot launch your mod. I'm getting an error that seems to convey that the Omnifactory mod cannot be found. However, it says that the mod is embedded in your mod, soooo yeah...not too sure where to go from here...
Below is the error message in question:
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 342, Column 55: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
Just let me know if you need any more information from me.
Thank you.
-
Delete your Nexerelin folder and reinstall.
(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
-
That did it! Thank you.
-
YES..it worked..thank you guys..btw I think the Beholder class ship is bugged...i mean yeah it can rebuild up to 4 drones but it doesnt have the free roam option...which makes his role entirely pointless...if you can fix it that would be awesome then I can try the drone Swarm Tactic using ships and or fighter that take no pilots :)
-
That is the entire point of the Beholder class, it is a mobile weapons platform and the drones are specifically meant to only be able to focus fire their main weapon foward in-line with the ship while also covering the rear with PD.
-
There is a new version of Citadel (0.8.1) that should fix both of you's problems.
yep, indeed. All mods in the game do run bugfree again.
love the dedication of all modders. Thank you all!
-
You can change all the planets and stars names in planetNames.json, but when you try to change Exerelin's name, you get this error:
91859 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The fix is obviously 'don't rename Exerelin' but you should probably include a disclaimer in that section or something.
EDIT: Also, a couple of bugs related to the faction directory:
If you look at a couple of factions, go back, look at some more, the text gets cut off at the bottom like so:
Spoiler
(http://puu.sh/gQjjA/b757f7af70.jpg)
This one's pretty minor, but if there's a number in the planet/star(?) name that's the same as the market size it highlights it in the planet name instead of the market size number:
Spoiler
(http://puu.sh/gQjga/125e9adccf.jpg)
-
yeah but that leaves the ship vulnerable to getting focused down or attacked from behind....if the drones wondered around they would cause so much trouble you would have to choose between dealing with them or taking damage to attack the building ship....when they are in a formation I dont really have a problem pointing my shield in one direction and murdering it...as you can see the Tempest and the smaller ship that launches 2 those drones are very good at pinning a trget down because they can go wherever they want forcing you to pick. Its nice to have them have that option to focus like that but I would rather that be a tactical option rather then a mandatory one
-
Spoiler
Hey guys, just noticed something weird, not sure if it's intended or a bug, but when being stopped by other fleets for 'inspections' and having a full cargo of illegal goods and a plethora of other items I don't seem to get anything in the way of fines. I've noticed this with the Luddic Church as well as a few other factions so I was thinking that it was a problem with Nexerelin or SS+. Possibly the mosd as well.
Running with the following mods:
Nexelerin v3.3
ss+ v2.7.2
Common Radar v1.1f
BRDY v0.7.3
II v1.8
PACK, Junk Pirates, and ASP v2.3.6
Lazy Lib v2.0b
Shaderlib v1.0.6
Shadowyards v5.2.3
The Knights templar v0.94
Version Checker v1.4b
Nothing should be having an issue... Least, to my knowledge. I'll be chcking SS+ for any reports of a similar or the same issue as well.
Okay, so I figured out that it may just be in relation to the modded faction supporting fees, Tariffs, importation taxes, and stuff like that... ><;
-
btw I cant load games at all
70135 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.õ0Ò000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Did you increase vram?
-
Did you increase vram?
Why Vram? Why not Ram in general?
Assuming he's not tried that fix, what mods have you installed?
-
Played around with the 0.3.3 and it's great.
One thing I feel a bit strange is, am I the leader of the player faction or just a normal member of it. I did some trade with a hostile faction by mistake (didnt notice the diplomatic event just happened before i docked with the station), and i was told that my relationship with player drops to -50 directly which imho doesn't make much sense because they should just no longer consider me as one of them, then if i were kicked out, what faction do i belong to?
-
I feel like just a grunt in my own faction. I supposedly lead my faction, and conquer markets for them... and then they start tolling me and doing everything like any other established faction, despite paying me lip service as their "chief". Talk about a hostile takeover where members want to eject its founder. The player faction is nothing more than yet another faction that has the advantage of spawning anything for sale.
-
Thanks for feedback! I've got the "renaming Exerelin" bug fixed for next release.
EDIT: Also, a couple of bugs related to the faction directory:
This one's pretty minor, but if there's a number in the planet/star(?) name that's the same as the market size it highlights it in the planet name instead of the market size number:
Spoiler
(http://puu.sh/gQjga/125e9adccf.jpg)
That's a vanilla bug, as I understand it. Not sure how to fix short of removing the highlight, unfortunately.
Played around with the 0.3.3 and it's great.
One thing I feel a bit strange is, am I the leader of the player faction or just a normal member of it. I did some trade with a hostile faction by mistake (didnt notice the diplomatic event just happened before i docked with the station), and i was told that my relationship with player drops to -50 directly which imho doesn't make much sense because they should just no longer consider me as one of them, then if i were kicked out, what faction do i belong to?
I feel like just a grunt in my own faction. I supposedly lead my faction, and conquer markets for them... and then they start tolling me and doing everything like any other established faction.
Yeah, it's a bit silly. I might disable investigations into smuggling and market manipulation stuff for own faction; disabling customs inspections is probably much harder but might still be workaround-able.
(I originally wanted to remove reputation interactions with player faction entirely, but it didn't seem possible to do this without potentially breaking SS+ compatibility)
-
hmm... i dont care about custom inspect too much. But it will be very interesting if i can perform custom inspection to other faction when near any planet/station of my faction... yeah, leave all your illegal goods and money or you will be fired upon. >:( 8) ;D
-
Got this strange error:
299345565 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Effecer]
299345565 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 4 pirate/merc fleets in play for market [Effecer]
299346264 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
at com.fs.starfarer.util.oOOO.super(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createMerc(FleetFactory.java:508)
at com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager.advance(MercAndPirateFleetManager.java:97)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Not sure what caused it, was just flying around after killing a few pirate fleets and it gave me a CTD with that error message listed (the number 1-3999 thing). Could it be a mod having variant issues?
-
I can't seem to get the Nexerelin running right after Faction selection, it usually crashes.
Spoiler
56861 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/planetNames.json]
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin_config.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
56864 [Thread-5] ERROR exerelin.utilities.ExerelinFactionConfig - org.json.JSONException: JSONObject["stationInteriorIllustrationKeys"] not found.
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ptech.json]
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - EXERELIN: Getting modded factions
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hegemony
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped tritachyon
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped sindrian_diktat
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped luddic_church
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pirates
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped player_npc
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped blackrock_driveyards
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped bushi
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped citadeldefenders
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hiigaran_descendants
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped junk_pirates
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped mayorate
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped neutrinocorp
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped ori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped rori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pack
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped patnavy
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped shadow_industry
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped syndicate_asp
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded valkyrian
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exigency
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exipirated
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped interstellarimperium
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped SCY
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped diableavionics
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped crystanite
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped templars
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded ptech
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
57128 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:553)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:453)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57165 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
57167 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
I could use some help.
So far, these are the files that I have already done.
[attachment deleted by admin]
-
I've been finding the game moves a little too fast early on with this mod. One or more factions is often completely eliminated before I can really even get off the ground. Last game it was the templars, which made for a fairly boring late game without them to challenge me.
I think it would help if there were a way to bring factions back from the dead. They could either revolt on their home planets and take them back over from within, or else you could let the player join a dead faction and re-establish it that way. That, and it should probably be a lot harder for non-players to take over the strongest bases by themselves.
-
What would really help is that if each faction got a "capital" world with very high defenses (and production/market size). For example, when you capture it it could only loose 1 point of stability, until there is none left, and a new defense fleet would be created.
-
I can't seem to get the Nexerelin running right after Faction selection, it usually crashes.
Spoiler
56861 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/planetNames.json]
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin_config.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
56864 [Thread-5] ERROR exerelin.utilities.ExerelinFactionConfig - org.json.JSONException: JSONObject["stationInteriorIllustrationKeys"] not found.
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ptech.json]
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - EXERELIN: Getting modded factions
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hegemony
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped tritachyon
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped sindrian_diktat
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped luddic_church
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pirates
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped player_npc
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped blackrock_driveyards
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped bushi
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped citadeldefenders
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hiigaran_descendants
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped junk_pirates
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped mayorate
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped neutrinocorp
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped ori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped rori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pack
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped patnavy
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped shadow_industry
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped syndicate_asp
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded valkyrian
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exigency
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exipirated
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped interstellarimperium
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped SCY
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped diableavionics
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped crystanite
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped templars
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded ptech
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
57128 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:553)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:453)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57165 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
57167 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
I could use some help.
So far, these are the files that I have already done.
So no, Nexerelin for us? ;-;
-
Not quite. I'm still making changes to the data, I'll see what I can do.
-
It's crashing when it tries to set the population. I have no idea why it may be doing this (in fact, staring at the code tells me it shouldn't even be possible), but for now try doing that other thing that needs fixing (case of faction entry string in exerelin_config should match that in the .faction) file.
EDIT: Also try running in debug mode
-
But for now try doing that other thing that needs fixing (case of faction entry string in exerelin_config should match that in the .faction) file.
We actually did. But all right, debugging.
Edit: Right, quick question. How do we actually set the game in debug?
-
vanilla data/config/settings.json
Although I don't actually have as many debug messages in the sector generator as I thought, so I'm not sure it'll help.
Can you narrow it down to either Blue or Red, or does it crash with both?
-
vanilla data/config/settings.json
Although I don't actually have as many debug messages in the sector generator as I thought, so I'm not sure it'll help.
Can you narrow it down to either Blue or Red, or does it crash with both?
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
Both seemed to be undeterminable despite that I have already filed in the Excel code and the factions within the Exelerin folder.
Edit: Both are also tested independently, and ended up crashing.
-
Small quality-of-life update.
Nexerelin v0.3.4
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.4.zip)
Patch (0.3.3 -> 0.3.4) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.4_patch.zip)
v0.3.4
* Add easy start option (more credits; start at level 6)
* Add free start option (same as own faction start but you don't have a planet; i.e. classic solo start from Exerelin)
* player_npc doesn't launch investigations into or do customs inspections on player
* Trading with own faction or player_npc doesn't cause reputation penalties with other factions
* player_npc starts inhospitable (rather than hostile) to Templars on own faction/free starts
* Player faction won't pay salary or insurance if they're dead (have no markets)
* Fix crash if Exerelin star is renamed
* Fix Omnifactory orbit
* Some new planet/star names
* Blackrock and Mayorate start hostile to each other
* Clean up unused junk in faction configs
* Change Templar unfriendly market message
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
should be OculusBerserk and PTech everywhere it occurs (although I expect that won't fix the crash)
-
What would really help is that if each faction got a "capital" world with very high defenses (and production/market size). For example, when you capture it it could only loose 1 point of stability, until there is none left, and a new defense fleet would be created.
I like the idea of a hard-to-capture capital, but you don't want to make it too tedious for the players either. There should be a middle ground, even if it requires subjecting the NPCs to slightly different rules.
Allowing the player to resurrect a faction (join dead faction, capture planet(s), leave faction) should be a very easy to implement workaround for those of us who just want to play in a randomized persistent world rather than doing everything for the sole purpose of "winning" by conquering the galaxy.
-
I like the idea of a hard-to-capture capital, but you don't want to make it too tedious for the players either. There should be a middle ground, even if it requires subjecting the NPCs to slightly different rules.
That's why I suggested reducing the stability: if it's the last bastion you can imagine it won't have many places to trade with a get various shortages, and you can reduce it further with agents. Maybe not under 2 though to keep some capture challenge.
-
In the original Exerelin factions could (re)spawn with a large invasion fleet flying in from outer space to capture an existing station. I'm planning to implement something similar at some point.
-
Tried to implement Red mod alone, this time. Even the debug forbids me from having the population...
47996 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
...
51499 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
...
51502 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
...
51502 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
51545 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
51548 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
51771 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:559)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:454)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Or probably I'm doing the Nexerelin implementation wrong, which I could use some help putting it up.
I've uploaded the modified data. Apologies!
[attachment deleted by admin]
-
At the beginning of the Battle of the crash, started after upgrading to 3.3
[Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
-
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
I think this might be the problem
Spoiler
(http://puu.sh/gU7xJ/eb614d1ed9.png)
* Some new planet/star names
Seeing Galaxy Angels in the new planet names made my day :D
-
I gave it 4 gb of ram out of 16 :|
-
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
I think this might be the problem
Spoiler
(http://puu.sh/gU7xJ/eb614d1ed9.png)
* Some new planet/star names
Seeing Galaxy Angels in the new planet names made my day :D
I see some Final Fantasy in there too!
-
At the beginning of the Battle of the crash, started after upgrading to 3.3
[Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Active mods:
Spoiler
(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)
Looks like a Citadel crash. Are you running the latest version of Citadel (and SS+, although it shouldn't be an issue)? Were you running those versions when you first started the savegame?
If I'm guessing what the issue is right, avoiding that fleet until it despawns could work around the issue. If not, you may have to use Save Transfer. Sorry!
-
6 GB of memory and things load like Lightning...sadly...i still get this...cant load games
0501 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.õ0Ò000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
6 GB of memory and things load like Lightning...sadly...i still get this...cant load games
0501 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.õ0Ò000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I've heard some stuff about deleting saves from older versions of the game and such to prevent a crash. Perhaps that? Might be wrong.
-
I have my P9 (http://fractalsoftworks.com/forum/index.php?topic=7430.0) faction up and running again and would like to make it compatible with Nexerelin, it was previously compatible with Exerelin but I have since renamed the faction "pn_colony" instead of "pn", and I assume this will mess with the compatibility. Guns and variants should still have the same IDs as before.
-
Are there any special tricks that are needed for Starsector +?
Running the two together leads to a CTD without any error message after the initial load up.
-
Are there any special tricks that are needed for Starsector +?
Running the two together leads to a CTD without any error message after the initial load up.
Have you checked the starsector.log?
-
Just pushing this out for P9. As usual, please report any bugs or odd behaviour you see!
Nexerelin v0.3.5
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.5.zip)
Patch (0.3.4 -> 0.3.5) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.5_patch.zip)
v0.3.5
* Add P9 Colony Group support
* Work towards support for Blue, Red
* Templars get a +25% strength bonus during invasions (both as attacker and defender) (can be changed in faction config)
* NPC invasion fleets underdeploy in terms of marine count against planets with defensive market conditions and/or faction defence bonuses (makes them less likely to capture strong planets)
* Base marine multiplier on NPC invasion fleets increased (1.1 -> 1.15) to compensate for the above
* Ceasefire/peace treaty reputation effects increased
* Add faction-specific station images; one more generic station
* Enable per-faction invasion fleet names
-
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:
65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
-
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:
65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Try this:
Delete your Nexerelin folder and reinstall.
(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
-
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:
65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Try this:
Delete your Nexerelin folder and reinstall.
(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
*GASP*
It worked! Thank you!
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just started a new game with all mods updated
lovely to finally have your own faction. Love the possibility to board multiple ships. And, as mentioned by others....so funny to be taxed by your own player faction ;D
a huge 'thank you' to ALL modders
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Sorry if it has been answered, how do I name my faction?
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Sorry if it has been answered, how do I name my faction?
mods/Exerelin/data/world/factions/player_npc.faction
(you can also set flag, ship name prefix, NPC portraits and fleet composition here)
To change the dialogue lines, go to mods/Exerelin/data/campaign/rules.csv and look for the section "# Player fleet greeting lines" (hmm I just noticed a bug here, I better fix it sometime soon)
Note: this will apply to existing saves.
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Sorry if it has been answered, how do I name my faction?
mods/Exerelin/data/world/factions/player_npc.faction
(you can also set flag, ship name prefix, NPC portraits and fleet composition here)
To change the dialogue lines, go to mods/Exerelin/data/campaign/rules.csv and look for the section "# Player fleet greeting lines" (hmm I just noticed a bug here, I better fix it sometime soon)
Note: this will apply to existing saves.
Is it possible to add ships from mods to the fleet composition?
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Nexerelin uses the same system fleet spawner as Vanilla, witch pick ships from the mods .faction files. If you want to add a ship, say the Unsung (I bet it's the one you want...) you have to add it to neutrino.faction in the Neutrino mod. Nexerelin itself don't change anything on that.
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Nexerelin uses the same system fleet spawner as Vanilla, witch pick ships from the mods .faction files. If you want to add a ship, say the Unsung (I bet it's the one you want...) you have to add it to neutrino.faction in the Neutrino mod. Nexerelin itself don't change anything on that.
So if I want my Player faction to use the Xanthus as it's main superfreighter, I can simply add it to the player_npc.faction files in Nexerelin to have it spawn for my faction? (I was thinking of the Xanthus actually, since it won't slow my trade fleets down as much compared to an Atlas :P)
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Yes that's it, though be warned: you will never be able to run Nexerelin without Scy then.
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Thank you histidine, thats pretty cool that we can customize it like that.
In my most recent start the mayorate got wiped out by the AI factions right off the bat, and by the time I was level 16 almost all the factions had become peaceful to one another with the exception of the pirates and junk pirates, which I thought was pretty funny.
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Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
Has anyone taken a stab at save file editing to revive their templars? I just poked around at it and it seemed to be quite difficult. I found that a planet or station's "<owner ref="26406"></owner>" bit seemed to relate to which faction it belonged to (duh), but there were no templar planets or stations left to get an ID from. So I started up a new campaign so that I could find some templars and get their ref number from their planet... but that was when I found out that that ref number isn't consistent across campaigns, it appears to be randomly generated for each faction at world gen. Welp. :'(
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Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
Has anyone taken a stab at save file editing to revive their templars? I just poked around at it and it seemed to be quite difficult. I found that a planet or station's "<owner ref="26406"></owner>" bit seemed to relate to which faction it belonged to (duh), but there were no templar planets or stations left to get an ID from. So I started up a new campaign so that I could find some templars and get their ref number from their planet... but that was when I found out that that ref number isn't consistent across campaigns, it appears to be randomly generated for each faction at world gen. Welp. :'(
if i recall right from memory, the previous mod Exerelin allowed that driven out factions could enter again after time with a huge invasion fleet, to conquer atleast something.
'capital' idea +1
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if i recall right from memory, the previous mod Exerelin allowed that driven out factions could enter again after time with a huge invasion fleet, to conquer atleast something.
I can't remember exactly either, but indifferent to this, awesome idea. +5 (because +1 is so 1994)
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So what are the chances of being able to make the Sector even bigger in the future? 10 systems is plenty for the base factions, but when you have 10 faction mods on top of it it actually feels a bit small. Of course, something would need to be done about the intel screen map which is neither movable nor zoomable and leaves entire systems off the edges in larger games.
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So what are the chances of being able to make the Sector even bigger in the future? 10 systems is plenty for the base factions, but when you have 10 faction mods on top of it it actually feels a bit small. Of course, something would need to be done about the intel screen map which is neither movable nor zoomable and leaves entire systems off the edges in larger games.
about becoming bigger read http://fractalsoftworks.com/forum/index.php?topic=9278.0
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I can't remember exactly either, but indifferent to this, awesome idea. +5 (because +1 is so 1994)
+6 then i guess? Massive invasion fleets scourging the sector would add some spice when one faction pretty much conquered everything. It's also a good excuse to see things like the Valkyrian royal armada or the Cathedral fleet with their giant bosses ships.
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I for one never liked faction re-spawning, kinda defeat the purpose of having an actual end-game. As long as it is optional I have nothing against though.
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Faction respawning in Exerelin was cute but mostly useless if you owned much. What happened was one faction respawned, took over one of my stations, and the other three bases I owned in the system utterly crushed the respawned faction and reclaimed the base without any help from me.
What would be nice is after you win the game, you can push a button to respawn multiple enemy factions so you have something to fight with all of your amassed power. In other words, manual faction respawn.
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Nexerelin v0.3.6
New features include the return of faction respawns, the Prism Freeport (as seen in SCY), and dedicated headquarters planets for each faction. Also the Templars should (hopefully) finally stop getting their posteriors kicked in the early game; if not, I'll have to resort to even harsher measures.
As always, please report bugs!
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6.zip)
Patch (0.3.5 -> 0.3.6) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.3.6
* Add faction respawning (toggle in starting options)
* Add Prism Freeport (sells high-end ships and weapons from all factions at a steep price)
* Pirate factions can be set to not count towards victory (in config file)
* All factions get a size 6 HQ planet at start (if one is available)
* HQ market condition gives 20% size bonus to reserve fleet size (previously 10%); increases reserve build speed by 25%
* Normal planets now in size range 4-5 (previously 4-6)
* Add 12 and 16 star starts
* Stars are further apart if there are fewer of them, and closer if there are more
* Fix stars being all the same size
* Some factions have custom invasion and/or response fleets in SS+ (this means the Cathedral can appear, among other things)
* Templars get 25% bigger invasion and response fleets
* Don't spawn response fleet if it won't be at least half the size of the triggering invasion fleet
* Invasion fleets attract nearby hostile combat fleets to them (probably)
* No invasion fleets for first 30 days of game (can be changed in config file)
* Markets get a higher "security alert" level as more destabilization/sabotage attempts are made, successful or otherwise; this reduces the chance of further such actions in the short term
** Reduces the effectiveness of agent bombing
** Set the relevant values in data/config/agentConfig.json to 0 to disable this
* Agents can gather intel on markets (stability, alert level, reserve size)
* Add console command SyncFactionRelationships.java
* Change console command FlipClosestMarket to SetClosestMarketOwner (accepts faction arg)
* Fix Hegemony interaction dialog
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Thank you, I've been waiting for faction respawn for a while :)
(Also you can update the feature list in OP now)
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a huge THANK YOU for your dedication, Sir!
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Ugh, guess who didn't read their code carefully again?
Don't use the agent destabilization or reserve sabotage options for the next 6 or so hours (it's pretty much a guaranteed failure unless you want to spam them); I need to get a hotfix out.
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Nexerelin v0.3.6b
(you can install the patch over 0.3.6 too)
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6b.zip)
Patch (0.3.5 -> 0.3.6b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.6b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.3.6b
* Fix several security alert bugs
* Fix a couple of small typos in the Prism Freeport flavor text
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i sadly just had an error. Invaded a planet occupied by Imperium, chased afterwards their fleets orbiting that planet. I then wanted to access the market: i had all available options, had chosen for trade, then the game slowed down for several seconds, and BAM.
3968336 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.IllegalStateException
java.lang.IllegalStateException
at java.util.ArrayList$Itr.remove(Unknown Source)
at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.????00(Unknown Source)
at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
at com.fs.starfarer.campaign.CampaignUIPersistentData.?O000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
have your mod running, along with SS+ and others
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Just stopping by to say I'm loving this. Having a blast with Nexerelin and SS+. Thanks for all the work dude, you rock!
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Just started playing this a few days ago and I have a slight beef with the player faction... They behave like most other factions, especially when it comes to rep. Hell, I'm at Inhospitable right now because the Sindrians started a smuggling investigation into me and the station was captured by my "faction" before it finished. When it did, I got -130 rep with my own guys! WTF
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That happens with any faction. During a game where I played as the Templars, I smuggled stuff at a hostile base, then took it over, then got investigated and lost rep when found guilty as charged. (Got so mad I loaded the game in dev mode, and undid the rep damage.)
Is there any reason why law enforcement persists across radically different regimes? Makes me want to destroy the planet or market for their insolence if I could.
Yes, player faction being yet another standard lawful faction, including t(r)olling their "chief", is lame. Yes, my own faction still tolls me in 0.3.6b.
Speaking of tolls, it is liberating to just kill the toll trolls of other factions. "Tolls? You will be mad at me anyway once I start invading your bases, so might as well get the party started." Vengeful reactions is an inconvenience easily remedied by prisoners/agents or the periodic ceasefire events, provided I do not conquer their bases first.
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Is there any reason why law enforcement persists across radically different regimes? Makes me want to destroy the planet or market for their insolence if I could.
There is: the game engine doesn't support allegiance changes yet. Ant that will be the case until the Industry/Exploration update. For now everything is hack and tricks to make it look it works.
In short: it may be possible to prevent it, but each issues of this kind has to be dealt with on a case by case basis.
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hi!
there might be something wrong with the "request a fleet" button. it somehow cost only 2500 each.
please see (if you like)
pics:
Spoiler
(http://i.imgur.com/aQZgqHX.jpg)
Spoiler
(http://i.imgur.com/QLRNQmO.jpg)
Spoiler
(http://i.imgur.com/Oon7TEB.png)
and log snippet:Spoiler
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Cotton Base]
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 2 pirate/merc fleets already in play for market [Cotton Base]
7336310 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Claude Base by 5.0
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Maximum number of trade fleets already in play (150)
7337122 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Honor I_market_Tifa_market]: trade (s: 24, l: 0), smuggling: (s: 0, l: 0)
7337237 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Nambor by 1.0
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Darwin Quey]
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 1 out of a maximum 2 pirate/merc fleets in play for market [Darwin Quey]
7337930 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned pirate fleet [Raiders] from market Darwin Quey
7338291 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Creta_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
7339850 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7339850 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7343351 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Nambor_market]: trade (s: 4, l: 0), smuggling: (s: 0, l: 0)
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 147 out of a maximum 150 trade fleets in play
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Tifa] to spawn trade fleet from
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cyan]
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Food,Organics,Domestic Goods,Volatiles,Supplies], bringing back [Fuel,Crew]; volume: 15967
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 5 for market [Tifa] (volume: 15967)
7343667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 63 point trade fleet from [Tifa] to [Cyan]
7344184 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Erilatir_Backwater_market_Honor I_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
7345855 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_pirate_encounter_02_hostile.ogg]
7345857 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_pirate_encounter_02_hostile.ogg]
7348357 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7348804 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Nambor_market_Sagan_Wall_market]: trade (s: 1, l: 1), smuggling: (s: 0, l: 0)
7350358 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7350359 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Tifa]
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 4 pirate/merc fleets in play for market [Tifa]
7353226 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned merc fleet [Privateer] from market Tifa
7353359 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Aurora Nest] to spawn trade fleet from
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Ixmucane]
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Volatiles,Hand Weapons], bringing back [Supplies,Ore,Crew,Food]; volume: 1292
7353628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating smuggling fleet of tier 1 for market [Aurora Nest] (volume: 1292)
7353628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 5 point trade fleet from [Aurora Nest] to [Ixmucane]
7354861 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7354863 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7372141 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 203, FP2: 235, maxFP1: 185, maxFP2: 215
7373864 [Thread-11] INFO sound.O - Creating streaming player for music with id [battle3.ogg]
7373873 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [battle3.ogg]
7516899 [Thread-11] INFO sound.O - Creating streaming player for music with id [Panic.ogg]
7516906 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [Panic.ogg]
7726492 [Thread-11] INFO sound.O - Creating streaming player for music with id [battle2.ogg]
7726497 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [battle2.ogg]
7889642 [Thread-11] INFO sound.O - Creating streaming player for music with id [CloakandDagger.ogg]
7889649 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [CloakandDagger.ogg]
8049759 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
8076460 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Silk Backwater by 0.3431773, is now 0.40787995
8076462 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Vagar] due to fighting Duke Best's Fleet
8076471 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor I] due to fighting Duke Best's Fleet
8076471 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor] due to fighting Duke Best's Fleet
8076472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor I] due to fighting Duke Best's Fleet
8076472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Vagar] due to fighting Duke Best's Fleet
8076473 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor] due to fighting Duke Best's Fleet
8076480 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent - Paying bounty of 122100 from market [Tifa]
8076482 [Thread-5] INFO data.scripts.campaign.events.SSP_PersonBountyEvent - Paying bounty of 702000 from faction [Hegemony]
8078178 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Rutherford_market_Ranpha_Shipyard_market]: trade (s: 2, l: 0), smuggling: (s: 0, l: 0)
8078449 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Aurora_Nest_market_Yar_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8079054 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Honor_market_Darwin_Quey_market]: trade (s: 2, l: 0), smuggling: (s: 0, l: 0)
8079998 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Honor I_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8080507 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent - Starting bounty at market [Patiota], 3300 credits per frigate
8080556 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8080556 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8080557 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
8080557 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Honor] to spawn trade fleet from
8080559 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Patiota]
8080559 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Organics,Supplies,Volatiles,Hand Weapons,Heavy Machinery], bringing back [Domestic Goods,Fuel,Food,Metals,Luxury Goods]; volume: 29428
8080560 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 7 for market [Honor] (volume: 29428)
8080568 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 112 point trade fleet from [Honor] to [Patiota]
8080770 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8080770 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Darwin Quey]
8080771 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 2 patrols already in play for market [Darwin Quey]
8081089 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent - [Claude Base] Ended by relief fleet arrival
8081090 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent - [Claude Base] Unrest +1
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Silk Backwater]
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 3 pirate/merc fleets in play for market [Silk Backwater]
8081388 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned pirate fleet [Raiders] from market Silk Backwater
8082078 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8082079 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Patiota]
8082079 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 5 out of a maximum 10 patrols in play for market [Patiota]
8082090 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Valkyrian Patrol] from market Patiota
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Vagar] to spawn trade fleet from
8082509 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Darwin Quey]
8082510 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Supplies,Hand Weapons,Heavy Machinery], bringing back [Ore,Fuel,Domestic Goods,Rare Ore,Rare Metals]; volume: 3129
8082510 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 3 for market [Vagar] (volume: 3129)
8082511 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 28 point trade fleet from [Vagar] to [Darwin Quey]
8082983 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8082984 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Vagar]
8082984 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 5 patrols already in play for market [Vagar]
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Cotton Base]
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 2 patrols already in play for market [Cotton Base]
8090049 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Garret_market_Aurora_Nest_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8090211 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Creta by 0.018443154, is now 0.12025224
8090886 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Rutherford_market_Creta_market]: trade (s: 44, l: 0), smuggling: (s: 0, l: 0)
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 142 out of a maximum 150 trade fleets in play
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Ixmucane] to spawn trade fleet from
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cyan]
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Supplies,Rare Metals,Organics,Volatiles,Harvested Organs], bringing back [Food,Fuel,Recreational Drugs]; volume: 578
8091630 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating smuggling fleet of tier 1 for market [Ixmucane] (volume: 578)
8091631 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 3 point trade fleet from [Ixmucane] to [Cyan]
8092922 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8092922 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Garret]
8092923 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 5 out of a maximum 6 patrols in play for market [Garret]
8092926 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Luddic Church Patrol] from market Garret
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Diable Corporation for a rep change (114317.94, 65610.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Valkyrians for a rep change (198885.5, 121704.1)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (837950.3, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (120392.25, 91083.43)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the ASP Syndicate for a rep change (14045.555, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independent for a rep change (0.0, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Junk Pirates for a rep change (0.0, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Shadowyards Reconstruction Authority for a rep change (187.8198, 370337.34)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Blackrock Drive Yards Corporation for a rep change (701799.0, 511018.6)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the P.A.C.K. for a rep change (38956.06, 98821.77)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Neutrino Corporation for a rep change (348758.94, 299968.94)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (22804.574, 48287.926)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the bounty hunters for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the player for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with The Hiigaran Descendants for a rep change (257216.12, 257315.45)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (59672.953, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
8096550 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 143 out of a maximum 150 trade fleets in play
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Bavartis Post] to spawn trade fleet from
8096552 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cotton Base]
8096552 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Ore,Crew,Fuel,Food], bringing back []; volume: 241
8096553 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 1 for market [Bavartis Post] (volume: 241)
8096553 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 3 point trade fleet from [Bavartis Post] to [Cotton Base]
8096599 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Kryska_HQ_market_Darwin_Quey_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8096769 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Sagan_Wall_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097516 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Kryska_HQ_market_Vagar_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Darwin I Trading Post]
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 1 pirate/merc fleets already in play for market [Darwin I Trading Post]
8097608 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Erilatir_Backwater_market_Darwin_I_Trading_Post_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8098917 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Claude_Base_market_Ixmucane_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8098936 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
8098937 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Factions are: pirates, Blackrock
8098937 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Trying event: Spy Ring Uncovered
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 141 out of a maximum 150 trade fleets in play
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Yar] to spawn trade fleet from
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Blond]
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Metals,Fuel,Organics,Volatiles], bringing back [Food,Domestic Goods,Ore,Supplies,Luxury Goods]; volume: 31792
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 7 for market [Yar] (volume: 31792)
8099333 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 94 point trade fleet from [Yar] to [Blond]
8099667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Diable Corporation for a rep change (114317.94, 65610.0)
8099667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Valkyrians for a rep change (198885.5, 121704.1)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (837950.3, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (120392.25, 91083.43)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the ASP Syndicate for a rep change (14045.555, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independent for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Junk Pirates for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Shadowyards Reconstruction Authority for a rep change (187.8198, 370337.34)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Blackrock Drive Yards Corporation for a rep change (701799.0, 511018.6)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the P.A.C.K. for a rep change (38956.06, 98821.77)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Neutrino Corporation for a rep change (348758.94, 299968.94)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (22804.574, 48287.926)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the bounty hunters for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the player for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with The Hiigaran Descendants for a rep change (257216.12, 257315.45)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (59672.953, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
8100761 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8100762 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Creta]
8100762 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 3 out of a maximum 11 patrols in play for market [Creta]
8100771 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Valkyrian Patrol] from market Creta
8102777 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
8102778 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
8103380 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8103381 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8106592 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 255
8114801 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8114804 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8116222 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8116224 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8116740 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8116741 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure
8144381 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8144385 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8145863 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8145865 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8146497 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8146498 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8151425 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8151425 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8152850 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 259
8154752 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8154753 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8155721 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 159
8157262 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8157263 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8157742 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 236
8158506 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8158507 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8158828 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 211
8159565 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8159567 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8159950 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 279
8160737 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8160738 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161084 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Invasion Fleet of size 137
8161698 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161698 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161968 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 162
8162548 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8162548 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8162848 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 228
8163563 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8163564 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8163928 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 184
8164547 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8164547 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8164793 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 185
8165391 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8165391 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8165626 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 197
8166231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8166231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8166449 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 213
8167164 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8167165 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8167514 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 189
8168231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8168231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176318 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 163
8176747 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176748 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176927 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 215
8177314 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177314 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177436 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 154
8177831 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177831 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177961 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 203
8178331 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178331 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178475 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 161
8178864 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178864 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179017 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 283
8179324 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179324 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179456 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 285
8179817 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179817 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179933 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 223
8180342 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8180342 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8180461 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Invasion Fleet of size 119
8181001 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8181001 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8184963 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 211
8185505 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8185506 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8185792 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 191
8186552 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8186552 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8187056 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 203
8187716 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8187717 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8189078 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 225
8189692 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8189692 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8190898 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 186
8191284 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191284 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191465 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 263
8191845 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191845 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191962 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 221
8193857 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8193941 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8193986 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194043 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194098 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194191 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194240 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Invasion Fleet has 9 marines
8194284 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194347 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194371 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
8194413 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194449 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194503 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194595 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194683 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194754 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194833 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194891 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195128 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195167 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195247 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195348 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195408 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195445 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Invasion Fleet has 9 marines
8195503 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195562 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195617 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195687 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195742 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195825 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195904 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8196005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Claude Base by 5.0
8196500 [Thread-5] INFO data.scripts.campaign.events.SSP_PersonBountyEvent - Starting person bounty by faction [Luddic Church] for person Dolga Jagar
8196618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8196618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Ranpha Shipyard]
8196619 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 1 pirate/merc fleets already in play for market [Ranpha Shipyard]
8196776 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8196777 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Kryska HQ]
8196777 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 2 pirate/merc fleets already in play for market [Kryska HQ]
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 142 out of a maximum 150 trade fleets in play
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.Ec
PS: much love to all the coders out there
-
Currently invasion fleets only bill you for the marines (by default 250 credits each); the ships are provided gratis. I guess you've found a way to exploit it, even if it's not very useful (you could easily capture such a weak market yourself, and the fleets won't go and attack a different market afterwards). But yeah, it's silly, so I'll change it.
I was also considering a way to request a "strike" fleet that doesn't actually do any invading but instead hangs around the planet killing patrols and trade fleets. Maybe I'll combine the two.
-
Bug I encountered today. No clue if this is SS+ or Nexerelin.
Spoiler
(http://i.imgur.com/Ce3KR0J.jpg)
-
Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
Has anyone taken a stab at save file editing to revive their templars? I just poked around at it and it seemed to be quite difficult. I found that a planet or station's "<owner ref="26406"></owner>" bit seemed to relate to which faction it belonged to (duh), but there were no templar planets or stations left to get an ID from. So I started up a new campaign so that I could find some templars and get their ref number from their planet... but that was when I found out that that ref number isn't consistent across campaigns, it appears to be randomly generated for each faction at world gen. Welp. :'(
I'm having the exact opposite problem. In my game the templars now control over 40 markets and are unstoppable.
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Save edit and change the line entry on "exerelin_playerFactionId" to "templars", then conquer a planet.
Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
I'm having the exact opposite problem. In my game the templars now control over 40 markets and are unstoppable.
I experienced both, I saw that the Templars only had one size 4 station left and had launched a single, unescorted invasion fleet to take a planet. I didn't want to see them wiped out so soon so I escorted them and took out the defense fleet.
I went to a different system and came back after an hour of play; they had conquered the entire system - aside from 1 pirate station - and now had three size 6 planets launching waves of invasion fleets at every other system.
Now my current game is a desperate struggle to keep them from dominating the sector. Lacking leadership skills, my only counter is to stall their fleet with my flagship so my horde of freighters-turned-impromptu missile boats can hurl harpoons and captured clarents at them.
I used to be hostile to nearly all factions, and now I'm hailed by all non-templar factions as the only reason the rest of the sector hasn't fallen to the Templars.
If only they knew.
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I experienced both, I saw that the Templars only had one size 4 station left and had launched a single, unescorted invasion fleet to take a planet. I didn't want to see them wiped out so soon so I escorted them and took out the defense fleet.
I went to a different system and came back after an hour of play; they had conquered the entire system - aside from 1 pirate station - and now had three size 6 planets launching waves of invasion fleets at every other system.
Now my current game is a desperate struggle to keep them from dominating the sector. Lacking leadership skills, my only counter is to stall their fleet with my flagship so my horde of freighters-turned-impromptu missile boats can hurl harpoons and captured clarents at them.
I used to be hostile to nearly all factions, and now I'm hailed by all non-templar factions as the only reason the rest of the sector hasn't fallen to the Templars.
If only they knew.
That would certainly make for an interesting story.
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Just had the templars take control of the Prism Freeport. Considering there is no "invade" function available, I'm guessing that that is NOT supposed to happen.
-
You can indeed invade both planets and stations, i just won my Nexerelin playthrough by beaing a sneaky bugger and capping everything. ::)
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You can indeed invade both planets and stations, i just won my Nexerelin playthrough by beaing a sneaky bugger and capping everything. ::)
Prism Freeport is a special new feature in one of the recent Nexerelin releases. It's a port in the middle of subspace controlled by independant which sells high end ships and weapons from all factions at a HUGE markup (200% tax).
It's NOT a normal port, it's closer to the Omnifactory. The special function to invade it is completely missing. It might work as a normal station, but currently only NPCs are able to attempt capture.
SO... either give the player the option to attempt to capture it, or fix it so that NPC fleets can't.
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Oh, whoops. Thanks for reporting.
You can give it to yourself or an ally with the SetClosestMarketOwner command for now (it'll throw an error if you try to give it back to independents though).
Next version with the fix (and not-exploitable fleet requests, and hopefully making Templars not a steamroll machine) should be out soon-ish.
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Templars steamroll? they die in the first 5 minutes almost every time unless i go out of my way to save them. being hostile to everything off the bat is pretty much a death sentence. :-\
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Templars steamroll? they die in the first 5 minutes almost every time unless i go out of my way to save them. being hostile to everything off the bat is pretty much a death sentence. :-\
Have you played the latest release? He gave them something like a flat 25% calculation bonus, so now templar fleets wreck everything. It's OK though, I don't mind having my galaxy slowly taken over by templars. It gives me a time challenge that I have to build up a templar-crushing fleet before I run out of friendly planets to trade with, and taking back the galaxy from templars is much more fun then, say, luddites. If I decide it's too much I'll probably just disable templars, maybe re-enable them further down the line with the "respawn factions" option on.
As far as request-a-fleet, it doesn't actually seem that overpowered. Trying to request one to help me with a 6 pop ends up costing over 100k, and then they just get eaten by the first templar fleet they come across anyway. Buying enough fleets to actually take it would be closer to 2m, which I think is fairly reasonable. If you give the requested fleets some other useful functions besides trying to help conquer the most ludicrously overpowered planets, it might make sense to increase their cost.
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Player faction not doing customs inspections doesn't seem to be working for me, since I just got a whopping 100k+ fee from a "Player Patrol". I belong to the player faction atm.
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Accumulated fixes. Some gameplay changes to note:
- The fleet request system has been significantly revamped
- Invading a market will make that faction hostile even if no fleets touch you
- You don't have to clean out all the patrols to deploy agents/saboteurs any more (that was super annoying)
- Prisoners give more money when ransomed or sold into slavery (particularly significant early game)
Possible bug: loading may or may not work if there's an ongoing investigation into the player, I haven't had the opportunity to test.
Nexerelin v0.3.7b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7b.zip)
Patch (0.3.6b -> 0.3.7b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
* Reduce Templar invasion offense/defense bonuses to 12.5% (was 25%)
* Improved fleet request system
* Has its own option tree, with configurable fleet size and marine count
* Ships in a requested fleet are no longer free
* Can summon a defense fleet to protect a non-hostile planet (don't put marines in it!)
* Invasion grace period 30 days -> 60
* Cathedral can appear in Luddic response fleets too; doesn't appear in fleets that are too small (<120 FP)
* Smarter check for nearby fleets to see if they should attack an invasion fleet
* Tweak fleet name prefixes to have higher FP bounds (i.e. an Invasion Fleet needs to be considerably bigger now to be called Grand)
* Response fleets can have custom names
* Templar fleets get custom names
* Remove patrols blocking agent/saboteur insertion (it's massively annoying and the security alert level is a much better balancing factor)
* Change some target weightings for agent relationship changes (in particular don't weigh current enemies so heavily for lowering relations)
* Reputation penalty from invading a market is applied when the command is issued, instead of when an alerted fleet touches the player
* Starting hostile, inhospitable relationships are -60 and -40 respectively (don't get to move up one level just by killing a bunch of their enemies' fleets)
* Random relationship range is now (-100, 55) instead of (-100, 100) for more wars
* Pirates default to hostile if randomizer doesn't set their relationship to something else
* Don't reset faction relationships to zero on faction elimination, if one of them is Templars
* Fix recycling plant producing too many rare metals
* Free port market condition is now a faction config option
* No longer hardcoded in sector generator
* Changes (along with tariffs) if market is captured
* Current factions with free markets: Tri-Tachyon, Pirates, ASP Syndicate, Junk Pirates, Ahriman Association
* High-end seller is independent (fixes getting rep with Neutral for trading with it)
* NPC invasion fleets don't target independent markets
* Remove exception from changing independent market owner
* Remove high-end seller submarket icon (defaults to owner icon)
* Fix SCY faction config not working on Linux
* Double base prisoner cash values (per-level increments unchanged)
* Maybe fix own faction tolling, investigations (probably not, though)
* Investigations are cancelled if the market is captured
* Star maximum distance increment reduced
* Market list in faction directory is now sorted by star system and size
* Add "%" symbol to alert level display from intel report
* Fix "attack again" dialogue option
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Found a bug where everytime they start a investigation on a comm relay the game just crashes. Unfortunately it happens each time I load the save. If you need more lemme know.
286695 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.InvestigationEvent - Starting investigation with suffix "start_comm_sniffer" at Kalymnos Relay (Kalymnos Star System). Delay: 0.000000, dur: 10.166431
286987 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.events.ExerelinInvestigationEventCommSniffer.startEvent(ExerelinInvestigationEventCommSniffer.java:22)
at com.fs.starfarer.campaign.events.CampaignEventManager.do.Object$String(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Found a bug where everytime they start a investigation on a comm relay the game just crashes. Unfortunately it happens each time I load the save. If you need more lemme know.
286695 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.InvestigationEvent - Starting investigation with suffix "start_comm_sniffer" at Kalymnos Relay (Kalymnos Star System). Delay: 0.000000, dur: 10.166431
286987 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.events.ExerelinInvestigationEventCommSniffer.startEvent(ExerelinInvestigationEventCommSniffer.java:22)
at com.fs.starfarer.campaign.events.CampaignEventManager.do.Object$String(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If you are unlucky it might be your character name, apparently Nexerelin or starsector have previously be known to dislike some non standard characters. So if you happen to be named "~*mÖrDeRfAzE*~" or similar you might be *** out of luck as dialogue or prompts including your name might crash the name. :/
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Gah.
Nexerelin v0.3.7c
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7c.zip)
Patch (0.3.6b -> 0.3.7c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.7c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.3.7c
* Fix crash at start of comm sniffer investigation
-
Okay, does anyone else think I overnerfed Templars? They got knocked out of my recent game (with about 8 other mod factions plus all the vanilla ones) and I didn't even notice.
I think I'll bump their bonuses up to 18.75% (binary search ahoy), and see if I can implement a proper victory screen in time for Everlazy's LP.
-
I haven't been playing much (started to play Skyrim again) so I haven't really noticed.
-
Pushing this update out for Everlazy's LP.
Nexerelin v0.3.8
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8.zip)
Patch (0.3.7c -> 0.3.8) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.3.8
* Add victory screen
* Invasion fixes/improvements
* When picking a faction to invade someone else, Templars get a higher weighting for each faction they're at war with
* Fix other factions not invading Templars if they aren't at war with anyone else
* Factions prioritize invading non-Templar planets
* Templar invasion attack bonus 12.5% -> 15%, defense bonus 12.5% -> 20%
* Invasion/strike/response fleets have minimum quality factor 0.7 (prevents bugs with them sometimes being empty)
* Requested fleets move to target immediately instead of orbiting origin market for a few days
* Halve fleet request costs (both marines and ships)
* Fix Templar invasion fleet name
* Fix a couple of invasion text errors
* Templars post bounties
* Maybe fix own faction inspections for real this time
* Add a vanilla background
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Fantastic, thanks Histidine. I'll get it updated and it will be active as of episode 13.
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Best mod ever, my gameplay mostly consists of how fast (real time) I can eliminate everyone on default settings. Very fun.
Keep up the great work
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Hi. I started a Nexerelin/SS+ game, playing as the Interstellar Imperium. I've noticed that my faction was sending fleets to attack stations or planets, but they seemsto be just wandering around the station/planet and not actually capturing or fighting (while the tooltip says "attacking planet/station X").
Moreover, they attack the base of a faction with a neutral relationship. How is that supposed to work?
So far it seems that my faction's fleets are stuck on the base/planet they want to attack. That would explain why I don't see much of them in the rest of the sector.
-
Hi. I started a Nexerelin/SS+ game, playing as the Interstellar Imperium. I've noticed that my faction was sending fleets to attack stations or planets, but they seemsto be just wandering around the station/planet and not actually capturing or fighting (while the tooltip says "attacking planet/station X").
Moreover, they attack the base of a faction with a neutral relationship. How is that supposed to work?
So far it seems that my faction's fleets are stuck on the base/planet they want to attack. That would explain why I don't see much of them in the rest of the sector.
Attack fleets (the ones that say "attacking") don't actually do any planet/station invasions; IIRC some of them are just vanilla patrols that wandered over to cause trouble for an enemy faction. The ones you want are the invasion fleets (most have "Invasion Fleet" in the name, though the Imperium ones are "Exercitus"); they will have the appropriate tooltip text.
There are also "Strike Fleets" ("Classis" for Imperium) that fly around shooting stuff up. They spawn at the same time as the invasion fleets and go to the same system, so if you see one an invasion fleet is usually somewhere behind it (unless it got killed or forced to retreat separately).
Invasion fleets are quite rare (possibly too much so); a new one spawns somewhere in the sector every 8 days on average. I think I'll revise this system somewhat in the next version.
-
Thanks a lot for the explanations, keep up the great work!
-
so I herd you like hotfixes
Nexerelin v0.3.8b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8b.zip)
Patch (0.3.7c -> 0.3.8b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.8b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.3.8b
* Fix qualityFactor floor not being applied in all instances
PS: Use the patch zip, it's provided for a reason!
-
Just wanted to drop in and say that I've been playing with Nexerelin for the first time and it's absolutely phenomenal. Great work, keep it up. I'm not sure I can go back to playing vanilla.
-
Hello!
I can't seem to get this mod to work. I can run the base game just fine, and when I checkmark just the lazylib mod I have no problem running the game, but when I try to run Nexerelin, I get this error:
http://imgur.com/6hsoQL3
These are the last lines of the log file:
Spoiler
26681 [Thread-10] ERROR com.fs.graphics.float - Error loading [graphics/portraits/portrait24.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/portrait24.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.float.String(Unknown Source)
at com.fs.graphics.float.?00000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
27711 [Thread-10] ERROR com.fs.graphics.float - Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.float.String(Unknown Source)
at com.fs.graphics.float.?00000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
27711 [Thread-10] ERROR com.fs.graphics.float - Error loading [graphics/icons/markets/plundered.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/plundered.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.float.String(Unknown Source)
at com.fs.graphics.float.?00000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
27928 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/icons/markets/mercenaries.png] resource, not found in [d:\games\Starsector\starsector-core\..\mods\LazyLib,d:\games\Starsector\starsector-core\..\mods\Nexerelin,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.new(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.null.o00000(Unknown Source)
at com.fs.starfarer.loading.void.o00000(Unknown Source)
at com.fs.super.A.?00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just to make sure, here is the whole log file.
http://ge.tt/6wCLHTG2/v/0
I have seen some playthroughs of this mod on youtube and I love it, it looks phenomenal, I'd really appreciate it if someone can help me out. If it helps, I can't seem to get Starsector Plus running either, but I get a different error. I am running an up to date genuine windows 7 on like a 5 year old sony notebook.
EDIT: I noticed that the error showed a Java icon in the windows taskbar at the bottom, I tried updating my java runtime but it didn't help.
-
You need the RC2 release of Starsector 0.65.2.a, get it here (http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/).
-
First things first. I love this mod. It really is a new experience after finishing vanilla ,and even adds a lot to the excellent SS+, so thank you.
Is there any way to expand the inventory on Prism Freeport? I looked around the java files but I didn't find anything related. I'd like to double, or even triple the amount of ships at a time. I found that when playing with all of the supported mods installed it'd be great to have a bigger offering.
-
Heyo, i'm playing the latest version for a while now and i would like to see a slight change to the invasion fleet spawn rates (it's so often *sad face*) and the political system. For example, the Interstellar Imperium has an neverending unforgiving archenemy "the Hegemony" (lore wise) and because of that (for other faction are other factions the archenemies) they should never ever be able to get the neutral or even friendly reputation to that specific faction. On top of that i would like to see less often merges of factions with other factions, it should be rare to happen. Sometimes i just fly to the next system and fight one fleet, then i fly back and all my enemies are now friendly. That happens too often in short periodes.
just my 2 cents, i love that mod combined with SS+.
Superior work!
-
I hadn't said it earlier, so I'll do it now: thanks for the positive feedback, everyone!
Is there any way to expand the inventory on Prism Freeport? I looked around the java files but I didn't find anything related. I'd like to double, or even triple the amount of ships at a time. I found that when playing with all of the supported mods installed it'd be great to have a bigger offering.
Not at the moment. Weapon and ship count already scale with faction count, but I've added relevant multipliers to the config files for next version nevertheless.
For example, the Interstellar Imperium has an neverending unforgiving archenemy "the Hegemony" (lore wise) and because of that (for other faction are other factions the archenemies) they should never ever be able to get the neutral or even friendly reputation to that specific faction.
I've considered that, but decided that games going into predictable patterns diplomacy-wise was worse than breaking the lore. I may add a config option for it, though.
On top of that i would like to see less often merges of factions with other factions, it should be rare to happen. Sometimes i just fly to the next system and fight one fleet, then i fly back and all my enemies are now friendly. That happens too often in short periodes.
I'll look at increasing the war weariness needed for ceasefires (and make it configurable). It'll need some testing first though, I'm also doing stuff with invasion fleets right now (they'll be more common in larger games).
-
You need the RC2 release of Starsector 0.65.2.a, get it here (http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/).
It worked! THANKS A TON!
-
Praise Zaphide (for creating Exerelin) and Histidine (for making Nexerelin) for making me care so much about my faction that I am willing to sacrifice my fleet to protect planets! :D Awsum work guyz.
-
I'm excited what exactly will change in the next version! :D
-
I keep getting this error >:(
Fatal: Error compiling [data.scripts.ExerelinModPlugin]
Cause: data.scripts.ExerelinModPlugin
Check starsector.log for more info
Also, can someone tell me where are the error logs at because I have still no idea after a year -_- never really asked someone yet
-
nevermind I am am so stupid I found the log lol :P
I still get the crashing thought...
here is the log
Spoiler
20087 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/templars/ships/tem_martyr.png] as texture with id [graphics/templars/ships/tem_martyr.png]
20088 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 609.87 MB of texture data so far
20088 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/templars/ships/tem_martyr.png (using cast)
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/tempest.png] as texture with id [graphics/ships/tempest.png]
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 609.91 MB of texture data so far
20089 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/tempest.png (using cast)
20089 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/HD/ships/hii_vihr.png] as texture with id [graphics/HD/ships/hii_vihr.png]
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 610.58 MB of texture data so far
20092 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/ships/hii_vihr.png (using cast)
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/neut/ships/neutrino_drohne.png] as texture with id [graphics/neut/ships/neutrino_drohne.png]
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 610.60 MB of texture data so far
20092 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/neut/ships/neutrino_drohne.png (using cast)
20092 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/neut/ships/neutrino_guardian.png] as texture with id [graphics/neut/ships/neutrino_guardian.png]
20093 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 610.76 MB of texture data so far
20093 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/neut/ships/neutrino_guardian.png (using cast)
20093 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/neut/ships/neutrino_schwarm2.png] as texture with id [graphics/neut/ships/neutrino_schwarm2.png]
20094 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 610.76 MB of texture data so far
20094 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/neut/ships/neutrino_schwarm2.png (using cast)
20094 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/Valk_Eclair.png] as texture with id [graphics/ships/Valk_Eclair.png]
20096 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 611.10 MB of texture data so far
20096 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/Valk_Eclair.png (using cast)
20096 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/imperium/ships/interrex/ii_interrex_dd.png] as texture with id [graphics/imperium/ships/interrex/ii_interrex_dd.png]
20097 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 611.26 MB of texture data so far
20097 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/imperium/ships/interrex/ii_interrex_dd.png (using cast)
20097 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/BR/ships/gonodactylus.png] as texture with id [graphics/BR/ships/gonodactylus.png]
20098 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 611.60 MB of texture data so far
20099 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/ships/gonodactylus.png (using cast)
20099 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/BR/ships/karkinos.png] as texture with id [graphics/BR/ships/karkinos.png]
20104 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 612.93 MB of texture data so far
20104 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/ships/karkinos.png (using cast)
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/Valk_inquisitor.png] as texture with id [graphics/ships/Valk_inquisitor.png]
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 613.09 MB of texture data so far
20105 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/Valk_inquisitor.png (using cast)
20105 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/imperium/ships/boss/ii_boss_praetorian.png] as texture with id [graphics/imperium/ships/boss/ii_boss_praetorian.png]
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 613.26 MB of texture data so far
20106 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/imperium/ships/boss/ii_boss_praetorian.png (using cast)
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/construction_rig.png] as texture with id [graphics/ships/construction_rig.png]
20106 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/Valk_Elysium.png] as texture with id [graphics/ships/Valk_Elysium.png]
20108 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 613.92 MB of texture data so far
20108 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/Valk_Elysium.png (using cast)
20109 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/HD/ships/hii_sajuukkhar.png] as texture with id [graphics/HD/ships/hii_sajuukkhar.png]
20116 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 616.58 MB of texture data so far
20116 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/ships/hii_sajuukkhar.png (using cast)
20117 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/HD/ships/hii_saari.png] as texture with id [graphics/HD/ships/hii_saari.png]
20119 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 617.25 MB of texture data so far
20119 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/ships/hii_saari.png (using cast)
20119 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/defenders/ships/MultiSeige.png] as texture with id [graphics/defenders/ships/MultiSeige.png]
20121 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 617.58 MB of texture data so far
20121 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/defenders/ships/MultiSeige.png (using cast)
20121 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/neut/ships/neutrino_bansheenorn.png] as texture with id [graphics/neut/ships/neutrino_bansheenorn.png]
20124 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 618.91 MB of texture data so far
20125 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/neut/ships/neutrino_bansheenorn.png (using cast)
20125 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/buffalo/buffalo_base.png] as texture with id [graphics/ships/buffalo/buffalo_base.png]
20126 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 619.08 MB of texture data so far
20126 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/buffalo/buffalo_base.png (using cast)
20126 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/pack/ships/pack_komondor_canebianco.png] as texture with id [graphics/pack/ships/pack_komondor_canebianco.png]
20127 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 619.24 MB of texture data so far
20127 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/pack/ships/pack_komondor_canebianco.png (using cast)
20127 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/pack/ships/pack_komondor.png] as texture with id [graphics/pack/ships/pack_komondor.png]
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 619.41 MB of texture data so far
20128 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/pack/ships/pack_komondor.png (using cast)
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/ox.png] as texture with id [graphics/ships/ox.png]
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 619.45 MB of texture data so far
20128 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/ox.png (using cast)
20128 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/brawler.png] as texture with id [graphics/ships/brawler.png]
20129 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 619.49 MB of texture data so far
20129 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/brawler.png (using cast)
20129 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/imperium/ships/ii_caesar_dr.png] as texture with id [graphics/imperium/ships/ii_caesar_dr.png]
20132 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 620.16 MB of texture data so far
20132 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/imperium/ships/ii_caesar_dr.png (using cast)
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/BR/ships/shredderdrone.png] as texture with id [graphics/BR/ships/shredderdrone.png]
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 620.16 MB of texture data so far
20133 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/ships/shredderdrone.png (using cast)
20133 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/junk_pirates/ships/junk_pirates_octopus.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_octopus.png]
20135 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 620.49 MB of texture data so far
20135 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_octopus.png (using cast)
20136 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
20139 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 621.82 MB of texture data so far
20140 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
20140 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/Valk_Valkyrie_B.png] as texture with id [graphics/ships/Valk_Valkyrie_B.png]
20141 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 622.16 MB of texture data so far
20142 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/Valk_Valkyrie_B.png (using cast)
20142 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/tarsus/tarsus_base.png] as texture with id [graphics/ships/tarsus/tarsus_base.png]
20143 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 622.32 MB of texture data so far
20143 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/tarsus/tarsus_base.png (using cast)
20143 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/Valk_Nirvana_I.png] as texture with id [graphics/ships/Valk_Nirvana_I.png]
20146 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 622.99 MB of texture data so far
20146 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/Valk_Nirvana_I.png (using cast)
20147 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/enforcer/enforcer_base.png] as texture with id [graphics/ships/enforcer/enforcer_base.png]
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 623.32 MB of texture data so far
20148 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/enforcer/enforcer_base.png (using cast)
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/shuttle.png] as texture with id [graphics/ships/shuttle.png]
20148 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 623.33 MB of texture data so far
20149 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/shuttle.png (using cast)
20149 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/hound/hound_luddic_church.png] as texture with id [graphics/ships/hound/hound_luddic_church.png]
20149 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 623.37 MB of texture data so far
20149 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/hound/hound_luddic_church.png (using cast)
20150 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/defenders/ships/MeatShip_Internal.png] as texture with id [graphics/defenders/ships/MeatShip_Internal.png]
20163 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 628.69 MB of texture data so far
20164 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/defenders/ships/MeatShip_Internal.png (using cast)
20164 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/imperium/ships/ii_centurion_dd.png] as texture with id [graphics/imperium/ships/ii_centurion_dd.png]
20165 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 629.02 MB of texture data so far
20166 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/imperium/ships/ii_centurion_dd.png (using cast)
20166 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/HD/ships/hii_fiirkan.png] as texture with id [graphics/HD/ships/hii_fiirkan.png]
20166 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 629.04 MB of texture data so far
20166 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/HD/ships/hii_fiirkan.png (using cast)
20167 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/neut/ships/neutrino_april1.png] as texture with id [graphics/neut/ships/neutrino_april1.png]
20171 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 630.37 MB of texture data so far
20172 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/neut/ships/neutrino_april1.png (using cast)
20172 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/xyphos.png] as texture with id [graphics/ships/xyphos.png]
20172 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 630.39 MB of texture data so far
20172 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/xyphos.png (using cast)
20796 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.ExerelinModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
-
Have you tried a clean install of Nexerelin (delete the existing folder)?
-
I did it around 4 times, reinstalled the game 4 times as well, checked every file in starsector core ehich could have bine the problem but they were all compressed files so I can't change anything... I don't know why it does this! Could you give me a copy of your game which works to see what are the different files and possibly find the problem?
-
also I have java 64-bit
-
Also all the mods I have installed are all compatible and installed them clean at least two times. they all work fine but as soon as I load exerelin it gives me this error
-
Hmm. In the next all the mod scripts will come compiled in the .jar (currently a few are still compiled at runtime, including the mod plugin), which should (hypothetically) fix this unusual bug. In the meantime:
- Have you tried redownloading Nexerelin (as opposed to extracting from the same possibly broken download)?
- What version of Java are you using?
- Are you on the RC2 release of Starsector?
(none of this will probably make a difference, but just checking to be sure)
-
I did all of it, I even went in the source code to try to change so things and make the game load Nexerelin load differently and it almost worked but I am not the one who wrote all of it so I would need to look at everything. I think what crashes it is the fact that it tries to load something at the wrong place from this file
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin\mod_info
{
"id":"nexerelin", # internal id
"name":"Nexerelin", # displayed to the player
"author":"Zaphide, forked by Histidine",
"version":"0.3.8b",
"description":"Choose your banner and fight for supremacy of sector (n)Exerelin!",
"gameVersion":"0.65.2a-RC2",
"totalConversion":"false",
"jars":["jars/ExerelinCore.jar", "jars/Omnifactory.jar"],
"modPlugin":"data.scripts.ExerelinModPlugin",
"replace":
[
"data/config/settings.json",
"data/campaign/econ/economy.json",
"data/campaign/starmap.json",
"data/world/factions/abandoned.faction",
"data/world/factions/rebel.faction",
],
}
There is no place data.scripts.ExerelinModPlugin which I could find
I am most likely wrong and I guess you will find a way to fix this :)
also I am using java jre1.8.0_40 from here: http://java.com/en/download/manual.jsp.
http://fractalsoftworks.com/forum/index.php?topic=8726.0
-
I clearly see a data/scripts/ExerelinModPlugin.java in my Nexerelin folder.
I don't know why you don't have one, but try putting it in: download (https://www.dropbox.com/s/1383j09sxpwh84l/ExerelinModPlugin.java?dl=0)
-
So I create a script folder in the data one and put the file in the scripts folder? If thats what I was supposed to do it still won't load.
-
hold-on, just remembered I need to make a plugins folder inside the scripts folder... lets hope it works :/
-
nope... still won't work. gives me the same error. It tells me to check the log but for some reason it doesn't create one! It might be the download which is broken
-
okay... I found the problem, it was the download! in the Nexerelin folder I only had 3 folders and 2 files: data, jars, sound, mod_info, nexerelin
I guess it was broken the night I was downloading it :) anyway, I will still stay because it might still be broken
-
I don't understand! It gives me the same error but I clearly have all the files... -__-
day 3: discouragment starts to appear... I think I might snap soon or later...
-
fixed it :D It works, thanks for the help :)
-
Sounds like you just downloaded the Patch, instead of the full mod.
-
I have 2 problems when using this mod:
Omnifactory and Prism Freeport are nowhere to be found.
And my game crashes when I try to load a file up :(
-
Omnifactory and Prism Freeport need to be enabled in the start settings in the new game dialog.
What does starsector.log say when your game crashes on load? Bear in mind that new versions of Nexerelin or other mods can break saves, although this is rare.
-
I can't start the game with the Nexrelin + all recommended mods. I'm using every mod that is confirmed to be compatible with the game, have increased memory allowance to 6g(and 2g at start)(I have 16g of RAM so...) but when I start the game it tells me that i'm missing JSONOBJECT["logo'] (to extend memory I replaced the jre file with the jre1.8.40 that I have in computer, renamed it to jre, and edited the vprams folder) Any idea as to why this is happening, and how I can fix it?(and when I start with the galactica complete mod(with other music affecting mods disabled, as far as I know) it just says that Fatal Index: 0 and Size: 0)
-
That error message means you are attempting to use a mod faction that is not up to date.
And for Galactica Complete, that is also extremely out of date.
-
Thx for the response, this has fixed the problem. To prevent this from happening to others, can Histidine please put outdated markers next to the three outdated race mods.
-
Well he did made a list of the compatible ones in his OP.
-
Which faction mods didn't work exactly? I think I listed all the ones in the mod index (except Flu-X, but that one doesn't even have campaign integration so I ended up not caring).
-
So,i`m running with the: starsector+, blackrock driveyards, citadel, common radar, extingency incorporated, Interstellar imperium, Junk pirates/asp/p.a.c.k., lazylib, nexrelin, omnifactory, scy, shadowyards, simulator overhaul, knights templar, twiglib, zzmusic, and zzshaderlib. All these(i think) are compatible with nexrelin.(omnifactory adds another ommnifactory) One problem though. I wanted to edit the omnifactory(at least one of them) tariff to 50%. Without nexrelin I was easily able to do it within the omnifac_settings.json folder but with nexrelin, both the ommnifactory from nexrelin and the ommnifactory are at 99% tariff(without change to the omnifactory settings folder of omnifactory,not nexrelin omnifactory) and I cant figure out how to change this. Do I edit the OmniFacSettings.java folder? If so how?
-
So,i`m running with the: starsector+, blackrock driveyards, citadel, common radar, extingency incorporated, Interstellar imperium, Junk pirates/asp/p.a.c.k., lazylib, nexrelin, omnifactory, scy, shadowyards, simulator overhaul, knights templar, twiglib, zzmusic, and zzshaderlib. All these(i think) are compatible with nexrelin.(omnifactory adds another ommnifactory) One problem though. I wanted to edit the omnifactory(at least one of them) tariff to 50%. Without nexrelin I was easily able to do it within the omnifac_settings.json folder but with nexrelin, both the ommnifactory from nexrelin and the ommnifactory are at 99% tariff(without change to the omnifactory settings folder of omnifactory,not nexrelin omnifactory) and I cant figure out how to change this. Do I edit the OmniFacSettings.java folder? If so how?
Omnifactory is already in Nexerelin.
EDIT: I read your post wrong. Haven't actually used them together, so I don't really know.
-
still, how do i edit the tariff on the omnifactory in nexrelin?
-
still, how do i edit the tariff on the omnifactory in nexrelin?
mods\Nexerelin\data\config\omnifactory\omnifac_settings.json
Is where you can change it.
-
I did a little bit of testing and it seems that editing the file you suggested worked,but it also edited the tariff of the other omnifactory, so it seems that the nexrelin ommnifactory is a overruling the normal settings folder in some way, Either way, so far it seems to work,thanks!! :)
-
Wooooo new update!
Nexerelin v0.4 "Diplomatic Immunity"
"It's just been revoked."
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0.zip)
(no patch available at this time)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4
* Implement alliances
* A brief guide is available at https://bitbucket.org/Histidine/exerelin/wiki/Alliances
* Add Corvus mode (beta)
* Uses the vanilla starmap and systems (e.g. Corvus, Askonia, etc.) instead of a randomly generated one
* Also works with mods, but no faction mods support this at release
* Revamp invasion system
* All factions accumulate invasion points based partly on sum of market (size * stability)
* When invasion points reach a certain amount, the faction gets an invasion fleet
* Templars and pirate accumulate invasion points faster the more enemies they have
* If a faction's only enemies are Templars and/or pirates, it charges invasion points more slowly the more enemies there are of its enemies
* Reduce Templar invasion offensive/defensive bonuses to balance for these changes
* Some numbers can be modified in config
* Invasion fleet intel events get their own icon
* Requested strike fleets go straight to target instead of dithering around the star system
* Fix dysfunctional respawn fleets
* Fix some small bugs with requesting a defense fleet
* Faction directory is available even when not docked anywhere (press D)
* Ceasefires less frequent
* Add a dominance system
* Factions/alliances with more markets get more negative diplomacy events and fewer positive ones (the affected faction/alliance must control at least 25% of the sector's population)
* Likewise for NPC covert actions and player agents lowering relationships (no lower bound)
* NPC use covert ops more often; weightings for choice of action tweaked
* NPC covert ops have 50% greater effect
* Templars get a market condition that prevents stability loss from smuggling and adds +1 stability; added/removed on market capture as appropriate
* Templars don't post bounties any more
* Prism Freeport improvements:
* Will no longer buy ships (at a negative price)
* Ship/weapon counts can be modified in config file
* Has a light industrial complex
* Homeworld storage unlocked for free at start
* Agents, saboteurs more expensive
* Starting Monitor variant (own faction/free start) stronger
* Starting friendly relationship 50 -> 40
* Starting relationship with selected faction 50 -> 60 (still 100 for player_npc)
* Recycling Plant doesn't produce heavy machinery any more
* More asteroids in belts
* Use backgrounds, interaction images from mods if available
* Use first star name instead of "Exerelin" when applicable
* More planet names
* Fix customs inspections not working
* Fix buggy behavior if two fleets capture a market at the same time
* Fix being able to attack player_npc fleets after joining some other faction
* Fix reputation loss from slavery
* Fixes to some event reports and other text items
Note: Will likely have a lot of bugs given the number of new features added, please report any you see!
Corvus Mode
Spoiler
(http://i.imgur.com/AUOdmps.jpg)
Corvus Mode is a new experimental game mode that uses the normal star map (vanilla + mods) instead of the randomly generated ones. To enable/disable, see mod_info.json and data/config/exerelin_config.json. Unfortunately no mods (except SS+) support it yet; you'll probably want to wait for them to update.
For modders: You need to change your Exerelin compatibility check to support Corvus mode.
Your sector generation code should have something like this:
public void onNewGame()
{
try {
//Got Exerelin, so load Exerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((boolean)result == true)
{
// Exerelin running in Corvus mode, go ahead and generate our sector
MySectorGen.myGenerationFunc();
}
} catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
} catch (ClassNotFoundException ex) {
// Exerelin not found so continue and run normal generation code
MySectorGen.myGenerationFunc();
}
}
Be careful with any code that targets a specific planet or star by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.
-
Thanks for the work Histidane, if I read that right is it harder to gain favorable reputation now? Or is that something that SS+ would control?
-
Is there an mirror download? The past few months certificates haven't been received correctly on browsers, and the one on the post already I can't access. It would be great if someone could post it.
-
Hey histidane just got this crash when trying to start a new game using 0.4 :'(
784081 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Texture [twin_cities.png] from category [illustrations] not found
java.lang.RuntimeException: Texture [twin_cities.png] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at exerelin.world.ExerelinSectorGen.pickEntityInteractionImage(ExerelinSectorGen.java:343)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:975)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:798)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Oh, whoops.
Nexerelin v0.4.0b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0b.zip)
Patch (0.4.0 -> 0.4.0b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.0b
* Corvus mode polish
* Leave faction relationships to be set by vanilla + mods, unless randomization is on
* Ascalon has a military submarket when held by non-Templars
* Faction directory: special handling for ExigencyCorp
* Teleport player to homeworld at start (including in Corvus mode)
* Fix player faction being improperly set when multiple new games are started in one session
* Fix Citadel interaction images
* Fix a couple of reports
Is there an mirror download? The past few months certificates haven't been received correctly on browsers, and the one on the post already I can't access. It would be great if someone could post it.
0.4.0b on Dropbox (https://www.dropbox.com/s/wyn2885hj1z1xqo/Nexerelin_0.4.0b.zip?dl=0)
-
Thanks histidane, new game working now :-*
-
Note: there is currently a serious bug where the game forgets your faction after you close and reopen Starsector. Sorry, I'll get a fix out tomorrow, or you can use this .jar here (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) (place in Nexerelin/jars).
-
jesus christ, is literally doubling system resource usage supposed to be a feature on this mod? I mean with just SS+ starsector can use up a fair chunk of my RAM but with nexerlin even the main menu eats up so much that the computer doesn't have enough for anything else, and then demands more.
I got 6 FPS and my whole system was running so slow it took 2 minutes to go into task manager (not bring it up, just mouse over to the window) and shut down starsector, after I got it minimized.
-
Did you increase memory allocation? (http://fractalsoftworks.com/forum/index.php?topic=8726)
-
Pure Nexerelin should have little or no more memory footprint than vanilla (likely less if you don't use Corvus mode), although I'd need to check to be sure. A weird memory leak somewhere isn't out of the question, but...
What other mods are you using?
-
Well uhhhh nevermind, a simple reboot of the game seems to have cleared the issue up.
-
Hopefully this will be the last fix release in a long, long time.
Nexerelin v0.4.0c
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0c.zip)
Patch (0.4.0 -> 0.4.0c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.0c_patch.zip) (mirror (https://www.dropbox.com/s/fqnij9gocypqnyz/Nexerelin_0.4.0c_patch.zip?dl=0))
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.0c
* Fix forgetting player faction after application restart
* Fix background crash with Shadowyards, Valkyrians
* Fix Omnifactory location crash in Corvus mode
* Fix a couple of minor issues with fleet requests
* Add some more faction homeworlds (Corvus mode) to snap to
* ExigencyCorp and Association players start with destroyers
* Remove obsolete config options
-
Quick question, how do agents and saboteur's work? I know how to send them on mission, but I've dumped about 40 into one planet without a single success. Do I just need to send armies of them, or what? How are the mechanics set up?
neptix
-
Quick question, how do agents and saboteur's work? I know how to send them on mission, but I've dumped about 40 into one planet without a single success. Do I just need to send armies of them, or what? How are the mechanics set up?
Each agent/saboteur action has a % success chance (and a % chance to get found out for a rep loss, which is IIRC higher if the action fails). This can be customized with data/config/agentConfig.json.
In addition to this, most actions raise the market's alert level, which is a % reduction to the action success chance. So each agent/saboteur is less likely to succeed than the last. (the raise/lower relation actions currently don't care about this)
Alert level goes down on its own after a while. You can see the current alert level with the "gather intel" option.
Next version I'll make it so the UI doesn't let you use agents/saboteurs at all if the alert level reaches 100%.
Code is here (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/CovertOpsManager.java), if you're interested.
-
Sweet, thanks. So now I make regular trips to seed my agents.
neptix
-
It seems like Nexerelin crashes my game everytime I try to create a new campaign game, with this error:
(http://i.imgur.com/FFdYh8Z.png)
Here is the log file:
https://www.dropbox.com/s/luplusnqbm4xvba/starsector.log?dl=0
And here is my mods list:
(http://i.imgur.com/jH6g1zU.png)
-
Sorry, I cant say for sure what's causing the issue.
- Have you tried doing a clean install of Nexerelin 0.4.0c? If I'm reading the logs right, you're still on 0.3.8b.
- Have you tried reinstalling Starsector?
-
After I posted that, I downloaded 4.0c. It's still giving me the same error.
And no, I haven't tried a reinstall yet.
-
There really ought to be a built in crc or something.
Your game is corrupted man.
-
Histidine, im having some issues making my mod Corvus-compatible. IDEA refuses to accept "Method" in your provided script.
-
Histidine, im having some issues making my mod Corvus-compatible. IDEA refuses to accept "Method" in your provided script.
Try
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
Anyway, I got it done in Netbeans
-
That did it. Thanks!
-
Nexerelin v0.4.1 "Return to Corvus"
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.1.zip)
Patch (0.4.0 -> 0.4.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.1_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.1
* Corvus mode fixes/improvements:
* Fix crash when playing without SS+
* Fix tariffs being broken after market capture
* Almost all Nexerelin-compatible factions have their homeworlds set
* Capturing an entity marked as a system capital captures the system relay as well
* Exigency pays salaries, insurance
* (Probably) fix comm relay issues with Avesta Station (Ahriman Association)
* Don't reset Exigency relationships on faction elimination or failed respawn attempt
* Update config file comment
* Don't allow agent use if alert level reaches 100%
* Easy start renamed to fast start; add extra fast start
* Fix invasion fleets having wrong origin/target if multiple factions launch an invasion on the same day
* Fix respawn fleets not having any marines
* Don't reset faction relationship if respawn invasion fails but we were already hostile to begin with
* New Prism Freeport sprite; tweak some properties
* Prism Freeport tariff can be modified in config file
* Faction directory: "markets" -> "market(s)"
-
hey Histidine,
please check your forum messages :)
greetings
Ahne
-
Nexerelin v0.4.2 "Sieg NGO"
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2.zip)
Patch (0.4.0 -> 0.4.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.2
* Add New Galactic Order support
* Expand victory handling
* Non-player factions can win a diplomatic victory
* If the player is not a member of the winning faction but does have friendly or better relations with them, win an "ally" victory of the appropriate type
* Victory screen now also works as a defeat screen
* Victory/defeat screen displays some stats (requires a new game to work properly)
* player_npc can't participate in alliances any more
* Some factions (Templars, Spire) don't drop prisoners
* Try to fix fleeing invasion fleets being chased across the entire cluster
* Fix not being able to request a fleet if the player has just enough credits
* Externalize most previously hardcoded strings (for localization)
* Replace SetClosestMarketOwner console command with just SetMarketOwner (takes a market arg)
-
Nice update! Great additions and expanded features!
-
could you implement the firestorm federation, its updated now
-
"Implementation" only require 5 minutes from the mod author to copy and adapt a faction file. It really shouldn't be Histidine job as he already is doing much and it will take him longer since he doesn't know the faction on the tip of his fingers...
-
Nexerelin v0.4.2b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2b.zip)
Patch (0.4.2 -> 0.4.2b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.2b
* Add support for Firestorm Federation, Metelson Industries
* Storage on player homeworld is unlocked for free in Corvus mode as well
* Add NGO alignments
* Update Omnifactory to v1.11
* Externalize station names
* Fix Tri-Tachyon homeworld being Achaman instead of Tibicena
* Fix NGO fleet names, starting variant
* Fix a lowercase letter in faction directory
-
nice update! gj!
-
This is makin m' day very happy, hehehe~!
-
I tried to use Nexerelin and I got an error about a JSONArray.
12808 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: JSONArray[13] not found.
org.json.JSONException: JSONArray[13] not found.
at org.json.JSONArray.get(JSONArray.java:204)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is this a known bug?
-
I'm running the new patch so far, but the game got frozen whenever it generates a new game. With/without faction mods.
Also, I got the files ready for check-up. Right here (https://www.mediafire.com/?h9a4qzywddy7xil). ;D
-
Thanks Protonus, I'll look them over later.
I tried to use Nexerelin and I got an error about a JSONArray.
12808 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: JSONArray[13] not found.
org.json.JSONException: JSONArray[13] not found.
at org.json.JSONArray.get(JSONArray.java:204)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just a few quick checks:
1) Are you using the RC2 release of Starsector 0.65.2?
2) Have you tried a clean reinstall of Nexerelin (use the full download, not the patch!) ?
3) What other mods are you using?
EDIT: Oops, found the cause of the new game hang. You can play Corvus mode for now; fix in a bit.
-
Nexerelin v0.4.2c
(http://i.imgur.com/1WXHS1T.png)
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2c.zip)
Patch (0.4.2 -> 0.4.2c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.4.2c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.4.2c
* Fix hang on starting a non-Corvus game
-
hehe, thx for the fast fix histidine!
-
Spoiler
(http://i.imgur.com/1WXHS1T.png)
This Flight Simulator Nexerelin update pleases me.
Edit: Also, the new patch is working fine now. I see the Red & Blue are ready to enter the Exerelin world. :D
*Forcibly generates a guerrilla warfare towards the Knights Templar (http://fractalsoftworks.com/forum/index.php?topic=8095.0)*
-
well aren't I dumb? :P
Note to see check fourms more often that relate to said mod, yay~!
I am very happy... now I have to produce a Capital ship an that... is going to be fun, fun fun, or... Monstrously difficult.
-
It's slightly annoying that if you trade with a station that is then conquered you lose standing with the conqueror, but I assume that's just headbutting vanilla code.
-
Now with mining!
As always, some bugs may have slipped through the cracks, so please report if you see any. In fact, the first person to report a bug gets the next version of Nexerelin absolutely free!
Nexerelin v0.5
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.zip)
(no patch available for this version)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.5
* Add mining
* Asteroids, uninhabited moons and gas giants can be mined
* Different planets give different resources
* Sometimes accidents can damage a random ship or cause it to lose CR, or kill crew
* Sometimes mining uncovers a hidden cache with various goodies
* Can be configured in data/config/exerelin/mining_config
* Add Protonian Tech, Oculian Berserks support
* Invasions occur more frequently, particularly as the player gains levels
* Factions launch a pair of strike fleets when reaching the halfway mark on the invasion counter
* Fleets responding to a player invasion attempt no longer break ceasefires that got signed between said attempt and reaching the player fleet
* Tweak invasion balance (particularly for Templars)
* Add more factions to some faction-specific diplomacy events
* Add a Hydroponics Lab market condition
* Aquaculture and lobster pens have higher spawn chance, but won't appear on dry planets (only terran, jungle and ocean worlds can have them)
* Moons can be jungle worlds
* Count markets held by player_npc for diplomacy/agent dominance mod
* Prism Freeport can sell the mod-ships seen in SS+ arcade mode if configured to do so (default off)
* Asteroid belt stations should be more common
* Don't use Citadel's twin cities illustration for stations
* New star, planet names (from In Conquest Born)
* Move Exerelin config files in data/config to /exerelin subfolder
* Fix a background image crash with SS+
* Fix gas giants sometimes appearing in inner system
* Fix SetMarketOwner console command
* Fix some tariff bugs
-
Woah, nice. I haven't played for a little while, so definitely going to test this.
-
Nice to see something as huge as this to come up. Great work.
Edit: Oh, okay. Nevermind.
-
Nice to see something as huge as this to come up. Great work.
Still, I haven't seen my mod implemented. I'm probably the worst.
Check the changelog, you are indeed supported now.
EDIT: Downloaded, got all the latest versions of almost all the compatible mods, and am running into this bug directly after selecting the starting aptitude points for my character. The bug only occurs when I have prism freeport enabled, both with and without boss-ships enabled.
Spoiler
429425 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If the other settings are relevant I'm using max stars, planets, and stations along with the junk pirates as my starting faction and a non-randomized omnifactory. Faction respawn is on.
Oh, and independant ships seem to spawn from junk-pirate planets despite the pirates being hostile to the independents, though I'm not sure if this is actually a bug or not.
-
EDIT: Downloaded, got all the latest versions of almost all the compatible mods, and am running into this bug directly after selecting the starting aptitude points for my character. The bug only occurs when I have prism freeport enabled, both with and without boss-ships enabled.
Spoiler
429425 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If the other settings are relevant I'm using max stars, planets, and stations along with the junk pirates as my starting faction and a non-randomized omnifactory. Faction respawn is on.
Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).
What other mods were you using? Have you done a clean reinstall of Nexerelin? Java version? (http://fractalsoftworks.com/forum/index.php?topic=9460.0)
-
EDIT: Downloaded, got all the latest versions of almost all the compatible mods, and am running into this bug directly after selecting the starting aptitude points for my character. The bug only occurs when I have prism freeport enabled, both with and without boss-ships enabled.
Spoiler
429425 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If the other settings are relevant I'm using max stars, planets, and stations along with the junk pirates as my starting faction and a non-randomized omnifactory. Faction respawn is on.
Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).
What other mods were you using? Have you done a clean reinstall of Nexerelin? Java version? (http://fractalsoftworks.com/forum/index.php?topic=9460.0)
I was using all compatible faction mods except for metelson; deleted nexerelin's folder before downloading, and... likely indeed using an outdated version of java though this brought me no problems with .4; I'll try updating java to see if it fixes things.
-
This jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) may or may not fix it, if it does let me know and I'll release it as v0.5.0b.
-
It didn't
-
696712 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got the same error. Most compatible factions mods as well as SS+, Console Commands, Common Radar, Save Transfer, Version Checker, and the essential Shaderlib, Twiglib, and Lazylib.
Gonna try the new jar.
EDIT: No good.
-
Augh. I'll try it with the faction mods
one by one three by three, and then other modifications, and see if anything turns up.
In the meantime, are there any other errors further up the log? (Ctrl+F for "error")
EDIT: Bah, can't trace it to any faction mod. Okay, try this jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) (same link as last one but the file is updated), it should stop crashing and even if it doesn't it should give a more useful error message.
-
Got sidetracked and haven't updated my java; but decided to test that newest jar and it fixed the crash for me. Prism freeport now available.
-
Can confirm that the newest jar works.
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Okay, good to hear. As promised, here is your free Nexerelin update!
(I suspect that the fix may be concealing issues with the mod-ships at Prism Freeport. If you see said ships not being there when they should be, let me know.)
Nexerelin v0.5.0b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0b.zip)
Patch (0.5 -> 0.5.0b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.5.0b
* Fix strange Prism Freeport crash
* Grammar tweaks for a few docking messages
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I seem to be missing something as I can't find the option to start the game in Corvus mode.
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Corvus mode can only be enabled by editing the mod_info.json and settings.json in the Nexerelin folder (use a search if needed, what to do is indicated in the files): Sadly the game doesn't allow to load a different file once launched thus you have to specify witch one you want manually beforehand.
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Hmm, not sure if there was a post on it already, but, eh
How do you remove a default faction from Nexerelin and replace it with another (most likely a mod faction)?
EDIT 1 : Spoiler
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:662)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1142)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:761)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ever encountered this before? What does it mean?
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How do you remove a default faction from Nexerelin and replace it with another (most likely a mod faction)?
In data/config/exerelin/exerelin_config.json:
Remove vanilla factions from the builtInFactions list to make them not spawn.
A mod faction can similarly be added to the supportedModFactions list to make it appear in the sector (though the ones that are currently supported are all already there; just enable the mods you want before the game starts). Depending on the faction settings (and if you want to play as that faction), you'll have to do some extra work; see the section on adding support for a faction mod in the first post of this thread.
EDIT 1 : Spoiler
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:662)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1142)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:761)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ever encountered this before? What does it mean?
Hmm. I'll need to test to be sure, but at a guess it breaks if minimumPlanets in the config is higher than the max planets in the game start settings. You could try lowering one or raise the other.
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I'm a bit late, so...
What is Corvus Mode?
-
I'm a bit late, so...
What is Corvus Mode?
You ever play Starsector/Starfarer before multiple sectors were introduced? Particularly with mods?
It used to be, as the dev team hadn't yet expanded the world, that all the overworld gameplay took place in a single star system (Corvus). And if you ever played with mods, you'd know that each mod added its own station, if not planet(s), so that a heavily modded playthrough would have like 20 planets in a single sector.
That is Corvus Mode.
-
- Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!
-
- Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!
Well, now you're just being no fun.
-
Heh perhaps, anyways what you previously described is a standard Nex game with only a single star system :)
-
Thanks!
Now, a Nexerelin save with only 1 system, THAT would be interesting.
-
Got this crash when jumping into a system with a dark star (Erewhon, if names aren't being randomized) and clicking/visiting the star:
244400 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignPlanet.isMoon(Unknown Source)
at exerelin.campaign.MiningHelper.canMine(MiningHelper.java:128)
at exerelin.plugins.ExerelinCoreCampaignPlugin.pickInteractionDialogPlugin(ExerelinCoreCampaignPlugin.java:42)
at com.fs.starfarer.campaign.ModAndPluginData$3.o00000(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.String(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.A.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)
Not sure if is applicable here (I run a lot of mods) but I saw Exerelin mentioned and figured it was a good lead.
EDIT: Correction, it appears to occur when clicking on any star, not just the first one I found.
-
Thanks, fixed in:
Nexerelin v0.5.0c
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0c.zip)
Patch (0.5 -> 0.5.0c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.0c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.5.0c
* Add The Reaper (Junk Pirates) to mining ships list
* Add option for min. 6 stations per system
* Fix crash on interacting with a star
* Fix crash when starting with fewer planets/stations than minimum
* Fix SCY background selection; remove a couple of unwanted BGs
-
Pfffft.
-
I dig the Legend of the Galactic Heroes names.
-
I kept pestering Histidine till he added em. ;D
-
It might be nice to have a console command that sets all relationships back to default. It's an odd start when I import my big fleet from an old save to rampage across a new galaxy and everybody's neutral because they were all dead in the previous save.
-
Is there a chance for crew to leave when put into storage? I ran out of supplies and ditched all but 2 ships in a pirate station I bought storage in. Took a freighter across to a different system to haul back 500 supplies and I return to find all but 10 of my crew no longer in storage. There is not enough crew in the station to buy to even run a third of my fleet. I also cant buy from the others in the system as they nearly universally hate me for using the black market too much to trade with me. I just lost all of my elite and veteran crew. Is this a glitch, or should you never put crew in a stations storage?
Edit: Also just got scanned for cargo by the same fleet three times in a single day. I cant avoid it because im at -24 rep with them and i CANT lose another factions stations. Each scan took 20k off of me. Three scans in one day by the same fleet. Read something where Alex said it was coded to only scan once every week if you paid.
-
It might be nice to have a console command that sets all relationships back to default. It's an odd start when I import my big fleet from an old save to rampage across a new galaxy and everybody's neutral because they were all dead in the previous save.
How do you go about importing an old fleet?
-
Is there a chance for crew to leave when put into storage? I ran out of supplies and ditched all but 2 ships in a pirate station I bought storage in. Took a freighter across to a different system to haul back 500 supplies and I return to find all but 10 of my crew no longer in storage. There is not enough crew in the station to buy to even run a third of my fleet. I also cant buy from the others in the system as they nearly universally hate me for using the black market too much to trade with me. I just lost all of my elite and veteran crew. Is this a glitch, or should you never put crew in a stations storage?
Did you click the personel tab in the storage? Also, you did STORE them and not sell them off right?It might be nice to have a console command that sets all relationships back to default. It's an odd start when I import my big fleet from an old save to rampage across a new galaxy and everybody's neutral because they were all dead in the previous save.
How do you go about importing an old fleet?
Using the mod "Save Transfer" (get it here: http://fractalsoftworks.com/forum/index.php?topic=8950 ) along with Console Commands you can transfer almost every little aspect of your fleet to a new save, even with different mods!
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Did you click the personel tab in the storage? Also, you did STORE them and not sell them off right?
I moved them all at once and there were 10 crew in storage, as well as all my other supplies, fuel, food, etc.
-
Sorry, I have no idea what might cause your crew to disappear in this manner. You can add them back with Console Commands for now.
If anyone spots this bug again, let me know!
-
Small-ish quality-of-life update.
Nexerelin v0.5.1
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.1.zip)
Patch (0.5 -> 0.5.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.1_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.5.1
* Add Rural Polity as a possible market condition
* Urban Polity slightly less common; can only appear on worlds not considered a hostile environment
* Terran, jungle, arid, water, desert planets (but not moons) 25% more common
* Ore extraction and processing market conditions less common; hydroponics more common
* Add ResetRelationships command (won't work properly with mod factions in a Corvus mode game)
* SyncFactionRelationships is now just SyncRelationships
* Remove ssp_arcade.png background for now (fixes crash; applies to existing games)
* New Galactic Order no longer hostile to Tri-Tachyon
* Reload Prism's boss ship list on each market refresh (for factions added mid-game, etc.)
* Remove intel screen link from not-docked faction directory (prevents crash when clicking on cargo tab)
* Fix correcting of "orphans made" stat for prisoners/crew captured
-
nice! downloading right now
-
is it possible to get better relations with my starting faction? I'm starting off with The neutrino corp if that matters
-
is it possible to get better relations with my starting faction? I'm starting off with The neutrino corp if that matters
- If there are enemies in the same system as your faction (including from a war you started, if it comes to that), you can kill them for reputation.
- You can also kill their bounties, although I'm not sure if Neutrino issues them.
- If you find any high-value prisoners, you can return them to a faction for +5 reputation apiece.
-
Quick question: how do you mine anything? I haven't found any ships that say they are capable of mining.
-
One suggestion: You might want to put the info about alliances in the OP
-
Done and done!
Alliances (https://bitbucket.org/Histidine/exerelin/wiki/Alliances)
Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)
BTW: Accidents seem a bit too frequent at present, so I'd suggest going into the config and lowering it. (baseAccidentChance is currently 0.8 IIRC; it'll be 0.5 in next version)
-
Done and done!
Alliances (https://bitbucket.org/Histidine/exerelin/wiki/Alliances)
Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)
BTW: Accidents seem a bit too frequent at present, so I'd suggest going into the config and lowering it. (baseAccidentChance is currently 0.8 IIRC; it'll be 0.5 in next version)
Thank you for your help!
-
Bob the Builder!
Can we fix it?
Bob the Builder!
Yes, we can!
Nexerelin v0.5.2
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.2.zip)
Patch (0.5.1 -> 0.5.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.5.2_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.5.2
* Sector generator improvements/fixes
* Planet spacing more regular
* Relays orbit further from bigger stars
* Entities have a 20% chance to orbit in the reverse direction
* Fix screwy planet number handling in some places (like which planet should be the system capital)
* Base mining accident chance 0.8 -> 0.5
* New Galactic Order has fewer enemies; remove invasion bonuses (no longer needed)
* Templars can't participate in alliances
* Fix patrols not caring about comm sniffer installation or market invasions
* Fix player reputation gains with alliances
* Fix player_npc being able to form alliances
* Fix player relationship with newly formed alliance not being properly averaged
* Fix SyncRelationships command
* Fix mothballed ships still contributing mining strength
* Ships under 40% CR also get a penalty to their mining strength
* Fix mining fleets spawning too infrequently (practically never)
* Fix mining fleet size being modified by faction's response fleet size mod
-
Nice!
-
Does the (I believe SS+) perk, "special ops; 100% increase in marine and crew effectiveness in boarding or ground actions." affect invading stations? If so it is not mentioned in the help file. If it currently does not is that likely to change?
-
Special Ops increases station (and planet) invasion strength, yes.
-
Found a new bug, when you start mining any nearby pickets, patrols etc. re-roll whether to scan you or not. It gets really annoying when you're trying to turn a profit, especially around factions you're low-neutral with as they have a higher chance to scan you. Keep up the great work :)
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"crash" and stuck on open up the Intel Screen on a planet menu
http://fs1.directupload.net/images/150829/2ewnwx2u.jpg (http://fs1.directupload.net/images/150829/2ewnwx2u.jpg)
-
YES SO AWESOME ! BEWARE GALAXY! The Interstellar Alliance will crush you!
(http://fs1.directupload.net/images/150829/aokpxkmt.jpg)
-
I would like to ask some questions about how Player Faction works in Nexerelin.
1. What are the advantages of player playing in his own faction as opposed to being member of a bigger faction?
The disadvantages I quite understand - no support from a powerful faction.
2. What are the effects of leaving or joining faction on player relationships with all factions and alliances?
3. What extra control (if any) player has on the assets (bases and fleets) of Player Faction compared to when he is member of another faction?
Thanks in advance for explanation.
-
1- You and your fleets get to use most of the ships of the game instead of being limited to the faction's ship. (also it's allows you to NOT be part of those big factions with rather muddy records)
2- You are instantly hostile to them, and their alliance members.
3- None, it's a normal faction. But you do not have any precedent relations when starting a new game (neutral to everyone) and do not get specifically targeted by any either.
Again, the interest of playing as your own faction is to get all the ships available for you and your fleet.
-
Has anyone actually gotten this to work using all the 'compatible' factions listed in the OP? I am getting an error reading:
JSONObject["logo"] not found
And I have all the linked factions from the OP installed. Anyone have the same problem?
EDIT: The author of the ORI mod has an outdated link in the OP for his mod. The current and compatible version is in a post towards the end of the thread...
-
Hi, I just recently reinstalled Starfarer after a very long time and decided to try this mod with around nineteen of its listed compatible mods and it loaded, and I can play it, however there seems to be an issue with interactions between factions in the sector where one faction can send a strike-fleet at a planet and the one being attacked by the other faction either doesn't register the declaration of war or some other type of error which means that the strike fleet will arrive at its destination, then circle it endlessly and ignore the defending forces. Here are some screen shots:
Spoiler
(http://i.imgur.com/D435lQS.jpg)
(http://i.imgur.com/SlKSlA2.jpg)
(http://i.imgur.com/lpLqmLv.png)
(http://i.imgur.com/P0x91Le.png)
As you may have noticed from the images I provided, both factions in this would-be conflict do not consider each other enemies despite the strike fleet's orders, which leads me to believe there's a disconnect between the structure responsible for delegating fleet orders and the one that changes faction relations that keeps the battle from progressing.
-
Was there a peace treaty or other diplomatic event restoring the relationship of the two factions before the strike fleets got there? Invasion fleets turn around and go home if this happens, but strike fleets don't.
-
I will check. [reserved]
There's nothing in my log of such an event and given that this save is only one month old (the oldest entries in the log are also one month old) my conclusion is that it didn't happen or that diplomatic event is not saved in the log.
-
Hi,
first thanks for making the mod.
second i am having trouble starting.
I opened exerelin_config.json and set the corvus start to true
Then in modinfo.json i commented out "data/campaign/econ/economy.json",
Then the next part:
NOTE: you need to edit exerelin_config.json as well
# "data/campaign/econ/economy.json",
I have opened the economy.json but find no instructions on what to edit. Is there anything i need to do?
Errors out after starting options
Spoiler
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.65.2a-RC2 launcher
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
0 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_40 (64-bit)
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: aiwar [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War]
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Citadel [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel]
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_radar [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar]
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_console [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: crystanite [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Crystanite]
31 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: musicLib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: new_galactic_order [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\NGO Version 0.95]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SCY [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: dr_ssp [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Templars [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ztwiglib [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]
That show my mods and now the error
321644 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
... 13 more
I don't know if it is helpful, but i am useing notepad++ to edit the .json
and I am lost when it comes to the java part.
-
I opened exerelin_config.json and set the corvus start to true
Then in modinfo.json i commented out "data/campaign/econ/economy.json",
just these two steps
-
Any idea on how to fix:
Market in askonia system refers to invalid entity sindria?
-
Which mods are you using while playing with corvus mode enabled? Check if they support corvus mode, else i would just reinstall everything to avoid basic errors.
-
Corvus only mods, and i can reinstall them.
I normally just delete everything in mods then paste in the latest versions.
Or do you mean all of Starsector?
-
starsector + nex or just nex , if you havnt changed anything in the faction mods.
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It's working now, reinstalled java, the game and all the mods
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Hi! Quick question: is there any way to do a free start gametype without starting in a Monitor? It is a very very poor ship for solo starting gameplay - I usually just let myself die and then go hunting with whatever I get next. Or sell it for a D hound or something.
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Hi! Quick question: is there any way to do a free start gametype without starting in a Monitor? It is a very very poor ship for solo starting gameplay - I usually just let myself die and then go hunting with whatever I get next. Or sell it for a D hound or something.
Hmm, I find the starting variant I put in the mod decent enough. But to answer your question: not at the moment :(
You can change it yourself in data/campaign/rules.csv (look for ExerelinNGCOwnFaction and ExerelinNGCFreeStart), or just give yourself the ship you want with Console Commands and scuttle the Monitor.
I might change it to something else, but most of the other frigates are already taken or too strong/weak. Is a Shade start too powerful?
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I currently have two saves, one as Ori, and the other as the player faction. As the Ori I pretty much rule the galaxy. As the player faction, I currently have one planet and its orbiting station, plus an omni factory. We orbit right next to pirates, so we were under attack by them the entire early game so eventually just got fed up with it and bought a bunch of agents, then send them in to make the Pirates love me and so now I have massive armadas on my side. I also have the Ori on my side.
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I would rather start in a Hound than a monitor. At Least in the hound I can dodge and kite my opponent...
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I prefer Monitors. They're much more tanky, and generally stronger. Plus I'm a bad pilot so I prefer slower ships.
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Was two major mod releases in one day too much? How about three!
Nexerelin v0.6
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.zip)
Patch (0.5.2 -> 0.6) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
* May not work entirely as it should
* Other features may be implemented later
* Add binary star systems (~20% chance for each system; can be changed in config)
* Overhaul sector generator to use a system with specialized market archetypes; should also create a more overall balanced economy
* Add diplomatic penalty for starting a war with other faction (the "warmonger penalty")
* Penalty is higher with own faction, and with any faction that likes the victim
* Can be turned off in config
* Add Avesta Station for Ahriman Association (can be disabled in config)
* Remove intel screen link from faction directory completely (it's a crash waiting to happen)
* Add Tiandong Heavy Industries support
* Templars have better invasion defense; launch invasions half as often
* More intuitive strike fleet behavior if target turns out to be friendly
* If target belongs to own faction (i.e. captured), patrol around it for 40 days and then despawn there
* Else, go home and despawn
* Mining gas giants gives some organics (and slightly fewer volatiles)
* Mining accident chance for each ship is weighted by its mining strength
* Mining accidents cause less CR loss for larger ship classes
* Reduce effectiveness of saboteur's food destruction ability
* Externalize fleet assignment texts
* Remove default fleet names from faction configs
* Add a few more planet names from Sunrider
* Clean up unused tags from config file
* Fix Exigency crash in Corvus mode
* Fix invasions targeting abandoned stations and neutral factions
* Abandoned stations can't launch invasions either
* Fix Templar markets sometimes incorrectly having the military submarket
* Fix badly broken relationship handling in some areas (leaving faction; relations with player_npc)
* Fix wrong player reputation with eliminated factions if playing as pirate
* Fix own faction customs inspection (was on when set to off in config and vice-versa)
* Fix slaves sold event taking place even if no factions are affected
* Fix typo in faction switch text, diplomatic defeat message
* Fix some event labels in menu starting with lowercase letter if the faction is like that
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Great update! I will start a new playthrough together with the new faction mod and updated ss+! Awesome!
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Binary star systems? Awesome. 8) Will the stars be very close, like they usually are depicted in games, or will they be far apart, like Valhala in the vanilla version with it's own jump point and stations?
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Note: Nexerelin-specific fleets won't have the leveled commanders etc. from Starsector Plus v2.10.0. You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.
Binary star systems? Awesome. 8) Will the stars be very close, like they usually are depicted in games, or will they be far apart, like Valhala in the vanilla version with it's own jump point and stations?
They're like Valhalla.
(probably they're too big in general actually; people, lemme know if you feel they're too small or too large).
-
I think they could stand to be a bit closer together, but the ones I've encountered so far have had their orbits kinda matched with their planets so that things never ended up on opposite sides of the system from each other.
-
Spoiler
1319567 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So, I found this error (thanks to Dark informing it was Nexerelin) and I was wondering when a new patch may be coming.
If not soon, then no rush.
-
I was wondering when a new patch may be coming.
If not soon, then no rush.
You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.
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Yesterday i had some time to play a bit nex with the new patch and all the good stuff, after a few hours the NGO and II created an Alliance called the "Central Empire". Few minutes later the "Blackrock and the Shadowyards and SCY" joined an alliance called "Solar Cooperative". A minute later both alliance declare to join war against each other! So fun!
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I dunno about Shadowyards, but an actual Blackrock-SCY alliance sounds like hell. It's kinda unfortunate that allied groups don't have joint fleets (as far as I've seen), because the SCY's long range support bricks and Blackrock's in-your-face agile DPS would be a pain.
Spoiler
Can you tell I'm camping out in this thread for the update too?
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I dunno about Shadowyards, but an actual Blackrock-SCY alliance sounds like hell. It's kinda unfortunate that allied groups don't have joint fleets (as far as I've seen), because the SCY's long range support bricks and Blackrock's in-your-face agile DPS would be a pain.
In light of Alex's newest blog post, I'm giggling at this :D
Can you tell I'm camping out in this thread for the update too?
Camping over!
Nexerelin v0.6.1
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1.zip)
Patch (0.6 -> 0.6.1) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.6.1
* Revamp economy generator to fix extreme price/supply issues
* Remove all randomness from market archetype assignment; use a Tetris-style rotation system (n.b. the markets can still be of different sizes and have variable market conditions)
* Implement smart algorithm for balancing supply/demand (and thus prices) of domestic goods, supplies and metal
* Adjust many market condition costs, chances
* Recycling plant: doubled crew requirements, produces somewhat more supplies and metals
* Markets can no longer have both an orbital station and a spaceport
* Make some planet types a bit more common (primarily to increase food supply)
* Reduce random bonus points for seeding market conditions
* All HQs have a bonus recycling plant and hydroponics lab
* All sector capitals have a bonus hydroponics lab
* Homeworld has a fuel production facility on top of the HQ bonuses
* Prism Freeport gets an extra hydroponics lab
* Larger initial stockpiles for supplies, fuel and food
* Fix a major bug with condition min/max sizes (was using <= and >= instead of < and >)
* Retool Prism Freeport's handling of boss ships
* List of boss ships moved to external config file (data/config/exerelin/prism_boss_ships.json)
* Number of ships available at a time is controlled by config (default 2)
* Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
* Add new boss ships from Starsector Plus v2.9
* Add Neutrino Unsung as a boss ship
* Mining fleets spawn more often; prefer ore over volatiles where relevant
* Tiandong uses certain Chengdu variants in mining fleets
* Metelson uses Pala mining variant in mining fleets
* Own faction/free starts get an Alastor-class frigate, if SS+ is enabled
* Remove warmonger penalty when NPC fleet attacks player for refusing a customs inspection or toll/fine payment, or for installing a comm sniffer
* Penalty still applies if the player attacks the patrol without hearing them out first
* Also remove penalty if no enemy ships are killed
* Strike fleets that get hammered to <50% FP while in patrol mode should go home properly
* Uninhabited moons can use desert, water and jungle types
* Display basic outcome (success/fail, detected) of player's agent/saboteur actions in dialog screen right away
* You still need to wait for the intel event to come in to get the exact result numbers
* Add a warning + (partial) crash prevention for incompatible factions in Corvus mode
* Will still crash on mods that use economy.json, unfortunately
* Planet names: add more In Conquest Born entries and station names
* Starsector+ v2.10 compatibility fixes (fleet injector; famous bounties)
* Fix some cases of comm relays changing hands inappropriately on market capture
* Fix a possible crash when attempting to flip a comm relay upon market capture
* Fix various issues with alliance relationship handling
As usual, let me know if your game spontaneously combusts, etc.
-
Been waiting for this, thanks!
-
Thank you for the update; much appreciated.
-
Same-day update, because the economy issues were bothering me:
Nexerelin v0.6.1b
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1b.zip) + strike fleet fix (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0)
Patch (0.6 -> 0.6.1b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1b_patch.zip) + strike fleet fix (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.6.1b
* Further economy adjustments:
* More supplies and domestic goods in general
* Supply balancer takes into account orbital stations
* Reduce number of volatiles markets
* Most markets can't have volatiles complexes by default
* Increase point cost of volatiles depot
* Fix homeworld autofac sometimes being removed
* Link boss ship availability to SS+'s IBB sidequest progress
* Defeating a famous bounty fleet unlocks the boss ships it used
* Unsung does not require IBB progress
* Disable in config to have all boss ships available at start, as before
* Add Cleric (super Paladin) as a boss ship
* Boss ships available for sale at a time 2 -> 3
* Remove reputation penalty (with target) from a failed invasion attempt
* Fix bug where a friendly fleet capturing a market while player is still invading leads to angering that faction
-
I don't think strike fleets are returning home properly: they return but do not disappear. Here we have multiple strike fleets stacking on top of each other at their home. This is in version 0.6.1; I have not yet tested 0.6.1b.
Spoiler
(http://i.imgur.com/h7ZXbWq.jpg)
-
WOE IS ME
Use this jar (https://www.dropbox.com/s/7hwplp0np7ucila/ExerelinCore.jar?dl=0) for the time being (it'll make the stuck fleets clean themselves up as well). I'll see if any more bugs crop up before putting out 0.6.2c.
-
Thanks for the quickfix.
Also, I don't know if this is working as intended but Omnifactory's refitting facilities give out free weapons from its market.
-
Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
So maybe I'm blind, but I can't find out where to toggle this. I found prism_boss_ships.json but don't see anything to toggle. Also looked in settings.json and elsewhere.
-
Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
So maybe I'm blind, but I can't find out where to toggle this. I found prism_boss_ships.json but don't see anything to toggle. Also looked in settings.json and elsewhere.
data/config/exerelin/exerelin_config.json -> prismRenewBossShips (https://bitbucket.org/Histidine/exerelin/src/65654a5f78593a1f7b2b221ccd87c95075177a93/data/config/exerelin/exerelin_config.json?at=master&fileviewer=file-view-default#exerelin_config.json-46)
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Another question for you, if you don't mind:
How exactly do I properly edit player_npc.faction? For example, the "logo" (which I assume is the faction flag) points to a non-existent file location; do change it, do I need to make a custom .png and place it in the files somewhere and provide a link to it, or place a file in the specified location, or something else entirely? Is there anywhere in the files I can find a list of ship loadout names/specifiers so I don't have to guess at them and possibly cause a crash? Can we get an example of when displayNameWithArticle is used vs. displayNameLong vs. displayNameLongWithArticle? (or just point to where those are referenced maybe?)
EDIT: for modifying my faction's ships, I'm looking at something like this:
"fighter":{
"broadsword_wing":10,
"gladius_wing":10,
"xyphos_wing":10,
"warthog_wing":10,
"fallback":{"interceptor":1},
},
After poking around some more, I'm guessing these reference .variant files - the ones for ships correspond with .variant files nicely. However, there is no broadsword_wing.variant file - in fact, there aren't any .variant files ending in _wing. I did find broadsword_Fighter, gladius_Fighter, dagger_Bomber, etc. Am I barking up the wrong tree, or do I need to swap out all these references with _Fighter and _Bomber suffixes for them to work at all?
Well, that can't be right, I started a test game and fighters are spawning normally. That said, I'm seeing other ships not in my faction config file appearing in fleets. I've figured out everything except the logo and ship preferences for myself - can you explain those to me?
-
The default logo uses a file in vanilla SS (starsector-core/graphics/factions) by default. You can make it point to any path that'll get loaded in the game, as long as vanilla or some mod somewhere has the image in the right place.
On faction composition: if you're using SS+, that uses its own generator.
Check Starsector Plus/nexerelinOptions.json; you can have the player faction use tech from any SS+ integrated faction (and it won't bug out if you give it tech from a mod you don't use, unless there end up being no valid ships in the list).
Anyway, here's another update. (Sorry for the spam! :()
Nexerelin v0.6.1c
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1c.zip)
Patch (0.6 -> 0.6.1c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.1c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.6.1c
* Fix strike fleet stand down behavior
* Fix some non-player factions being hostile to famous bounties (applies to existing saves)
-
I'm having a problem, can someone please help? I'm getting the error, "Fatal: org/lazywizard/omnifac/OmniFacSettings Cause: org.lazywizard.omnifac.OmniFacSettings Check starsector.log for more info". I've checked to make sure lazylib and Nexerelin were the latest version, and neither are outdated. Any help would be appreciated, thank you!
-
I'm having a problem, can someone please help? I'm getting the error, "Fatal: org/lazywizard/omnifac/OmniFacSettings Cause: org.lazywizard.omnifac.OmniFacSettings Check starsector.log for more info". I've checked to make sure lazylib and Nexerelin were the latest version, and neither are outdated. Any help would be appreciated, thank you!
Hmm.
- Are you using the separate Omnifactory mod? If so, make sure it's up to date, and/or try disabling it.
- Can you open Starsector\starsector-core\starsector.log (Windows) or Starsector/starsector.log (Linux) and see what the last error message is?
-
No, I am not using the standalone omnifactory mod.
As for the last error message:
Spoiler
"16507 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
at data.scripts.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:81)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.omnifac.OmniFacSettings
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more"
-
/me tests
You didn't accidentally try to install the patch zip as a full version, did you?
-
That was exactly the problem, just now installed 0.6.1c and then added the patch, it works perfectly now. Thank you very much!
-
where can i find the Prism Freeport? it's a station? which Colour it is?
-
Usually at the center, or close to it, in the hyperspace map. But I'm not sure it's present when in Corvus mode. Never played it.
-
You need to turn it on during character creation in the bottom menu where it asks you how many systems/planets/stations to create as well. Took me a dumb amount of time to figure that out, myself.
-
does the Prism Freeport Random named? it's in hyperspace or star system? i have try many times but never find it.
-
It's in the middle of the Hypersace, owned by the Independents.
You also have to enable it during the character creation process at the start of the game. If you don't, then it won't be there.
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ok, i found it .thanks
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hey man! I love this mod (always playing with it). Anyway my Mod (http://fractalsoftworks.com/forum/index.php?topic=8902.0) is now Nexerelin compatible (It won't crash anymore on startup) however it won't show up as a playable faction in campaign (duh) so can i ask you to do that for me :P
Im going to go sleep in a bit so I can answer questions tommorow
Thanks in advance
(btw keep up the good work as always)
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I'm having this issue where only a few factions spawn on a given sector. I allow plenty of territory, but when I start the game I only have 3-4 factions; even a few vanilla factions suddenly cease to exist. The faction still appears on the relation screen, but they have no territory at all.
-
I'm having this issue where only a few factions spawn on a given sector. I allow plenty of territory, but when I start the game I only have 3-4 factions; even a few vanilla factions suddenly cease to exist. The faction still appears on the relation screen, but they have no territory at all.
Well, that's odd.
- Do the faction relations for the non-spawning factions get set correctly? (try with random relations and see what happens)
- Do the faction config files exist in data/config/exerelinFactionConfig?
- Does the bottom of data/config/exerelin/exerelin_config look right? (https://bitbucket.org/Histidine/exerelin/src/d582441e34472edd78cf97c3d8921c756806586d/data/config/exerelin/exerelin_config.json?at=master&fileviewer=file-view-default#exerelin_config.json-66)
- In starsector.log, Ctrl+F "Getting modded factions" -- does it say "Loaded (missing mod faction)"? (vanilla/built-in factions will always be skipped)
-
Found the issue, it seems to be a problem with the "Disable faction respawning of factions not at the start".
Don't know much more after that.
-
Spoiler
(https://i.gyazo.com/f5a66b98cedc86dbf8c0945110f5cc1e.png)(https://i.gyazo.com/0366e6eec2e80c82cf1dade11a6339bc.png)
Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.
Same result with default tariff, same result with updated version of Omnifactory.
Edit: Also as an aside the Omnifactory is selling ship variants with weapons installed? I have no idea what that's about though.
-
Spoiler
(https://i.gyazo.com/f5a66b98cedc86dbf8c0945110f5cc1e.png)(https://i.gyazo.com/0366e6eec2e80c82cf1dade11a6339bc.png)
Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.
Same result with default tariff, same result with updated version of Omnifactory.
Edit: Also as an aside the Omnifactory is selling ship variants with weapons installed? I have no idea what that's about though.
I think the charge is deducted when you leave the station, but I could be wrong.
-
I think the charge is deducted when you leave the station, but I could be wrong.
Usually it would be finalized when you either switch ship tabs in refit or exit the screen, but I went ahead and tested it anyway: replaced a ship's weapon with something directly from the Omnifactory, returned to space and had the same amount of credits.
-
I think the charge is deducted when you leave the station, but I could be wrong.
Usually it would be finalized when you either switch ship tabs in refit or exit the screen, but I went ahead and tested it anyway: replaced a ship's weapon with something directly from the Omnifactory, returned to space and had the same amount of credits.
Then I stand corrected. I must have misattributed the daily salary deduction to the Omnifactory.
-
Spoiler
(https://i.gyazo.com/f5a66b98cedc86dbf8c0945110f5cc1e.png)(https://i.gyazo.com/0366e6eec2e80c82cf1dade11a6339bc.png)
Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.
Same result with default tariff, same result with updated version of Omnifactory.
Looks like a bug with the Omnifactory mod. Reported here (https://bitbucket.org/LazyWizard/omnifactory/issues/1/weapons-are-free-in-refit-screen)
-
Like this post if the release name made you wince (http://i.imgur.com/cuuDoyF.png)
As always, please report bugs! I've had to change quite a bit of code in some important areas (specifically initial faction seeding and handling of hostile-to-all factions).
Nexerelin v0.6.2
Download (full version) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.2.zip)
Patch (0.6.1 -> 0.6.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.2_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.6.2
* Add support for the following factions:
* Idoneus Citadel Garrison
* Pegasus Belt Council
* Flu-X (treated as pirate faction; hostile to all)
* Economy refinements (again):
* Economy balancer smarter in general
* Economy balancer can remove shipbreaking centers if needed
* Hydroponics lab is population-based instead of fixed throughput (can supply 20% of its own market's food requirements by default)
* Balance food supply/demand by adding/removing hydroponics labs
* Agriculture planets prefer terran and arid over water and jungle types
* Lower ore mining, refining complex chances
* Reduce market points in general
* Autofactory costs more points
* Allow spawning only some of the available factions at start
* Available options: 3 factions, 5 factions, 50% of available factions, 75% of available factions, all factions
* Player's selected faction is always one of the spawning factions (except player_npc)
* Pirates always spawn
* Nexerelin can be added to an existing save game
* This could be used to circumvent Corvus mode incompatibility, but functionality is not guaranteed
* Un-hardcode, fix handling of hostile-to-all factions (currently this is Templars, Dark Spire, infected)
* Hostile-to-all state controlled by a faction config int (0-3)
* Add Neutrino Falken as boss ship
* Add SS+ arcade background
* Player mining takes half as long and produces half as much
* Update Corvus mode entries
* Update Omnifactory to v1.11b
* Fix free refitting at Omnifactory
* Fix mining fleet crash with some unusual mods in Corvus mode
* Fix wrong number of starting factions when only allowing starting factions to respawn
* Fix asteroids sometimes being too close to sun
* Possible fix for bug where respawn fleets cause alliance war/peace message spam
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And here I go restart my run again. Thanks Histidine.
No really thanks a lot dude. You rock. You and Revenant (and others too to be honest, it's just that the two of you really are the glue that keeps all mods interesting on a grand scale) are my inspiration in relearning to code. Here's you upboat (http://i.imgur.com/cuuDoyF.png)
-
How do I enable Corvus Mode?
-
Open up mod_info.json in the nexerelin folder and change:
"data/campaign/econ/economy.json",
to
#"data/campaign/econ/economy.json",
Then go to nexerelin/data/config/exerelin and open exerelin_config.json and change:
"corvusMode": false, to "corvusMode": true,
Edit: I have an issue with mining planets. I can't seem to mine any planets other than gas giants.
-
I'd point out they have to be uninhabited if I hadn't been unable to mine on uninhabited desert planets as well.
Unsure how many are affected (have been able to mine water/volcanic but not jungle if I recall), probably quite a few.
As an aside, aren't the relations between various sources of mining strength kind of crazy? Take three instances: a pod wing, a shepherd and a mule.
The pod has no inherent bonus to mining, has either 1.5-6 (does each fighter's laser count?) strength and takes 3 logistics, providing 0 cargo.
The shepherd has 10 strength right off the bat, can be upped to 11.5 with an extra laser and takes only 1 logistics providing 100 cargo.
The mule can have 10 strength with a mining blaster, is actually dangerous (if terribly slow) and takes 3 logistics providing 250 cargo.
About the only perk to pod mining is the lessened elite crew requirement to get high yields (terrible anyway unless 6 per wing), but the ideal mix seems to be somewhere between high density shepherd/moderate density mule and all shepherds, both cases being backed up by several atlases. While mules with atropos racks are a pretty good stop-gap, something to be said for a billion borer drones.
Pod wings on the other hand are useless in combat and take a tremendous amount of logistics for what little they do, comparing unfavorably in almost every conceivable way to those two prime alternatives (and weird sh#$ like 2x tachyon 8x mining blaster paragon SO MUCH FLUX). They could make up for their heavy logistics/zero cargo/zero utility by having very high strength instead (necessitating atlases which is a horrible fleet to get attacked in).
Haven't tried mining shenanigans with any mod factions yet so can't really comment on the whole picture, but I did find it incredibly cute how you gave the junk pirate capital a use beyond 'mirv sponge' or 'lodestone'. Kind of liked the longer mine time though..
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Yeah, mining pod has always been junk and even mining doesn't make it that useful. I could give it a small hull mining strength boost, and/or cut the Shepherd's.
(Mining strength for fighter wings is multiplied by fighter count, yes)
Haven't been able to reproduce the issue with mining uninhabited moons (including desert and water worlds). (I did find out that I can never spell "cryo" right)
Regular planets can't be mined even if unpopulated. Do you think I should change this?
(I also plan to make moons more common in general)
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I set it to 8 planets per system, but it seems that only 3-4 planets are actually inhabited. The rest are just lifeless rocks.
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I set it to 8 planets per system, but it seems that only 3-4 planets are actually inhabited. The rest are just lifeless rocks.
Those are for you to mine and for bounties to spawn.
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That WAS my intention for allowing that many to spawn, but you can't mine non-gas planets as Histidine mentioned, only moons. Out of 6 systems with 8 planets each, there are about 3 uninhabited moons between the lot of them. The rest are just there for bounty fleets to orbit around.
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This is a great mod, makes the alpha version of the game worth playing once you are done with single fleet battling.
One thing: I just played a game where there were pairs of planets only a few hours apart. It was possible to trade between them very fast, even pick up 5000 fuel, overloading but only using 100 extra supplies to cross over to the other planet. I got past level 30 in less than 3 months, seems this shouldn't be possible. This was before the patch, maybe it's fixed?
On another note, which factions are well balanced with vanilla? I already included SRA and THI.
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I just played a game where there were pairs of planets only a few hours apart. It was possible to trade between them very fast, even pick up 5000 fuel, overloading but only using 100 extra supplies to cross over to the other planet. I got past level 30 in less than 3 months, seems this shouldn't be possible.
The trading imbalance is more of a "feature" of SS 0.65, where the player is unable to profit from normal hauling and the AI is nearly incapable of taking advantage of price differences. In this case it's exacerbated by short interplanetary distances.
On another note, which factions are well balanced with vanilla? I already included SRA and THI.
A lot of the SS+/Nexerelin compatible factions (excluding the Templars) are (advertised as) vanilla balanced. To name a few, Mayorate and BRDY. Inter-mod balancing could still be an issue: putting weapons from one mod on a ship from another mod can result in a load-out that's overpowered.
Edit: In my opinion SRA ships are slightly overpowered for vanilla balance. Some of the best ships in their classes are SRA ships (Enlil, Morningstar, Charybdis and Mimir) and they are also much more CR efficient than their competitors. SRA weapons are subpar though, so if you do put SRA weapons on SRA ships I guess it cancels out.
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Thanks for the info. Yes, I noticed that the Morningstar seems quite OP, also that the small anti fighter/missile weapons seem to miss about 95% of their shots. I stopped using SRA weapons in my last game except for the big energy one since there doesn't seem a good vanilla alternative.
Maybe the trading problem could be fixed by faster price adjustments, normalized by player level, ie reduce selling proces after only a few sales at low levels, lots of sales at higher levels. Right now you can go up 10 levels with one sale.
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The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.
http://fractalsoftworks.com/2012/09/08/character-design/#more-1569
Yeah, mining pod has always been junk and even mining doesn't make it that useful. I could give it a small hull mining strength boost, and/or cut the Shepherd's.
(Mining strength for fighter wings is multiplied by fighter count, yes)
Oh, that makes it a lot less horrible, but still terrible. Something I forgot to mention is the similar price between a wing and a shepherd, and the very common nature of the shepherd compared to the particularly rare wing (the original exerelin had to start you with one in omnifactory storage).
Haven't been able to reproduce the issue with mining uninhabited moons (including desert and water worlds). (I did find out that I can never spell "cryo" right)
Regular planets can't be mined even if unpopulated. Do you think I should change this?
(I also plan to make moons more common in general)
This is confusing, since I remember in the last game (the one with free omni refits) I was mining off a massive ice planet that had a moon/2 stations of its own, I'm pretty sure that thing wasn't a moon yet it sure was churning out volatiles.. and organics? Maybe it thought it was a gas giant..
Well, more moons would probably work (just can't get too much done with only asteroids + rocky moons, ore price crashes so fast), it'd be neat if you could mine planets too (if you don't want it to be as good you could up the hazard by .1 due to extremely higher gravity well), though something that would be extra funky is if a faction had say, that ice world nearby, and a lot of power in that star system, they could colonize the uninhabited but not uninhabitable planet.
Though if planets considered not a part of a faction could become part of it, and maybe even go back to non-faction through excessive attacks, it'd probably require a total rebalance of star system distribution and something else for mining (like 'can mine anything as long as faction is okay with your shenanigans, don't try to mine up and sell organics to the very same planet they beat you to the punch), could have inherent (not space fleet) planetary extractions be a major part of any particular station's exports and have that influence the economy as well, 'cause I don't get why the hegemony station orbiting the water moon pays top dollar for those organics (are they too big of baddies to mine it? Never saw an orange mining fleet..).
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SRA ships aren't overpowered, the Enlil and Morningstar are more or less equivalent to the Brawler and Hammerhead with better shields but lower armor. Charybdis is indeed, very strong, but it's also the most expensive cruiser to field. The only that could be considered overpowerd is the Mimir, which have been nerfed heavily in the last SRA version.
Their weapons are very good, just different. CEPCs weaponry tends to have extremely high burst DPS, very good for bursting down other ships at the beginning but otherwise bad at prolonged engagements.
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The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.
You hardly get any experience from the single frigates that you fight at first. I actually think initial leveling is too quick, but then I'd like to see a mod with way less fleets, realistic repair times (ie weeks), weapon damage so you need to replace them, overall less arcade-y where each battle, each decision has serious consequences.
But I was more talking about gaining ten levels at once from selling 5k fuel. I don't think that can be intentional.
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Well, the planet distance was more of a dodgy set of circumstances rather than intentional design, it can happen.
Otherwise though, quite a few people can take out 3-4 frigate (maybe even +destroyer!) fleets with a starting frigate, it ramps up quickly.
Gains are always exponential if you keep succeeding, and in something like (n)exerelin where you have more access to volatile trading/mining, it's to be expected. Even if you get into the 30's in the first 20 minutes of playing, it doesn't mean much unless you go combat 10 or have a fleet to back it up.
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Depends on the starting frigate, but I think getting to level 30 in 30 minutes is a bit of an exaggeration!
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Take out some low end pirates, hope for bounties, get your monthly salary, buy some shepherd and go to town mining something good.
Or do all that and trade instead of mine. Holding shift is pretty good for speeding things up, afterall.
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The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.
Keep in mind that SS+ adjusted against this; progression is much more "linear" at the top end with it. Which I prefer; once I get to the point I'm throwing a big ol' fleet around I'd rather not still have to grind out hundreds of huge battles to level up, since by that time the current game is essentially over barring ferrying marines and supplies to invade all the planets that haven't yet been conquered.
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Note that SS+ also reduces XP gains from trading.
Starsector 0.7 will likely make trade disruptions not a ridiculous cash cow (at least it'll work as a sensible cash cow). Ref: 1 (http://fractalsoftworks.com/forum/index.php?topic=9585.msg164630#msg164630) 2 (http://fractalsoftworks.com/forum/index.php?topic=9611.msg166191#msg166191)
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once I get to the point I'm throwing a big ol' fleet around I'd rather not still have to grind out hundreds of huge battles to level up, since by that time the current game is essentially over barring ferrying marines and supplies to invade all the planets that haven't yet been conquered.
I just reached this point in my campaign; does anyone have any pointers for how to keep the game exciting and difficult at this stage? Any self-imposed restrictions? (is this part of why people play faction-themed campaigns?) I'm honestly not a very good frigate pilot, but I have a big fleet with plenty of replacement vessels, and my 30 cap/30 vent 0.54 flux-per-shield-damage Morningstar is pretty hard to mess up in. =P
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My favorite restriction is to never use any ship larger than a frigate. Building up a good swarm that can take out larger fleets is always fun, and generally how I play the game these days. For this latest nexerelin version, for example, I've already acquired 5 wolf(D) ships each with a different main weapon along with one Enlil, and am starting to take down destroyers and lone cruisers for the glory of the vanilla pirate faction.
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There's also the seemingly rarely noticed option to decrease damage dealt to player ships in the options that I think defaults to being on. I've never remembered to turn it off, but probably should by now...
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I have a question. Where do high level independent ships spawn in the market? I'm referring to Monitors and Hyperion, I enabled prism freeport and they tend to spawn other factions high level ships. Does the player faction market spawn theses as well?
Also, there should be some sort of cap to how effective Agents are at modifying diplomatic penalties. 30 agents will pretty much make a faction the enemy of all neutral parties or bring your relationship from neutral to cooperative. I recommend capping their effects to either welcoming or suspicious at best.
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Spoiler
(https://i.gyazo.com/6638204390847427438aaa6643ab848b.png)(https://i.gyazo.com/a5c59e3563b5aa7ee416d3efba5f54b7.png)
Note: you still receive what you mined from the planet, but seemingly get no character/crew experience.
This is happening more often than not when mining, not entirely sure why.. I've added a whole bunch of mods since the last time around (that run before was totally native, this one has AI war, blackrock, citadel, crystanite, diable, exigency, fleaden flu-x, ice, imperium, junk pirates, mayorite, neutrino, ngo, berserks, patrian, pbc, p9, protonian (which I had to manually edit to stop a ***-common crash), scy, shadowyards, tiandong, valkyrians, twiglib and probably the most suspect, starsector +).
Also shown here is the mining of primary non-moon planets as mentioned before (it's really inconsistent in what you can and can't mine..).
Spoiler
I also edited the statistics for mining drones, making a wing of them effectively a max of 40 mining strength, which as it turns out is supreme overkill because starsector + cut their logistics by 1, 20 max strength/logistics is kind of crazy even for drones! That could also be the reason, but I formatted it properly. Unless I'm supposed to go by wings and not hulls, in which case I did not format it properly.
Spoiler
{
"miningProductionMult":2,
"cacheSizeMult":1.0,
"baseCacheChance":0.1,
"baseAccidentChance":0.5,
"xpPerMiningStrength":50,
"miningWeapons":{
"miningblaster":10,
"mininglaser":1.5,
"tiandong_heavy_mininglaser":5,
},
"miningShips":{
"shepherd":10,
"mining_drone":8.5,
"SCY_telchine":35,
"brdy_gonodactylus":28,
"mi_rastrum":6,
"junk_pirates_the_reaper":180,
"tiandong_chengdu":6,
"tiandong_dingjun":6,
"maqiubiqiu":4,
},
"resources":{
"default":{
"ore":1,
"rare_ore":0.1,
#"organics":0.1,
},
"gas_giant":{
"volatiles":1.75,
"organics":0.25,
},
"ice_giant":{
"volatiles":1.75,
"organics":0.25,
},
"desert":{
"ore":1,
"rare_ore":0.1,
"organics":0.5
},
"frozen":{ # let it go
"ore":0.7,
"rare_ore":0.07,
"volatiles":0.5,
},
"cyrovolcanic":{
"ore":0.7,
"rare_ore":0.07,
"volatiles":0.65
},
"rocky_ice":{
"ore":0.8,
"rare_ore":0.08,
"volatiles":0.25
},
"rocky_metallic":{
"ore":1.3,
"rare_ore":0.13,
#"organics":0.1,
},
"rocky_unstable":{
"ore":1.3,
"rare_ore":0.13,
#"organics":0.1,
},
"lava":{
"ore":2,
"rare_ore":0.2
},
"jungle":{
"ore":0.6,
"rare_ore":0.06,
"organics":1,
"food":0.3
},
"water":{
"ore":0.6,
"rare_ore":0.06,
"organics":1,
"food":0.3
},
"toxic":{
"ore":1,
"rare_ore":0.1,
"organics":0.3,
"volatiles":0.5
},
"radiated":{
"ore":1,
"rare_ore":0.1,
"volatiles":0.4,
},
},
"danger":{
"default":0.2,
"lava":1,
"jungle":0.2,
"desert":0.2,
"water":0.2,
"frozen":0.4,
"rocky_ice":0.4,
"cyrovolcanic":0.5,
"rocky_unstable":0.75,
"toxic":1,
"radiated":0.8,
"gas_giant":0.3,
"ice_giant":0.3,
}
}
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I probably should have specified this earlier, but gas giants and ice giants (https://en.wikipedia.org/wiki/Ice_giant) are the only non-moon non-asteroid mineable types in the current release version.
I'll check out the null reference exception (at a guess it breaks when it tries to generate a hidden cache), thanks. Do you have an excerpt from starsector.log?
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Seems like it.
Spoiler
824906 [Thread-5] WARN com.fs.starfarer.campaign.rules.oOOO - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults: null
java.lang.NullPointerException
at exerelin.campaign.MiningHelper.handleAccidents(MiningHelper.java:374)
at exerelin.campaign.MiningHelper.getMiningResults(MiningHelper.java:480)
at com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults.execute(GetMiningResults.java:43)
at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:93)
at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
at com.fs.starfarer.campaign.ooOO.showInteractionDialog(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:114)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
(Also, the exception has occurred plenty of times without caches involved, since it happens anywhere from 50-75% of the time.)
This also seems to show up a lot, though I'm not sure if it has any real consequences..
Spoiler
876401 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
876402 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
These are supposed to be supported, aren't they?
Spoiler
1066456 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Getting modded factions
1066461 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculus
1066461 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
Other than that, can't really find much interesting in the logs.
Further info on the edited mining pods, with their reduction to 2 logistics in SS+ and having the 40 strength per wing at base, only 10 of these (taking up about 1/5.5 of a full size fleet with extra logistics from extended crew) can generate tremendous amounts of yield (~1600 average) per day, mostly due to CR upping their mining strength further beyond 40 once it gets high enough.
It seems like it'd be quite hard to make these a viable alternative to shepherds without making them + atlas/mod freighter inherently superior, but that might just be due to the polarizing nature of the shepherd (1 logistics + good cargo per logistics + low cost + heavy availability even without omnifactory + high mining strength per logistics (without needing mining blasters!) + potentially dangerous in combat).
If only native Starsector had more civilian/mining-ish ships, there'd be some actual variety to work with numbers-wise..
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I'm not sure if I should post it here or in Templars topic, so please correct me if I decided wrongly :)
Anyways, are they supposed to fight each other?
[attachment deleted by admin]
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Sort of bug I found; when a faction is wiped from the sector its relationships are reset.
This means that if you capture a market to wipe someone out and then jump on any of their fleets that are still in play you may suffer the 'unprovoked atack' hit to you diplomatic relations.
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Just started another game to try things out... and discovered that attacking non-hostile factions lowers reputation of your faction and your allies. (I play with the "player" faction.) Okay, I understand established factions, but my faction?!
Yet another thing that makes it feel like your faction is not truly yours, only a parasite that wears your face as a mask and uses you like a tool before throwing you under the bus as soon as you outlive your usefulness.
Part of the reason to play Nexerelin is to play evil overlord and warmonger.
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Just started another game to try things out... and discovered that attacking non-hostile factions lowers reputation of your faction and your allies. (I play with the "player" faction.) Okay, I understand established factions, but my faction?!
I think the general opinion is that it isn't "your" faction per say - if you're just playing as part of Shadowyards, as an example, you aren't the CEO of that company (and thus don't call all the shots), and it's understandable that the real CEO gets rather fussy over you blowing up the fleet of something they could have had a good business relationship with (or other reasonable cause).
As far as I can tell, however, if you're actually playing as your "own" faction (as chosen from the starting options when creating the world and picking your faction), you can do pretty much whatever you want without any impact your relationship with your own faction (except attack your own faction, since you just can't do that by default), since there, you literally are the evil overlord and warmonger. ;) Not sure how the fleet composition is, however. Didn't play enough games as the evil overlord to see any patterns.
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@ Soldier: I understand what you mean. If my allegiance was an established faction, I would effectively be a general or CEO, and the penalty would be justified, and I would get fired if my rep dives too low. I got the penalty while playing as my "own" faction. This is akin to custom scans from my own underlings.
So, no, your "own" faction is your "own" faction in name only. Mechanically, they are the same as any other established faction.
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So, no, your "own" faction is your "own" faction in name only. Mechanically, they are the same as any other established faction.
I second this. Today I've got message along the lines "faction Player increased standings with you up to 87" (don't remember exact phrasing). This mean that faction I created, the faction where I must be god, lord, and ultimate good, dared to defy me even below 87? What's the point of having own pets faction then? :(
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@Megas
Really? I swear, the last time I played as my own faction in Nexerelin, I could declare war on whoever I liked without penalty. If it isn't like that or isn't been changed, I'd change that ASAP.
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@Megas
Really? I swear, the last time I played as my own faction in Nexerelin, I could declare war on whoever I liked without penalty. If it isn't like that or isn't been changed, I'd change that ASAP.
Hist recently added a warmonger penalty that drops your rep with every faction you are friendly with if you attack an non enemy
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I started the game as player faction (with the blue-green Lone Star flag), which should be the same as hard start except you start with a homeworld.
"own" faction has the Lone Star flag, right?
When I attacked non-hostile faction, reputation want down. First, Diktat while at cooperative, and lost -30 rep with my "own" faction. Later, Ludd while at suspicious, and lost -5 rep.
Months ago in an older version, rep was not lost. Then again, they did not have mining either.
Losing rep while attacking non-hostiles is something new to me.
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Well, then. It seems I need to resort to silly things like deliberately cause investigations or other non-violent action that causes reputation loss before I start killing things.
Investigations for smuggling or trading with enemies?! YES! Guilty as charged! Lower my rep now so I can kill you (the enemy faction) without making my friends angry!
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Would it be possible to include the Tariff Constant in one of the config files, as well as the modifier for the Freeport and Open Market?
As is, all three are inconvinently stuck inside a class file, meaning you cannot alter them without altering the java files, recompiling, and replacing them.
---
Which, as a side note, didn't work, due to it apprently requiring pretty much everything else as well.
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Rulers can still be overthrown ;)
Alright, I'll expand the warmonger penalty config (currently it's on/off; will become off/not for player_npc (this will probably be the default)/always). Tariffs will be externalized too.
(N.B. player_npc already has lower warmonger rep penalties than other factions)
(In the meantime, agents and saboteurs should be the easiest provocation, although they'll cost a bit)
Next release will be after Starsector 0.7.
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Alright, awesome. Now I can be my very own dictator of the sector. :D
And damnit, everything's getting updated AFTER 0.7 comes out. I'm suffering from mal-modtrition at this point. :-X
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This and every other mod ::). Hope 0.7 is only a week away at most.
One good thing about that I guess is that the mods will be able to take advantage of the new campaign features.
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This and every other mod ::). Hope 0.7 is only a week away at most.
God forbid if it isn't, I think all of us who can't mod ourselves will whither into a pile of grey dust.
Thank god I haven't forgotten everything, hehe. Time to work on some missiles in the mean time....
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I have plenty of work to do with other games, so even if 0.7 gets delayed, I have something to do.
Rulers can still be overthrown ;)
Sure, they can overthrow me, then my faction that I no longer own should change into another faction. I should be able to create another faction to replace the parasitic faction (that I founded) that fired me. Effectively, old player "own" faction should morph and join the independents instead of stealing my name.
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Hey, great mod, particularly increasing the sector and having more factions warring over it but I feel like I'm missing something. Did quick start because the early grind is always a bit tedious to get into, started as part of the Mayorate and did early cargo runs to make money.
Then Mayorate peaced out on everyone and I found attacking pirates as a Mayorate member isn't that good an idea so I couldn't really attack much, now hostilities commenced with the Tri Tachyon but while I trashed a few of their fleets I didn't earn anything from that (neither relations nor cash) nor see much to do to support my faction. I guess I could start some invasion or something. Just wanted to meddle around with the factions before starting something on my own.
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Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
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Noticed that I can get around the warmonger penalty by letting a toll troll try to scan me, then respond with "I don't think so!" Instant reputation drop and a provoked attack. Also, if I have money to burn, I deploy several saboteurs in row. If they fail, they did their job - lowering reputation to hostile so others do not get angry when I attack. If they succeed, I fight fewer bigger ships when the response fleet clashes with mine. The saboteurs' main job is to lower reputation on demand non-violently (to evade warmonger penalty) when that is beneficial.
Minor annoyance: Market can evade getting captured (once) when a cease-fire is declared during my invasion in progress. I just try again and eat the warmonger penalty.
Victory fanfare is nice. Too bad I did not get it again if I destroy everyone after diplomatic win. My last game, I had Hegemony as ally because I was too lazy to kill them until everyone else was gone. Once the Hegemony was the only one left, I steamrolled them in a few hours.
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Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
I may have a problem with the Mayorate because most bounties are classed as pirates no matter what and I lose tons of reputation with the Mayorate if I do that so I cannot attack them and I get nothing from fighting even enemies of the Mayorate except loot.
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Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
I may have a problem with the Mayorate because most bounties are classed as pirates no matter what and I lose tons of reputation with the Mayorate if I do that so I cannot attack them and I get nothing from fighting even enemies of the Mayorate except loot.
Okay, if you really don't want to deal with the -21 rep loss (on neutral relationship) from attacking pirates, there are two things you can do:
1) Find a pirate market and spam agents/saboteurs on it. Some will be detected, reducing the relationship with pirates; even if it doesn't go all the way down to hostile, it'll reduce the rep penalty with Mayorate.
2) If the pirates have a comm relay (though this is rare), tamper with it when a patrol is nearby and get them to attack you.
3) Open data/config/exerelin/exerelin_config.json and set warmongerPenalty to false.
(I forget if pirate patrols can do custom inspections)
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(I forget if pirate patrols can do custom inspections)
I've never hard one do it to me, but I suppose that's because they're always either running or attempting to murder me. I have seen them do it to each other, though.
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My guess is that they don't; mainly because they don't have any illegal goods.
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I've definitely seen them do it as I've had quite the chuckle about it because it seems to absurd. But it could also be a fluke of a mod somewhere.
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Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
I may have a problem with the Mayorate because most bounties are classed as pirates no matter what and I lose tons of reputation with the Mayorate if I do that so I cannot attack them and I get nothing from fighting even enemies of the Mayorate except loot.
Okay, if you really don't want to deal with the -21 rep loss (on neutral relationship) from attacking pirates, there are two things you can do:
...
Sorry, if I sounded whiny. I'm mainly a bit at a loss how to play this mod because I don't seem to get rewarded for faction warfare and in my instance get penalized for going down the bounty hunter route (simply because until assassinations come along all bounties are members of the pirate faction). Maybe I just switch factions or something.
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You get bounties for killing enemies of the faction only if the friendly faction has a station or planet in system offering a bounty, just like Vanilla. That's not counting assassination bounties.
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Mining is really lucrative, I pull in like 400-odd volatiles each mining cycle with a small fleet; and even without a shortage, I pull around 40-60 for each one on a size 6 market.
One could reduce the price of the items or reduce the payout, but I'm wondering if there's another option. Say, a third market that deals specifically with mining goods/tools.
Perhaps a method of reducing yield as you mine more; eventually you scoop up all the easy-to-get material. Thus necessitating a special method of digging deeper into the crust/atmosphere.
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You get bounties for killing enemies of the faction only if the friendly faction has a station or planet in system offering a bounty, just like Vanilla. That's not counting assassination bounties.
Ok, I'm not sure if it's Nexerlin or vanilla or Mayorate mod or me going crazy but I plainly don't get the unprovoked attack penalty mechincs (feel free to RFM me with a link). When I attacked a bounty, I had reputation loss for Mayorate and Tri Tacheyon which had holdings in the same system I assume. I thought they are allied/ friendly with pirates so maybe fair enough.
Now I followed a bounty called by the _Mayorate_ because of pirate activity in a system and I saw that they had switched the standing towards pirates to hostile (also saw fleets of them intercepting pirates) so I went to the bounty system, attacked a pirate and still got a relation loss with the _Mayorate_ for an unprovoked attack although they put out a bounty to attack pirates. The bounty also was only 2 weeks old and still active but I didn't get anything from the Mayorate, just bad rep. Does one need to goad bounties to attack themselves?
Not sure if the Mayorate mod hardcodes some pirate affiliation or Is there also a region around a planet where it is valid only and I was too far out but that's essentially what gets me mightily confused because it doesn't feel like Vanilla mechanics at all. Tried out hegemony and they seemingly don't have such problems, they put out a bounty, I went there, killed bounty, got money and reputation gain, the way I expected...
I really like what the mod does but I'm not quite getting what's going on there, hence my inquiries. I had random relations at start, can that cause some weirdness?
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The warmonger event only triggers
if you invade a market, or summon an invasion fleet, or
you engage a fleet (https://bitbucket.org/Histidine/exerelin/src/2cd5562b20453e400b711fbc0789ecd27a61a207/jars/sources/ExerelinCore/exerelin/campaign/SectorManager.java?at=master&fileviewer=file-view-default#SectorManager.java-160), and
- they aren't already hostile to the player
- they lose at least one ship
- they didn't (attack because you refused a customs inspection or fine, or were caught installing a comm sniffer)
The faction you're registered with only loses relationship from the event if they were inhospitable or better with the enemy faction prior to the event. (https://bitbucket.org/Histidine/exerelin/src/2cd5562b20453e400b711fbc0789ecd27a61a207/jars/sources/ExerelinCore/exerelin/campaign/SectorManager.java?at=master&fileviewer=file-view-default#SectorManager.java-235) Third-party factions require suspicious or better for any relationship loss.
If you're getting the event/relationship losses outside those circumstances, it's a bug. Do you have a save I can look at?
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...
If you're getting the event/relationship losses outside those circumstances, it's a bug. Do you have a save I can look at?
I'll check if I have a save file where I can reproduce the error and check your conditions. I checked around in various json files and found this: mayorate.json "isPirateNeutral":"true", # Boolean
I set it to false. I'm not entirely sure (because now I have problems reproducing the problem resetting the above. Will see if I find a save game) but after setting this to false I could get mayorate bounties and reputation increase from attacking pirates in the same game I had problems in before (they had pirates set to hostile and had put out the bounties).
Either that has something to do with that or my game install has some weird stuff going on trying to drive me mad.
Only other scenario I could imagine right now: Does me as a player have separate relations with pirates and those were "good" (as starting out with the Mayorate) so other factions considered my attacks heinuous despite being hostile to pirates themselves as I attacked a friendly but now I dropped deep enough in relation with pirates that they consider it expected?
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@Blaze: Gas giants probably yield too much stuff anyway, I might lower their output.
Resource depletion could be an interesting mechanic (makes the player look for new grounds), though I'd probably make the resources regenerate gradually (else it'd be pretty much the only thing in the Sector that wears out pemanently over time). Would probably cause trouble with asteroids though!*
*"Did I mine out that one already?"
I could remove worn-out asteroids, but they'd just get recreated on game load in Starsector 0.7.
Only other scenario I could imagine right now: Does me as a player have separate relations with pirates and those were "good" (as starting out with the Mayorate) so other factions considered my attacks heinuous despite being hostile to pirates themselves as I attacked a friendly but now I dropped deep enough in relation with pirates that they consider it expected?
If a faction is hostile to the faction you attack they won't get upset.
Well, I'll try to find the time to try and replicate anyway. In the meantime, feel free to nag me again if you see it again ;)
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There is a problem here, the nex is support the Fleaden mod.
But I can't find it in FAQ.
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There is a problem here, the nex is support the Fleaden mod.
But I can't find it in FAQ.
I can explain why this is:
Fleaden support was dropped, but Nexerelin has not been updated since Fleaden support was dropped.
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Update? :)
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I'm going to be so happy when this mod gets updated - the update name can finally change. :D
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Update? :)
Eventually. I'd like to finish my vanilla playtest first, then see how the new features work with stuff and add a few new things. (And debugging, of course.)
I'm going to be so happy when this mod gets updated - the update name can finally change. :D
You should be thankful; my other candidate name for the release was "My Little Pegasus" (after celestis's PBC mod).
::)
:D
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It's always annoyed me that "independent" smugglers are mechanically above the law in Starsector, nowadays happily orbiting a station with their transceivers off within visual range of the patrol currently scolding me for having mine off. I think it'd an interesting (albeit possibly convoluted or currently impossible) system to set them to be pirates when "fully detected" by the player fleet in systems where the beacon is owned by the faction the player is a part of; personally I'd like to see them just be pirates permanently, ending the long-standing annoyance of chasing some of them as pirates all the way to a market where they bounce off the station and suddenly become "independent."
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Hi,
Can you please provide support for systems with more than just 8 planets?
Like 50 planets per system and like 50 stations?
Thanks, cuz I don't like hyperspace and really like in-system conflicts more than extra-system invasions.
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Hi,
Can you please provide support for systems with more than just 8 planets?
Like 50 planets per system and like 50 stations?
Thanks, cuz I don't like hyperspace and really like in-system conflicts more than extra-system invasions.
>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
@Histidine
Are you going to keep the existing faction relations system?
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>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
(http://fastml.com/images/distributed/htop_32_cores.png)
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>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
(http://fastml.com/images/distributed/htop_32_cores.png)
Starsector is single-thread, for the most part. The best CPU for the game is a 6700K overclocked to 5+ GHz.
And what kind of CPU has 16 cores? I thought the top-end Xeon had 18.
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Hi,
Can you please provide support for systems with more than just 8 planets?
Like 50 planets per system and like 50 stations?
Thanks, cuz I don't like hyperspace and really like in-system conflicts more than extra-system invasions.
>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
@Histidine
Are you going to keep the existing faction relations system?
Yes, a *** I7 processor on a 4 year old laptop. Its optional after all... maybe a config setting to increase minimum number of planets?
in rules.csv you have $option==exerelinNGCMaxPlanets8
I assume this is hard-coded in your code and you cant simply change that 8 to a 200 and have it work?
UPDATE:
HAHA IT WORKED! 50 planets!!!!!!!!! in one system!!!
but It was like 2 boxes down, not the column mentioned above.
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I'll probably add 10 and 12 planet options for the next release, but 50 planets is just not going to happen.
@Histidine
Are you going to keep the existing faction relations system?
I'll adjust the good rep investigation to make sense with the concept of faction membership (i.e. faction A won't investigate your ties with faction B if either A or B is the faction you're a member of). Other than that, the only reputation things I'm changing for now are UI and under-the-hood stuff.
If someone wants a broader change to the good rep investigation handling, I hear SS+ will have some changes in that department ;)
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And what kind of CPU has 16 cores? I thought the top-end Xeon had 18.
Well, there is a Linux version, no reason not to try it on every machine you have access to...
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I wonder when we gonna get the update
:>
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Right around the time that it's done.
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I can understand the inpatience though...
Because of my personality that is more of a trader, and maybe a conqueror, but not a bounty hunter, I find the vanilla campaign for now extremely boring.
But I have loads and loads of fun with Nexerelin (also Nexerelin + Starsector+ has better skills than the stock ones)
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I can understand the inpatience though...
Because of my personality that is more of a trader, and maybe a conqueror, but not a bounty hunter, I find the vanilla campaign for now extremely boring.
But I have loads and loads of fun with Nexerelin (also Nexerelin + Starsector+ has better skills than the stock ones)
yeah... thats right. I do feel the vanilla is best played as a pirate scrounging for survival. Otherwise it lack challenge and end up being "oh look i hit god mode again..."
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I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.
I guess I could provide a "no warranty" beta version or something?
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I guess I could provide a "no warranty" beta version or something?
You mean the !FUN! version? :P
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I'm also for the "FUN" version first :) we can help with playtest, you know )
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We've got a shadowyards dev and a citadel dev, a nexerelin dev would fit right in in the 'technically works in .7a? ' category ;)
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May also provide some extra data if needed. :o
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I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.
I guess I could provide a "no warranty" beta version or something?
I would be fine with that.
Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?
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Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?
The Nexerelin system for seeding planets and their market conditions. The last one could get prices within acceptable bounds fairly reliably, but with the changes to market condition throughput in 0.7 (and, well, me upsizing many of the markets) it is now rather... inadequate for the task.
I'll try fiddling with the dials some more and see if I can get something that can be counted on to not have large over/undersupply problems.
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Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?
The Nexerelin system for seeding planets and their market conditions. The last one could get prices within acceptable bounds fairly reliably, but with the changes to market condition throughput in 0.7 (and, well, me upsizing many of the markets) it is now rather... inadequate for the task.
I'll try fiddling with the dials some more and see if I can get something that can be counted on to not have large over/undersupply problems.
I am seeing issues with this on the stock game, so I doubt you can fix it by just adjusting dials, I think the economy needs some serious fixing instead.
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I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.
I guess I could provide a "no warranty" beta version or something?
Ya yaaayyy
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Okay, beta is out.
Use at your own risk. Side effects include hair loss, gingivitis, muscle aches, skin rashes and spontaneous brain combustion. If you have an Emergency Burn lasting for more than for hours, consult a doctor.
Nexerelin v0.6.9 beta
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.6.9_beta.zip) + hotfix (https://www.dropbox.com/s/ivupu8cgktexlph/Nexerelin_0.6.9_beta_hotfix.zip?dl=0)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7 (interim)
* Updates for Starsector 0.7
* Add Luddic Path handling
* Add special handling for good rep investigations
* Add ability: Follow Me!
* New planet types can spawn, be mined
* Update Corvus mode locations
* Corvus mode selectable from within the game config menu
* Add Scion Collective, ApproLight support
* Fixes/improvements for star system generation:
* Enable uninhabited systems
* Non-Corvus-mode systems use a preset list of start points instead of full randomization
* Fix moon generation; moons more common now (a gas giant can have up to three)
* Belter stations actually spawn now
* Binary companions get their own jump points
* Tweak selection of stellar objects for spawning belts
* Increase number of asteroids in star-orbiting belts
* Remove an ugly background
* Better handling of asteroid belt, relay orbit distances from stars
* Stars and gas giants have lower mass (things orbit them more slowly)
* Huge economy generation revamps
* Mining improvements/fixes:
* Uninhabited planets (not just moons) can be mined (25% higher danger)
* Base accident hull damage 500 -> 400
* Heavy Mining Laser strength 5 -> 8
* Shepherd strength 10 -> 9
* Mining Pod (hull) strength 0 -> 0.5
* Armored Mining Drone (hull) strength 0 -> 0.7
* Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
* Mining fighter wings can lose CR from accidents
* Fix null reference when only miners are wings, no ships
* Mining hazard rating shown with 2 decimal points
* Fix mining cryovolcanic worlds
* UI improvements:
* Hide dead factions in intel screen (except pirates, etc.)
* Markets with military bases listed as such in directory
* Allow 10 and 12-planet, zero station starts
* Various gameplay changes:
* Sindrian Diktat gets Lions' Guards at their homeworld
* Having transponder off reduces detection chance of agents/saboteurs
* Don't add/remove free port condition on market capture in Corvus mode
* countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
* Diplomacy improvements/fixes:
* Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
* Infected (Flu-X) no longer categorized as a pirate faction
* PBC can experience the "tech stolen" diplomacy event
* player_npc does not have warmonger penalties by default
* Don't make factions neutral on death
* Bugfixes:
* Prevent crash if game somehow fails to find a valid mining ship
* Fix war weariness null crashes
* Fix Shanghai not changing faction on market capture
* Fix dominance mod boost in hard mode
* Fix Protonian Tech support
* Miscellaneous:
* Update Starsector+ compatibility
* Player teleporting to homeworld now included in start game save (i.e. persists after reload)
* Externalize tariffs to config
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Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?
I'd be happy to help ya test some out
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Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?
I'd be happy to help ya test some out
Feedback with a modded game is welcome, thanks!
(just don't ask me to fix issues with other people's mods, ofc)
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Thanks for the update! Will try it out later today.
If you have an Emergency Burn lasting for more than for hours, consult a doctor.
That sounds pretty lewd...
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Hotfix here (https://www.dropbox.com/s/ivupu8cgktexlph/Nexerelin_0.6.9_beta_hotfix.zip?dl=0) (fixes response fleets not working, markets locking you out after you capture them, and a bunch of other things)
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I'm getting this error:
(I play with ai war, templars and imperium factions, and the simulation and radar mods)
Spoiler
440490 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Starting covert warfare event creation
440490 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Trying action: SABOTAGE_RESERVE
440490 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Number of target factions: 3
440490 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Target faction: Luddic Church
440491 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
441126 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from Zat_Orbital, 19 total available
441591 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I think is a AI war mod error, from comparing the mod list of another guy who's having the same error.
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Several issues:
- When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
- I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
- For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.
This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
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Several issues:
- When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
- I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
- For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.
This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
Are you sure you toggled the mods on in the mod list?
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Also you're using the most recent starsector version? (just in case)
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Several issues:
- When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
- I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
- For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.
This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
It seems like the Nexerelin .zip wasn't extracted properly (although it somehow seems to have put mod_info.json in the right place anyway).
Try a reinstall of Nexerelin, and make sure all the files get put in the right place; check that data/config/exerelin/exerelin_config.json exists at least.
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Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.
Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.
Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?
Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.
Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.
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Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.
Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.
Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?
Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.
Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.
OSX default behaviour when dropping one folder into another is replace the FOLDER, not the contents.
It surprised me the first time it happened to me (it was in a day job I just had started, and it erased a 2 month long project that had no backup... thankfully it was still open in Eclipse, and Eclipse asked if I wanted to re-save all files again...)
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Had a crash when I won a battle I'd joined in on. I believe my allies had already started retreating, they had definitely all retreated by the time the battle ended. Not sure if it's a nexerelin issue or a bug with the main game, but I hadn't encountered it before installing the mod.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
at com.fs.starfarer.combat.C.class.Ò00000(Unknown Source)
at com.fs.starfarer.combat.C.class.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
at com.fs.starfarer.combat.CombatState.endCombatAndShowDialogIfMission(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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That bug has been corrected in the hotfix for Starsector, re-download the game to correct it.
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I did two playthroughs one as tri and one as hege.
It seems now that all factions hate you all the time, and its incredibly hard to make credits.
Bounties you can only hunt from your faction basically.
Mining returns low money and +skilled up faction fleets will rip you apart.
Missions are also near impossible due to the amount of fleets running around.
:O
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nexerelin is much harder than it used to be.
bounty hunting is hard, not because of the fleets, but because if you deploy a reasonable force to destroy the enemy (not even your whole force, most of the time) the supplies you get (usually less than 50) are not even half enough to return to full CR.
supplies are 200+ credits, fuel likewise
even with the salary, keeping even a small fleet equipped and in good condition is impossible.
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supplies are 200+ credits, fuel likewise
You must have had a bad random start with unbalanced supply/demand. In my game my size 7 home port had supplies under 30 credits.
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Your start must've been nonsense as well, I've never seen 30 credit supplies in a port that wasn't going to expire in a month. I've had to rely on prism having the least expensive supplies to buy from to support my little spire destroyer/frigates trio.
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@Cik, You always can adjust the supplies price in commodities.csv to your liking. Requires a game restart though.
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I was hoping I'd brought the economic variability under control, apparently not.
Will test with some adjustments later (tries to have more supply producers in general; shipbreaking centers make more metals and machinery)
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I'm getting this error when using Nexerelin and SRI:
Spoiler
79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 0 out of a maximum 50 trade fleets in play
79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Heaven] to spawn trade fleet from
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Bardasano]
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [], bringing back [Fuel,Food]; volume: 166
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Heaven] (volume: 166)
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 20 point economy fleet from [Heaven] to [Bardasano]
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary company] at hyperloc Vector2f[2497.0, -3117.0]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3135.829, -849.5943]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79454 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-7520.898, -201.46985]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sophita]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Kryska]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla Quey]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Linen II]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Setzer I]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Torm Terminal]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Cyan I]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Raqueler]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Heaven]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla II]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sanctuary Nest]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Rayma Backwater]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Camanis I]
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 1 out of a maximum 50 trade fleets in play
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Creta] to spawn trade fleet from
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Gryphon Terminal]
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Hand Weapons], bringing back [Crew,Supplies]; volume: 92
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Creta] (volume: 92)
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 24 point economy fleet from [Creta] to [Gryphon Terminal]
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary patrol] at hyperloc Vector2f[2497.0, -3117.0]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-8050.683, -4598.629]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79490 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-9542.138, 682.0615]
79498 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary scout] at hyperloc Vector2f[-3034.0, -411.0]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-7296.9795, -1145.2489]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79505 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-6746.6333, -1316.4934]
79507 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: drugs to Edea
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79519 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
79889 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
79889 [Thread-11] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
79918 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:158)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:150)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.advance(OfficerManagerEvent.java:82)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Alright, glancing through your files for econ generation. You start with a randomized base of sectors based on some market stereotypes, and then you trim out the extremes to balance it out.
Balance here is based upon expected supply and demand of the overall system of planets.
Some interesting aspects about this.
1: Enemies don't ship to each-other as I understand it. This means if the supply for a product is on one side of a rivalry, and not the other, then there will be a price imbalance that occurs.
2: As I understand it, shipping isn't really based upon demand in a way that really scales. Because actors in your economy are not profit-motivated, imbalanced continue and can keep increasing. There is something of a limit to this, but the market doesn't really ever try to 'correct' itself.
3: Likewise, as I understand it, trade doesn't occur as much over long distances, so you can get a similar cut-off from a sector that happens to be very far away.
Edit: That said, I have spent quite some time trying to reproduce this problem, and looking at the way the economy flows. Best I can tell there is far too *much* production, not too little. I have trouble finding the basic economic imbalances that lead to any profit at all, and I have made a handful of worlds to test this. As it stands now, I contend you basically have killed merchants because of the way the economy currently functions. Admittedly, they were quite easy in vanilla, but this extreme is a bit of a problem.
If you are to try to adjust for this, you need smuggled goods to transfer when market imbalance gets very high, or at least some sort of response here. Right now these effects are what you use to have pockets where a player can profit as a merchant in the normal game. Its why you almost always start with a ton of money you can make off of short-range supply trading in the base game. With tarrifs are they are, its a very real need.
If you want to correct this, you need some sort of reflexive economic response to high/low prices. Whether that is building a new economic trait and tearing an old one down, or triggering new trade routes.
-
I'm getting this error when using Nexerelin and SRI:
Spoiler
79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 0 out of a maximum 50 trade fleets in play
79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Heaven] to spawn trade fleet from
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Bardasano]
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [], bringing back [Fuel,Food]; volume: 166
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Heaven] (volume: 166)
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 20 point economy fleet from [Heaven] to [Bardasano]
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary company] at hyperloc Vector2f[2497.0, -3117.0]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3135.829, -849.5943]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79454 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-7520.898, -201.46985]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sophita]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Kryska]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla Quey]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Linen II]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Setzer I]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Torm Terminal]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Cyan I]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Raqueler]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Heaven]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla II]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sanctuary Nest]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Rayma Backwater]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Camanis I]
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 1 out of a maximum 50 trade fleets in play
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Creta] to spawn trade fleet from
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Gryphon Terminal]
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Hand Weapons], bringing back [Crew,Supplies]; volume: 92
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Creta] (volume: 92)
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 24 point economy fleet from [Creta] to [Gryphon Terminal]
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary patrol] at hyperloc Vector2f[2497.0, -3117.0]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-8050.683, -4598.629]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79490 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-9542.138, 682.0615]
79498 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary scout] at hyperloc Vector2f[-3034.0, -411.0]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-7296.9795, -1145.2489]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79505 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-6746.6333, -1316.4934]
79507 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: drugs to Edea
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79519 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
79889 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
79889 [Thread-11] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
79918 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:158)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:150)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.advance(OfficerManagerEvent.java:82)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Nexerelin doesn't touch other mods' officer traits and player_npc doesn't have the fearless trait. Clean install? What other mods were you using?
Edit: That said, I have spent quite some time trying to reproduce this problem, and looking at the way the economy flows. Best I can tell there is far too *much* production, not too little. I have trouble finding the basic economic imbalances that lead to any profit at all, and I have made a handful of worlds to test this. As it stands now, I contend you basically have killed merchants because of the way the economy currently functions. Admittedly, they were quite easy in vanilla, but this extreme is a bit of a problem.
My immediate concern is making supplies/fuel not exorbitantly expensive (too cheap is also a problem, but at least it doesn't make the game unplayable). Other issues are secondary at present.
I imagine the abundance of trade disruptions should keep a trader playstyle economically viable anyway, though I'd need to test it.
-
I was playing starting on pirate faction, a rather long game time in I got attacked by a pirate smuggler that chased my fleet down. I disengaged, ran away, and a bit later on turned the transponder on - which got me kicked out of the pirates faction due to 'making my crimes public' (and reset all other faction relations to 0).
I suspect the smuggler might be a long lost remnant of a smuggler fleet I once attacked while it was flying independent colors. Anyhow, now the whole game seems out of whack - you have pirate patrols chasing down other pirate patrols and orbiting around each other doing nothing since when the fleets intercept, they don't engage - being of the same faction I suppose. I'm not sure how this can be handled - not sure what's exactly happening either but i thought i'd let you know.
-
I have a question about the color of your 'player faction'. The player_npc.faction (I'm assuming this is the one, it affects my faction in-game so...) has a color area that has 4 different (RGB?) color values. I don't know what to do in order to make my faction red, for example.
-
Don't recall what the last number is; probably transparency (or lack thereof). [255,0,0,255] should be "pure" solid red and is the default vanilla Pirates color. Increase the zeroes to add blue and green to darken it.
-
Ok thanks I'll go try that. (I also had an issue with making the names and all that completely invisible, so you might be right about the transparency)
-
Don't recall what the last number is; probably transparency (or lack thereof). [255,0,0,255] should be "pure" solid red and is the default vanilla Pirates color. Increase the zeroes to add blue and green to darken it.
It's an RGBA colourspace -- the last number is "alpha", which is opacity, yep. To darken you actually have to decrease the red -- e.g., 204,0,0 is 80% as bright as 255,0,0. Any time a number increases, it adds more light in a given wavelength, which mixed together approaches white light. Everyone always tried to explain everything in the primary paint colours and it just confused me until I thought of it as light adding up, which makes far more sense (although my brain still has trouble figuring out how red and green make yellow).
-
I sat there and stared at it feeling like something was wrong, but my brain is so wrecked by terrible sleep habits that I couldn't figure it out. :P
-
After endless hours of hitting the economy with my head I think I finally made it a bit more stable. Still, if you see any really outrageous prices, best I can suggest is a restart.
And now I'm totally sick of dealing with it, so here's some fixes while I have them.
Notable changes since beta:
Spoiler
- Fix prisoner drops
- Fix various economy issues
- Invasions less frequent; add grace period at start
- Independents spawn at start
- Diplomacy, covert ops events get special icons
- Fix Prism weapons selection
- Fix Saboteur using old effect values
- Random start relationships higher on average
- Add Laminar as Diable miner
Nexerelin v0.7
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.zip) + hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7
* Updates for Starsector 0.7
* Add Luddic Path handling
* Add special handling for good rep investigations
* Add ability: Follow Me!
* New planet types can spawn, be mined
* Update Corvus mode locations
* Corvus mode selectable from within the game config menu
* Add Scion Collective, ApproLight support
* Fixes/improvements for star system generation:
* Enable uninhabited systems
* Non-Corvus-mode systems use a preset list of start points instead of full randomization
* Fix moon generation; moons more common now (a gas giant can have up to three)
* Belter stations actually spawn now
* Binary companions get their own jump points
* Tweak selection of stellar objects for spawning belts
* Increase number of asteroids in star-orbiting belts
* Remove an ugly background
* Better handling of asteroid belt, relay orbit distances from stars
* Stars and gas giants have lower mass (things orbit them more slowly)
* Huge economy generation revamps
* Mining improvements/fixes:
* Uninhabited planets (not just moons) can be mined (25% higher danger)
* Base accident hull damage 500 -> 400
* Add Laminar as Diable miner
* Heavy Mining Laser strength 5 -> 8
* Shepherd strength 10 -> 9
* Mining Pod (hull) strength 0 -> 0.5
* Armored Mining Drone (hull) strength 0 -> 0.7
* Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
* Mining fighter wings can lose CR from accidents
* Fix null reference when only miners are wings, no ships
* Mining hazard rating shown with 2 decimal points
* Fix mining cryovolcanic worlds
* UI improvements:
* Hide dead factions in intel screen (except pirates, etc.)
* Diplomacy, covert ops events get special icons
* Markets with military bases listed as such in directory
* Various gameplay changes:
* Independents spawn at start
* Market invasion defense made slightly higher for smaller markets, lower for larger ones
* Invasions less frequent; add grace period
* Extend grace period for alliance formation
* Sindrian Diktat gets Lions' Guards at their homeworld
* Having transponder off reduces detection chance of agents/saboteurs
* Don't add/remove free port condition on market capture in Corvus mode
* countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
* Diplomacy improvements/fixes:
* Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
* Infected (Flu-X) no longer categorized as a pirate faction
* PBC can experience the "tech stolen" diplomacy event
* player_npc does not have warmonger penalties by default
* Don't make factions neutral on death
* Random start relationships higher on average
* Bugfixes:
* Prevent crash if game somehow fails to find a valid mining ship
* Fix war weariness null crashes
* Fix Shanghai not changing faction on market capture
* Fix dominance mod boost in hard mode
* Fix Protonian Tech support
* Probably fix some weird sector generation issues if starting new game multiple times in one session
* Miscellaneous:
* Update Starsector+ compatibility
* Player teleporting to homeworld now included in start game save (i.e. persists after reload)
* Externalize tariffs to config
* Allow 10 and 12-planet, zero station starts
* Externalize market destabilization texts
* Fix misleading comment for crewLootMult config option
-
Thanks for the update.
-
Using the newest version posted above; just got an error, it seems fleets are trying to use mining_pod_wing even when they don't have a specification.
Spoiler
271173 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
at com.fs.starfarer.loading.if.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.addMiningShipToFleet(ExerelinUtilsFleet.java:143)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:175)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
There are far too many highly proficient officers flying around. I can't do squat with my Tempest...
-
Using the newest version posted above; just got an error, it seems fleets are trying to use mining_pod_wing even when they don't have a specification.
Spoiler
271173 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
at com.fs.starfarer.loading.if.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.addMiningShipToFleet(ExerelinUtilsFleet.java:143)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:175)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Having the same error
-
Open up starsector-core/data/hulls/wing_data.json and make a second copy of the mining_drone_wing and ten renaming the id into mining_pod_wing fixed my error. So if you're looking for a quick fix until the patch comes there you go.
-
After upgrading to the new version today I'm seeing developer options in fleet engagements, and in general I have dev-only mode options everywhere.
http://imgur.com/Jr92Blz (http://imgur.com/Jr92Blz)
Edit: seems to have randomly resolved itself. Very strange.
-
Open up starsector-core/data/hulls/wing_data.json and make a second copy of the mining_drone_wing and ten renaming the id into mining_pod_wing fixed my error. So if you're looking for a quick fix until the patch comes there you go.
Will try that thnx
EDIT:
I don't have a wing_data.json there only a wing_data.csv
EDIT:
Just edited the wing_data.csv and did what you said but still get an error:
75240 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:706)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Using the newest version posted above; just got an error, it seems fleets are trying to use mining_pod_wing even when they don't have a specification.
Spoiler
271173 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
at com.fs.starfarer.loading.if.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.addMiningShipToFleet(ExerelinUtilsFleet.java:143)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:175)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Well that's what I get for not testing my fallbacks...
It should work if you make sure all factions present in the game (with a market) have a faction config in config/exerelinFactionConfig at least.
EDIT:
Just edited the wing_data.csv and did what you said but still get an error:
75240 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:706)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Try starting a game with fewer stars for now.
-
Quick question: Using Console commands, I'm not sure what argument to pass to setRelationship to change my standing with a faction. player and player_npc both don't work, and while I can set the faction I'm affiliated with to being friendly with another faction (doing to both ways, ie setRelationship x y 70, then setRelationship y x 70), the other faction still stays hostile to me, personally. I thought syncRelationships would fix my relationships to match my factions, but it actually does the opposite. What am I being dumb about?
-
Yeah, SetRelationship doesn't seem to "take" properly and I'm afraid I have no idea why, sorry :(
(if you want to be friendly with someone, you can circumvent the bug by giving yourself 100 prisoners and repatriating them to the target at one of their markets)
I ought to do a reverse syncRelationships command, incidentally.
-
damn
Every time in 30 sec ( after i load my save ?x) i had a bug :(
43541 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ceyx by 3.4492248E-4, is now 0.024413852
143801 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [crom_cruach_chicomoztoc]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144029 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [stillness_nortia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144139 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_qaras]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144332 [Thread-5] INFO exerelin.world.MiningFleetManager - Trying mining fleet for market Sphinx
144336 [Thread-5] INFO exerelin.world.MiningFleetManager - Spawned Hegemony mining fleet of size 11
144336 [Thread-5] INFO exerelin.world.MiningFleetManager - Trying mining fleet for market Ceyx
144720 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [ceyx_coatl]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144941 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 48 out of a maximum 50 trade fleets in play
144941 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Nortia] to spawn trade fleet from
144942 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
144942 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
144943 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send liner fleet to market [Sphinx]
144943 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating liner fleet of tier 1 for market [Nortia], going to [Sphinx]
144948 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Nortia] to [Sphinx]
145203 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [chicomoztoc_cruor]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145281 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [mimir_platform_theramin]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145555 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Factions are: pirates, player
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.10958904
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Trying event: Spy Ring Uncovered
145618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [orthrus_sindria]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145701 [Thread-5] INFO exerelin.campaign.SectorManager - Faction Shadowyards has 3 markets left
145702 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/corvus_location_config.json]
145722 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
145900 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:687)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:365)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:124)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
mods
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 launcher
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
-
Do you still have your old 65.2 install of SS? If you do, delete or move .7's JRE folder and then put 65.2's jre folder in its place
-
no.
i dont have 0,65..
all mods that i am unisg support ... 0,7a
i tryed to make new game but i had same error
92086 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Stillness by 3.4738716E-4, is now 0.12911591
92184 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 19 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
92193 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[2401.3464, 14875.646]
92436 [Thread-5] INFO exerelin.campaign.SectorManager - Faction Shadowyards has 3 markets left
92440 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/corvus_location_config.json]
92450 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
92460 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
92658 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:687)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:365)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:124)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
92717 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
92717 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
-
Just crashed out with this error:
28101029 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07271667
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.072787434
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025414048
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025484815
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya I by 9.435915E-5, is now 0.0848548
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya I by 9.435915E-5, is now 0.08492557
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Shadow by 9.435915E-5, is now 0.08511422
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Shadow by 9.435915E-5, is now 0.08518499
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07285821
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07292898
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025555585
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025626354
28101070 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Silk_III_Ledge_Zidane]: trade (s: 8, l: 19), smuggling: (s: 0, l: 0)
28101676 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Hotfix jar here (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0).
What do:
- Fixes broken fallback for mining variant when faction config does not exist
- Allows more star locations (fixes Requal's crash)
- Fixes alfa2's crash
How use: Save to Nexerelin/jars, overwriting the existing one
Just crashed out with this error:
Probably the AI War bug (http://fractalsoftworks.com/forum/index.php?topic=9427.msg171774#msg171774). (Fixed for 0.7.1a, in the meantime read the follow-up replies for a workaround)
Quick question: Using Console commands, I'm not sure what argument to pass to setRelationship to change my standing with a faction. player and player_npc both don't work, and while I can set the faction I'm affiliated with to being friendly with another faction (doing to both ways, ie setRelationship x y 70, then setRelationship y x 70), the other faction still stays hostile to me, personally. I thought syncRelationships would fix my relationships to match my factions, but it actually does the opposite. What am I being dumb about?
Yeah, SetRelationship doesn't seem to "take" properly and I'm afraid I have no idea why, sorry :(
Okay, I figured it out (the command is matching the faction to player_npc instead of the actual player faction).
You can change the faction's display name (see first post for details) to fix it locally.
Or you can do
> runcode exerelin.utilities.ExerelinUtilsReputation.syncPlayerRelationshipsToFaction(false)
and it should work. (You can copy and paste that into console)
-
Thanks - my save looks work again...
-
Hi histidine,
Is there a way I could edit the planet system generation? If I can where would you find that file. I'm trying to see if I could improve the planet generation so that stations and planets belong to the same faction. So the factions feel more conglomerated and less I spread apart. I would very much appreciate some advice.
-
What the player faction do exactly?
Also, if you own a relay, do you have to hack your own relay to get info from it?
-
You automatically get relay access if you have "cooperative" relations; so as long as you don't annoy your own faction...
-
Ah, I'm enjoying playing with just this mod!
Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.
-
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
-
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
That would imply completely rewriting the AI in campaign for those fleets as this is the intended vanilla behavior. A huge undertaking to say the least; and it would probably brake with each major update of the game.
-
Is there a way I could edit the planet system generation? If I can where would you find that file. I'm trying to see if I could improve the planet generation so that stations and planets belong to the same faction. So the factions feel more conglomerated and less I spread apart. I would very much appreciate some advice.
If you just want to set which planets/stations belong to which faction:
Spoiler
The relevant class (ExerelinSectorGen) is here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default)
For each system, initial generation of the stars and planets, and pre-generation of the stations, is here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default#ExerelinSectorGen.java-1246)
Once that's done, it assigns factions and markets to planets/stations here (https://bitbucket.org/Histidine/exerelin/src/fd294c50358195424711e7c8958fb68120543f6c/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default#ExerelinSectorGen.java-1033)
Currently it just adds all inhabited planets/moons and stations in the sector to a List of habitable entities (planets and moons are in habitablePlanets, stations in standaloneStations). Then it shuffles each list and assigns the entities to each faction, sequentially, in a semi-randomized order (think Tetris). You'll probably want to change this so moons get the same faction (and maybe the same market) as their planets, and planets/stations in each system mostly belong to the same faction.
The logic and code to do this is left as an exercise to the reader ;)
As for actually applying this: You could compile the modified version into your own ExerelinCore.jar and replace the mod's own one.
Or you could make your own mini-mod with the modified script in a new class (inheriting from the base ExerelinSectorGen), and have the mod be loaded after Nexerelin (mods load in alphabetical order). In your minimod's settings.json, set your new class to be the game's newGameCreationEntryPoint.
"plugins":{
"newGameCreationEntryPoint":"exerelin.world.MyExerelinSectorGen",
},
Note: I am not responsible for any migraines that result from actually attempting to read/modify the Nexerelin code.
What the player faction do exactly?
For most purposes, it's just the "default" faction if you aren't with one of the vanilla/mod ones. There are a couple of behavioural differences (they can't join alliances, they don't investigate you for smuggling, and you start at max reputation with them), but for the most part they aren't really important.
Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.
Yeah, the current implementation was pretty much just a quick and dirty fix for the "not enough spots" crash. I'll teach it to use a set of closer spots first and only add further ones if it needs more.
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
I'll poke Alex and see if there's a way to do it.
-
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.
I'll poke Alex and see if there's a way to do it.
Aw, shoot. I thought that the solution was something as simple as "swapping" the code with that of the trade fleets. After all, invasions are a logistically serious matter; you want that huge fleet to go from point A to point B and do it's job, right?
-
one more bug
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 launcher
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 75Hz, 16bpp
33921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO exerelin.world.InvasionSupportFleetAI - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
6035331 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Same error on
INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7.1a-RC3 launcher
-
So.. I recently found the option "Number of empty starsystems" (not sure if it was there before or only since this update), but is it just me, or is there no way to benefit from this?
Or am I missing a way to colonize these?
-
So.. I recently found the option "Number of empty starsystems" (not sure if it was there before or only since this update), but is it just me, or is there no way to benefit from this?
Or am I missing a way to colonize these?
The stock game added empty star systems recently, so Nexerelin just added a way to generate these.
I dunno what they do in Nexerelin, but in the vanilla their only purpose is lore and having a place for people to hide from bounty hunters (ie: place where they are hiding from you)
-
I hope faction comissions don't break anything :-[
-
I'll likely push Nex 0.7b after I figure out how to integrate commissions and fix a few more issues. But it probably won't come out this week unless there are urgent bugs with SS 0.7.1a.
one more bug
Spoiler
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 launcher
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 75Hz, 16bpp
33921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO exerelin.world.InvasionSupportFleetAI - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
6035331 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Same error on
INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7.1a-RC3 launcher
Could you post in this thread (http://fractalsoftworks.com/forum/index.php?topic=10125) and help Alex work out the details? Thanks!
-
Could you post in this thread (http://fractalsoftworks.com/forum/index.php?topic=10125) and help Alex work out the details? Thanks!
Posted re: problem there.
-
Histidine I decided to start my economy mod by modding the tax...
One idea I had is make the tax 0, no matter any other modifiers, if the market is yours in the literal sense (I mean, why you would pay tax to yourself?)
There is a way to check that? If not, can you add it?
-
Histidine I decided to start my economy mod by modding the tax...
One idea I had is make the tax 0, no matter any other modifiers, if the market is yours in the literal sense (I mean, why you would pay tax to yourself?)
There is a way to check that? If not, can you add it?
market.getFactionId().equals("player_npc");
(there's a way to check it for "normal" factions which you're a part of, as well, but you'll have to know how to call methods that may not exist because the mod isn't loaded)
-
Beta version for Starsector 0.7.1a here (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7c_beta.zip)
(note: you'll have to rename the download/extracted folder yourself)
Official release after more playtesting and SS+ is updated.
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.1 (interim)
* Update for Starsector 0.7.1a
* Joining a faction automatically issues a commission, if the faction issues them (replaces any existing commission)
* Handling for relationship changes of players with commissions when factions cease hostilities
* Faction commissions also provide access to allies' equipment in military submarket
* Disable vanilla faction hostility event
* Replace some faction configuration .jsons with .csvs; move some stuff to faction config files as well
* In principle, adding Nexerelin support for a faction should be entirely doable from within the faction mod now
* Update Diable Avionics, Metelson support
* Non-Corvus mode allows stars further from center, if there aren't enough close ones
* Reinstate dissident market condition
* Rename player_npc to "followers"; add crest
* Faction changed event messages delivered immediately
* Remove planet definition entries that duplicate vanilla entries
* Use decimal group separators where applicable
* Independents can no longer be involved in NPC covert ops
* Fix crash on capturing a relay-associated market if planetToRelay map is not set
* Fix relationship with player_npc when applying Nexerelin to existing save
* Fix free start hugging planets it shouldn't
* Fix mining variant fallback
EDIT: Bear in mind that previous saves may not be compatible (http://fractalsoftworks.com/forum/index.php?topic=10125).
-
Thanks for the timely update! Will try it out now.
-
You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)
-
You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)
I didn't change the ID (so still player_npc), only the player-visible name.
-
Got this crash in the campaign map.
2431444 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:269)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:292)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:305)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:391)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:421)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:600)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
By the way, I started with "Own faction" and I'm not using Corvus mode.
Also, pirates seem to be neutral with everyone without known enemies.
Spoiler
(http://i.imgur.com/5uoqogM.png)
-
Well that was a really embarrassing bug.
Okay, hotfix jar (https://www.dropbox.com/s/cyhnxs7wihxu92h/ExerelinCore.jar?dl=0) (I've also replaced the old full download links).
Changes:
- Invasion and mining fleets should be less easily sidetracked
- Tweak some star sizes
- Fix pirate starting relationships
- Fix NPE, dysfunctional behavior on peace handling for commission holders
- Fix hostile-to-all factions hating themselves
-
So, are saves definitely not compatible or what ?(can't check)
-
First, thanks for the update!
But there is likely an issue with officers. Not quite sure if that's Nexerelin related, but most likely it is.
There are a lot of very high level officers around. Like lvl20, in vanilla there are often lvl5-7. It's a bit ridiculous not to be able to catch a cruiser with frigates. I suppose they have their speed skills maxed, so most time during the battle I just run after a ship several classes above mine in vain. That's probably not an issue with "fast factions" with a lot of propulsion stuff, but it is irritating with others.
-
I got an issue with new hotfix
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Starsector 0.7.1a-RC5
-
First, thanks for the update!
But there is likely an issue with officers. Not quite sure if that's Nexerelin related, but most likely it is.
There are a lot of very high level officers around. Like lvl20, in vanilla there are often lvl5-7. It's a bit ridiculous not to be able to catch a cruiser with frigates. I suppose they have their speed skills maxed, so most time during the battle I just run after a ship several classes above mine in vain. That's probably not an issue with "fast factions" with a lot of propulsion stuff, but it is irritating with others.
Well, I've had the same problem in Corvus mode only. Dob't kbow what's up with that.
-
Hmm, guess I'll have to do some debugging comparisons on officer levels (vanilla, Nex, Nex Corvus) later.
I got an issue with new hotfix
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Starsector 0.7.1a-RC5
Looks like you've got an out-of-date copy of events.json. Which version of Nexerelin did you install?
The hotfix linked in the post above (http://fractalsoftworks.com/forum/index.php?topic=9175.msg173455#msg173455) is for Nex v0.7b. v0.7c works out of the box.
v0.7 has its own hotfix (as linked in the OP) but lacks compatibility with Starsector 0.7.1a and is not recommended for use.
If all else fails just download 0.7c (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7c_beta.zip) again and do a clean install.
-
Not really a bug , but starting several games with 0.7/0.7.1 (and it's RCs) + Nexelerin and faction mod updates, I've encountered very different price ranges for most basic commodities.
Supplies 100..450 (about 400 of course makes even basic sustenance quite difficult)
Fuel 50..200 (expensive fuel makes following bounties wherever they are generated not such an automatic decision)
Marines 500..2500 (2500 makes ship capture unviable, also big impediment to planet capture)
Which created very different experiences overall. How much of this is actually intended?
-
How much of this is actually intended?
I'm curious about this as well. I know that prices were increased, but I don't know what the minimum is. Would save a lot of restarting.
-
Not really a bug , but starting several games with 0.7/0.7.1 (and it's RCs) + Nexelerin and faction mod updates, I've encountered very different price ranges for most basic commodities.
Supplies 100..450 (about 400 of course makes even basic sustenance quite difficult)
Fuel 50..200 (expensive fuel makes following bounties wherever they are generated not such an automatic decision)
Marines 500..2500 (2500 makes ship capture unviable, also big impediment to planet capture)
Which created very different experiences overall. How much of this is actually intended?
The way the economy works its impossible to have a random sector with stable prices. Heck it's even mostly impossible with mods that have hand-made systems because you don't know which ones are active or not. So yeah, it work as best as possible short of removing the economy or rewriting it from scratch. Just check the prices on a new game and restart if they are too high on launch, more often than not you'll get 100-150 prices.
-
Supply base cost is 100, fuel base cost is 50. Nexerelin tries to have prices be slightly under to slightly over base price.
200 credit supplies and 100 credit fuel is considered somewhat broken.
300 credit supplies and 150 credit fuel is considered catastrophically broken (and if I see something like it during testing, I make revisions immediately).
Marines have a base cost of 500 but there's never enough of them to go around; ~750 is more typical. Still, >= 1000 credit cost is something wrong.
(all base prices are unchanged from vanilla)
If you see such things, a couple of bits of information could help me try to fix it:
- Starting options: how many systems/planets/stations?
- How much do organics, volatiles, [rare] metals and heavy machinery cost?
- Open starsector.log and Ctrl+F for "balancing". This gives a bunch of lines reporting how it tried to add/remove market conditions to bring supply and demand in line with each other. Posting this could help; if the balancer is failing, or if the economy is out of whack despite that, I might be able to come up with something. (Probably.)
-
I've noticed I have the same issue when using SS+ and a lot of faction mods. Guess it's all because of the way the economy works.
-
@Histidine
My last game had mostly low prices, except marines.
Start conditions: 8 stars, 1 uninhabited star, max 6 planets, max 4 stations, +prism freeport, +starfarer mode
Prices (I'll just post from single world (size 7 tri tach), they are close to average, buy prices pre-tariff):
Supplies: 54
Fuel: 77
Organics: 16
Volatiles: 16
Metals: 37
Rare Metals: 120
Heavy Machinery: 65
Marines: 2397 <<
Balancing log fragment (nothing about Marines):
Spoiler
2245870 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Shaper (Tri-Tachyon)
2245870 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
2245870 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Thessia (pirates)
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245871 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Patiota (Citadel)
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Camanis I (independent)
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
2245872 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zaphod (Luddic Church)
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: aquaculture
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245873 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Baleyworld (Diable Avionics)
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sola (Shadowyards)
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
2245874 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Caparelli I (Hegemony)
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: aquaculture
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
2245875 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zaphod I (Sindrian Diktat)
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: urbanized_polity
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245876 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Heaven (Knights Templar)
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245877 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sword (Imperium)
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Patiota II (Shadowyards)
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245878 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Yiril I (independent)
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Mint (Knights Templar)
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: rural_polity
2245879 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Azerty I (Diable Avionics)
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
2245880 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sabin (Sindrian Diktat)
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: shipbreaking_center
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Chitose (Luddic Church)
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245881 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Watson (Tri-Tachyon)
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245882 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Grey (pirates)
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Aurora (Hegemony)
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Tywin (Citadel)
2245883 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Chitose I (Imperium)
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Squall (Sindrian Diktat)
2245884 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Esuna (Diable Avionics)
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245885 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for El Facil (Tri-Tachyon)
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Mayhew I Customs (pirates)
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245886 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Azerty II Wall (Imperium)
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Yiril Station (Shadowyards)
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245887 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Laret Customs (independent)
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Azerty Command (Knights Templar)
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245888 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Caxort Wall (Luddic Church)
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Mint I Backwater (Citadel)
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
2245889 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sola II Quey (Hegemony)
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Exerelin Shipyard (Tri-Tachyon)
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245890 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Jira Terminal (pirates)
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zanzibar B Exchange (Shadowyards)
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Rantemario View (Hegemony)
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245891 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Camanis II Mantle (Imperium)
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Darwin Wall (Diable Avionics)
2245892 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Feynman I Nest (Knights Templar)
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245893 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Raestal Backwater (independent)
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Patiota I Port (Citadel)
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
2245894 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Raqueler Trading Post (Luddic Church)
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zanzibar Ledge (Sindrian Diktat)
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sagan Exchange (pirates)
2245895 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ms_medCenter
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Gau Dock (Hegemony)
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
2245896 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance domestic goods supply/demand: 976970 / 1712810
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Tywin (size 5)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Exerelin Shipyard (size 5)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Sabin (size 6)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Sword (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Watson (size 6)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Patiota (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Rantemario View (size 5)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Zaphod I (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Zaphod (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Sola (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Esuna (size 6)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Baleyworld (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Raqueler Trading Post (size 5)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Gau Dock (size 5)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Caparelli I (size 7)
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final domestic goods supply/demand: 1556470 / 1712810
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance supplies supply/demand: 101500 / 256491
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance metal supply/demand: 206200 / 87000
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance weapons supply/demand: 58000 / 1916889
2245897 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Aurora
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Yiril I
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Azerty II Wall
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Patiota
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Darwin Wall
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Caxort Wall
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Exerelin Shipyard
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Tywin
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Esuna
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Sabin
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Watson
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Patiota I Port
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Rantemario View
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Patiota II
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Zaphod I
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Caparelli I
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Sola
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Gau Dock
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to El Facil
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing shipbreaking center to Squall
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Zaphod
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final supplies supply/demand: 339500 / 256491
2245898 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final metal supply/demand: 381200 / 367000
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final weapons supply/demand: 618000 / 1916889
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance food supply/demand: 9917580 / 9711100
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Hydroponics Lab from Patiota (size 7)
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Hydroponics Lab from Camanis I (size 3)
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Hydroponics Lab from Zaphod (size 7)
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final food supply/demand: 9467550 / 9711100
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance fuel supply/demand: 60000 / 75304
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Antimatter Fuel Production to Sabin
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final fuel supply/demand: 80000 / 75304
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance organics supply/demand: 3241796 / 4887936
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Organics Complex to Camanis II Mantle
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Organics Complex to Azerty I
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Organics Complex to Mint
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Organics Complex to Rantemario View
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Organics Complex to Sola
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final organics supply/demand: 5741796 / 4887936
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance volatiles supply/demand: 3425000 / 3855978
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Volatiles Complex to Chitose I
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Volatiles Complex to Mint I Backwater
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final volatiles supply/demand: 4425000 / 3855978
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance metal supply/demand: 381200 / 367000
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Thessia
2245899 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Jira Terminal
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Camanis I
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Tywin
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Watson
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Exerelin Shipyard
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Patiota II
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Refining Complex to Sola II Quey
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final metal supply/demand: 461200 / 367000
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance ore supply/demand: 220000 / 376000
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Gau Dock
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Esuna
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Darwin Wall
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Patiota I Port
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Azerty II Wall
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Mayhew I Customs
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Zanzibar Ledge
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Camanis I
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Laret Customs
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Azerty I
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Raqueler Trading Post
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Aurora
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Caxort Wall
2245900 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final ore supply/demand: 480000 / 376000
Previous game had about 400 supply prices. Found no log fragment that seemed relevant (past log rollover?).
Start conditions: all default + prism freeport.
Prices (also size 7 Tri-Tach):
Supplies: 382 <<
Fuel: 70
Organics: 39
Volatiles: 32
Metals: 21
Rare Metals: 91
Heavy Machinery: 441
Marines: 675
-
I started a game two more times and I always find these terribly unbalanced fleets:
Spoiler
(https://www.dropbox.com/s/90i5yihsps6umh6/lvl20.png?dl=1)
5x lvl 20 (!) officers in a regular fleet. And these are just ones that are currently on screen, come on! There is something wrong with officer spawn stuff. Did not experience that in Vanilla, so that is probably a bug in Nexerelin code.
-
My standing with my faction (Tiandong) decreased because I was apparently hostile to "the Bounty Hunters" and "the Wanted". The only things I'd fought so far were some Dark Spire.
-
Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?
-
If you see such things, a couple of bits of information could help me try to fix it:
- Starting options: how many systems/planets/stations?
- How much do organics, volatiles, [rare] metals and heavy machinery cost?
- Open starsector.log and Ctrl+F for "balancing". This gives a bunch of lines reporting how it tried to add/remove market conditions to bring supply and demand in line with each other. Posting this could help; if the balancer is failing, or if the economy is out of whack despite that, I might be able to come up with something. (Probably.)
So I've been trying to get a good start for a bit now (~7 tries) and the game keeps stumbling over the same price hurdles.
Options: I've tried a variety from 6-10 systems, 3-5 stations, usually left planets at 5. (latest attempt was 8 systems +2 uninhabited, 3 stations 5 planets if im not mistaken)
On average this results in >5 markets per system.
I tried reducing the number of starting factions to 75% as I have a total of 10 including mods (not counting pirates & Indie)
Prices for starting planet/system are consistently high for:
Supplies (ranging from 250 with 140 shown as lowered price on intel tab)
Drugs and Organs (around 900-1200 average for both, oddly)
Marines (always >1700)
Sometimes too high for:
Rare Metals (up to 400, usually high 200 range)
Metals (minor, only about 40-50 usually)
Weapons (up to 400, average mid 200 range)
Usually low for machinery (its not rare seeing ~70 on avg, was fine on the latest attempt, log below)
Volatiles (intel shows sector wide reduced to ~10 avg)
Here the latest log filtered by "ExerelinMarketSetup"
Spoiler
Line 231847: 537381 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORGANICS
Line 231851: 537381 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231853: 537382 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORE
Line 231855: 537382 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype HEAVY_INDUSTRY
Line 231866: 537383 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 231869: 537384 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype VOLATILES
Line 231871: 537384 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORGANICS
Line 231879: 537386 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype HEAVY_INDUSTRY
Line 231882: 537386 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORGANICS
Line 231883: 537386 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231895: 537400 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231898: 537400 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 231908: 537401 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231914: 537402 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 231926: 537411 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 231927: 537411 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype HEAVY_INDUSTRY
Line 231931: 537411 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231938: 537421 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype VOLATILES
Line 231939: 537421 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORGANICS
Line 231941: 537422 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORE
Line 231944: 537422 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype HEAVY_INDUSTRY
Line 231946: 537422 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORE
Line 231949: 537422 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231959: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype VOLATILES
Line 231960: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 231962: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype VOLATILES
Line 231965: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORE
Line 231967: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype HEAVY_INDUSTRY
Line 231968: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype MANUFACTURING
Line 231971: 537432 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype ORGANICS
Line 231974: 537433 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Getting planet for archetype AGRICULTURE
Line 232003: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Green (Belfir)
Line 232004: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232005: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
Line 232006: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232007: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232008: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232009: 537445 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232010: 537446 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zaril (pirates)
Line 232011: 537446 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232012: 537447 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232013: 537447 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232014: 537447 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232015: 537447 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232016: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Milfeulle (Citadel)
Line 232017: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232018: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232019: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232020: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232021: 537448 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232022: 537449 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Kuromie II (Diable Avionics)
Line 232023: 537449 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232024: 537449 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232025: 537449 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
Line 232026: 537449 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232027: 537450 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232028: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for El Facil II (Luddic Church)
Line 232029: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232030: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232031: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232032: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232033: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232034: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232035: 537451 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232036: 537452 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zaril I (independent)
Line 232037: 537452 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
Line 232038: 537452 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
Line 232039: 537452 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232040: 537453 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Kuromie I (Scy)
Line 232041: 537453 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232042: 537453 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232043: 537453 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
Line 232044: 537454 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232045: 537454 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232046: 537454 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232047: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Chitose III (Hegemony)
Line 232048: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232049: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
Line 232050: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232051: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232052: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232053: 537455 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232054: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Rinoa I (Sindrian Diktat)
Line 232055: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
Line 232056: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232057: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: trade_center
Line 232058: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
Line 232059: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
Line 232060: 537456 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232061: 537457 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for El Facil (Blackrock)
Line 232062: 537457 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
Line 232063: 537458 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232064: 537458 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232065: 537458 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232066: 537458 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232067: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sanctuary (Diable Avionics)
Line 232068: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232069: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232070: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232071: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232072: 537459 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232073: 537460 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Rinoa (Luddic Church)
Line 232074: 537460 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232075: 537460 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232076: 537460 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232077: 537460 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232078: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Mog (Citadel)
Line 232079: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232080: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232081: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232082: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232083: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232084: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232085: 537461 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232086: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Hoth (independent)
Line 232087: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
Line 232088: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232089: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232090: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232091: 537462 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232092: 537463 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232093: 537463 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Kahje I (pirates)
Line 232094: 537463 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232095: 537463 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232096: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Theisman (Blackrock)
Line 232097: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232098: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232099: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232100: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232101: 537464 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232102: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Mog I (Sindrian Diktat)
Line 232103: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232104: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232105: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232106: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Kuromie (Hegemony)
Line 232107: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volturnian_lobster_pens
Line 232108: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232109: 537465 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
Line 232110: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232111: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232112: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Chitose II (Scy)
Line 232113: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232114: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232115: 537466 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232116: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Shaper I (Luddic Church)
Line 232117: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232118: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232119: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232120: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Raqueler (Blackrock)
Line 232121: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
Line 232122: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232123: 537467 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232124: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232125: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: urbanized_polity
Line 232126: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Yanakov (independent)
Line 232127: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
Line 232128: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232129: 537468 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232130: 537469 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zaril II (Sindrian Diktat)
Line 232131: 537469 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
Line 232132: 537469 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: cottage_industry
Line 232133: 537469 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232134: 537469 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232135: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Libertas Command (Diable Avionics)
Line 232136: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232137: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232138: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232139: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Exerelin B Base (Hegemony)
Line 232140: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232141: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232142: 537470 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
Line 232143: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Candless Port (Citadel)
Line 232144: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232145: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232146: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232147: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Anisimovna Trading Post (pirates)
Line 232148: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232149: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232150: 537471 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232151: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Servator B Ledge (Scy)
Line 232152: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232153: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
Line 232154: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Raqueler II Dock (Luddic Church)
Line 232155: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232156: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232157: 537472 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232158: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232159: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232160: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for El Facil I Exchange (Diable Avionics)
Line 232161: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232162: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232163: 537473 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232164: 537474 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Rakhana Terminal (independent)
Line 232165: 537474 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232166: 537474 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232167: 537474 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232168: 537474 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232169: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for White Haven Trading Post (Blackrock)
Line 232170: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232171: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_complex
Line 232172: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232173: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232174: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Semmelweiss Backwater (pirates)
Line 232175: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232176: 537475 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232177: 537476 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232178: 537476 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Grayson Orbital (Scy)
Line 232179: 537476 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232180: 537476 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232181: 537476 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
Line 232182: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Qwerty Nest (Hegemony)
Line 232183: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: antimatter_fuel_production
Line 232184: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: autofac_heavy_industry
Line 232185: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232186: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232187: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Courvosier Trading Post (Sindrian Diktat)
Line 232188: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232189: 537477 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232190: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232191: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232192: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Kahje II Terminal (Citadel)
Line 232193: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232194: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232195: 537478 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Vivi Backwater (Luddic Church)
Line 232196: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232197: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
Line 232198: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232199: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232200: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
Line 232201: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Zanzibar Quey (Scy)
Line 232202: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232203: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: dissident
Line 232204: 537479 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
Line 232205: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Enemonzo Orbital (Blackrock)
Line 232206: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: spaceport
Line 232207: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_recycling_plant
Line 232208: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: vice_demand
Line 232209: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Hyperion I Dock (Citadel)
Line 232210: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: light_industrial_complex
Line 232211: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232212: 537480 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: ore_refining_complex
Line 232213: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232214: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Sechaveh Port (Sindrian Diktat)
Line 232215: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232216: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232217: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Figaro Shipyard (Hegemony)
Line 232218: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
Line 232219: 537481 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: military_base
Line 232220: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Nacio Base (Diable Avionics)
Line 232221: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: volatiles_complex
Line 232222: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_supply_workshop
Line 232223: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: stealth_minefields
Line 232224: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232225: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Servator Post (pirates)
Line 232226: 537482 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
Line 232227: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: outpost
Line 232228: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
Line 232229: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance domestic goods supply/demand: 852130 / 1081920
Line 232230: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Chitose III (size 7)
Line 232231: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Vivi Backwater (size 5)
Line 232232: 537483 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Raqueler (size 6)
Line 232233: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to Mog I (size 5)
Line 232234: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Light Industrial Complex to El Facil (size 7)
Line 232235: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final domestic goods supply/demand: 1013130 / 1081920
Line 232236: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance supplies supply/demand: 169500 / 97828
Line 232237: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance metal supply/demand: 208000 / 210000
Line 232238: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance weapons supply/demand: 300000 / 1187699
Line 232239: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Milfeulle
Line 232240: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from El Facil
Line 232241: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Sanctuary
Line 232242: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Mog I
Line 232243: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Qwerty Nest
Line 232244: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to El Facil
Line 232245: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Mog I
Line 232246: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final supplies supply/demand: 133500 / 97828
Line 232247: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final metal supply/demand: 208000 / 150000
Line 232248: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final weapons supply/demand: 180000 / 1187699
Line 232249: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance food supply/demand: 7339472 / 8719200
Line 232250: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final food supply/demand: 7339472 / 8719200
Line 232251: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance fuel supply/demand: 120000 / 62214
Line 232252: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Antimatter Fuel Production from Chitose III
Line 232253: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Antimatter Fuel Production from Rinoa I
Line 232254: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final fuel supply/demand: 80000 / 62214
Line 232255: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance organics supply/demand: 3916082 / 2679994
Line 232256: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Organics Complex from Kuromie I
Line 232257: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final organics supply/demand: 3416082 / 2679994
Line 232258: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance volatiles supply/demand: 4187500 / 2149038
Line 232259: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Volatiles Complex from Hoth
Line 232260: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Volatiles Complex from Kuromie
Line 232261: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Volatiles Complex from Zaril II
Line 232262: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final volatiles supply/demand: 2687500 / 2149038
Line 232263: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance metal supply/demand: 208000 / 150000
Line 232264: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Ore Refining Complex from Milfeulle
Line 232265: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing Ore Refining Complex from Kuromie II
Line 232266: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final metal supply/demand: 188000 / 150000
Line 232267: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance ore supply/demand: 220000 / 200000
Line 232268: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Raqueler
Line 232269: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing Ore Complex to Candless Port
Line 232270: 537485 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final ore supply/demand: 260000 / 200000
If I had to guess I'd say that the balancing calculates demand for some goods incorrectly after changing conditions:
Line 232238: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Pre-balance weapons supply/demand: 300000 / 1187699
Line 232239: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Milfeulle
Line 232240: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from El Facil
Line 232241: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Sanctuary
Line 232242: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Mog I
Line 232243: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Removed balancing heavy autofac from Qwerty Nest
Line 232244: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to El Facil
Line 232245: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Added balancing heavy autofac to Mog I
Line 232246: 537484 [Thread-5] INFO exerelin.world.ExerelinMarketSetup - Final supplies supply/demand: 133500 / 97828
-
Holy cow, is it even remotely possible to start in current Nexelerin? I have tried 5 times, never getting supplies cost below 280. So, basically, all I could do is to get to the nearest neutral market, buy myself a shuttle, and be left with about 3000 in cash, which is equal to 10 supplies! What should I do then? The best I managed so far is to kill pirate fleet of 2 frigates, which yielded me 20 money and 1 supply as a loot and 180 money as a bounty reward! Hell, this is less than 2 supplies total for killing two frigging frigates! If I sound a bit annoyed, it's only because I just wasted a whole evening trying to get my foothold in latest 0.7.1 set of mods, and it's best I got before being hammered between pirates coming from thin air, flying faster than me and ganking me with a several fleets at once and economy draining every last cent off me because fighting is plainly unprofitable.
By this point (or may be earlier) you might want to say that this is because I suck. Well I'm not a hardcore gamer, but I fared nicely & easily starting Nexelerin in 0.65.2, so this is not (the only) case. Please do something about enemy flying faster than me, pursuing across half the map, and dropping loot not worthy 50% of supplies I wasted in the process.
-
There's a reason it says "beta" in the thread title. No need to panic.
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Holy cow, is it even remotely possible to start in current Nexelerin? I have tried 5 times, never getting supplies cost below 280. So, basically, all I could do is to get to the nearest neutral market, buy myself a shuttle, and be left with about 3000 in cash, which is equal to 10 supplies! What should I do then? The best I managed so far is to kill pirate fleet of 2 frigates, which yielded me 20 money and 1 supply as a loot and 180 money as a bounty reward! Hell, this is less than 2 supplies total for killing two frigging frigates! If I sound a bit annoyed, it's only because I just wasted a whole evening trying to get my foothold in latest 0.7.1 set of mods, and it's best I got before being hammered between pirates coming from thin air, flying faster than me and ganking me with a several fleets at once and economy draining every last cent off me because fighting is plainly unprofitable.
By this point (or may be earlier) you might want to say that this is because I suck. Well I'm not a hardcore gamer, but I fared nicely & easily starting Nexelerin in 0.65.2, so this is not (the only) case. Please do something about enemy flying faster than me, pursuing across half the map, and dropping loot not worthy 50% of supplies I wasted in the process.
The supply cost is due to the economy generation not being perfect when using Nexerelin, so you'd probably have to restart with a new file a few times to try and get normal prices. As for the rest of your concerns, that's 0.7.1a's new mechanics, not Nexerelin's.
-
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is there any solution for this issue? I got 3 months in before this went off as well. Supposidly this is a nexerelin-starsector+ hybrid bug caused by nexerelin specifically.
For now, I am just adding the repuation back in after losing it via console commands, to neutralize the effect.
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Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?
This is a special faction, that is supposed to be hostile to everyone.
Vanilla Ludd Raiders faction that was created recently work in the same way.
-
Well, guess I'll be spending the week gutting and redoing the economy generator again (hopefully for the last time).
*dramatic sigh*
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is there any solution for this issue? I got 3 months in before this went off as well. Supposidly this is a nexerelin-starsector+ hybrid bug caused by nexerelin specifically.
For now, I am just adding the repuation back in after losing it via console commands, to neutralize the effect.
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
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Yep fixing the decaying rep bug would be nice. The game is brutally hard enough as it is. The Scy have a relatively easy start with cheap supplies and an accessible empty system, but the Templar are legion in my game for some reason. Over 20 fleets, each with at least 1 archbishop (some have 7 archbishops!!!!!) are roaming around both in system and in hyperspace. It makes it very difficult to expand when the Templar are steamrolling over every single faction.
To be fair they were like this in my vanilla game, but not to this extent, and never with such powerful fleets. Hard-mode indeed. It's like Dark Souls in space.
-
Hmm, I'll reduce the size of the Templar invasion/response fleets, but I'm not sure I can do much about their patrols unfortunately :(
I'll see what I can do, though.
For overpriced marines (and probably supplies as well), here's something to try:
Open data/config/exerelin/marketConfig.json.
Find the "dissident" entry and either comment it out completely, or give it a maximum size, like so:
{
"name":"dissident",
"special":true,
"archetypes":{"default":1},
"minSize":3,
"maxSize":5,
"allowDuplicates":false
},
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Getting spammed with "Commission with the Hegemony Annulled". (http://imgur.com/CcxWkMF)
I was in Hegemony, but left. This message occurred a little while after I had left, and hasn't stopped repeating.
Mods installed:
Nexerelin 0.7c
SS+ 3.0
Blackrock Drivers 0.8.0
LazyLib 2.1
ZZ ShaderLib Beta 1.1.1
Version Checker 1.4c
Also wanted to add to the pile of reports about the reputation degrading wrt the faction you're in, due to "the wanted" and "the bounty hunters" factions.
-
Also wanted to add to the pile of reports about the reputation degrading wrt the faction you're in, due to "the wanted" and "the bounty hunters" factions.
This works:
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
Marine prices solution also seems to work, though supply prices up to at least 300 are still possible.
-
Ooh, I mistakenly thought the red lines were the ones to change.
-
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)
When i have attack a station of my mod, i am dead, ok, but we have not options for low response against pirates when you attack a pirate's station? Because a too big fleet who attack you because you have attack a small factions, this is....
-
Marine prices solution also seems to work, though supply prices up to at least 300 are still possible.
Dissidents should not affect Supplies: http://starsector.wikia.com/wiki/Market_conditions (as this is the vanilla wiki, this is obviously not taking possible mod changes into account, no idea what and how many market conditions are mod based and create demand for supplies)
All you're doing is limiting what size markets are allowed to get that specific condition (or it just limits the market size entirely, but that seems unlikely to me even with my limited understanding of how the game works)
You need to find a condition that increases supply demand, like Frontier or Military bases. (I could only find military bases in that particular file, and I don't know how that event works or where it sits)
Commenting these out should drastically reduce demand, as they seem to be the only ones actively creating demand.
I don't believe NPC fleets actually are considered by the market simulation, especially under considering that Large templar fleets exist, should you use that mod. I don't want to know how many supplies/day a fleet with aforementioned 7 Archbishops would take if it were a player fleet.
Disclaimer: I dont have an actual idea how most of these interactions really work, so this is mostly guesswork.
-
Suggestion:
When using random starting relations option, set Pirates hostile to all, like Luddic Path and Templars. (Or at least hostile to player faction)
Player needs to be hostile with pirates for bounties and just attacking them when non-hostile will cause huge relations penalty with everyone.
-
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)
When i have attack a station of my mod, i am dead, ok, but we have not options for low response against pirates when you attack a pirate's station? Because a too big fleet who attack you because you have attack a small factions, this is....
It is low techincally speaking, pirate ships are garbage variants that are easy to kill. I have just captured two planets belonging to pirates using only one Onslaught battleship. Took little damage.
-
"The Independents have driven the Knights Templars from the sector!"
How do I avoid this?
-
"The Independents have driven the Knights Templars from the sector!"
How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
-
[...]
It is low techincally speaking, pirate ships are garbage variants that are easy to kill. I have just captured two planets belonging to pirates using only one Onslaught battleship. Took little damage.
I talk my mod is a pirate faction, more hard than pirate. (Looters faction)
But,yes, i have not battleship, bad idea attack. (And i have not EMP weapon when i have attack this faction, i have see...)
"The Independents have driven the Knights Templars from the sector!"
How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
Ah ah, i want know how!
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"The Independents have driven the Knights Templars from the sector!"
How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
It comes up as "The have driven the knights templars from the sector". It says independents in the intel tab.
-
Man, alex wasn't kidding when he said he made invasion fleets less scatterbrained. They must've put some effort into that one.
Edit: on my previous experiment with locking "name":"military_base", to "maxSize":5 similar to what Histidine recommended:
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
Crashed immediately after creating a character during new game generation. Here's the log excerpt for the curious:
Spoiler
126077 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinMarketSetup.pickPlanetTypeFromArchetype(ExerelinMarketSetup.java:280)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1370)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:707)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Commenting out "maxSize":5 fixed it, I guess I'll just assume that somewhere the generator is told that military bases can be or will be bigger or something like that until Histidine clears this up for my dummy self.
I did however lock dissidents and finally got a sector that doesn't have horribly inflated supply and marine costs. Yay.
So yeah, in short: ignore my previous post that said to lock military bases in the same fashion to fix high supply prices, my bad.
-
Well, guess I'll be spending the week gutting and redoing the economy generator again (hopefully for the last time).
*dramatic sigh*
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.
I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is there any solution for this issue? I got 3 months in before this went off as well. Supposidly this is a nexerelin-starsector+ hybrid bug caused by nexerelin specifically.
For now, I am just adding the repuation back in after losing it via console commands, to neutralize the effect.
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
That would be the
"faction_commission":{
# "script":"exerelin.campaign.events.ExerelinFactionCommissionMissionEvent",
},
part, right? I did so, nothing changed. Is a new game required for this to work?
-
@Ranakastrasz
Didn't try it without starting a new game. And I commented whole "faction_commission" section (once again, not sure if it matters).
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"The Independents have driven the Knights Templars from the sector!"
How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
It comes up as "The have driven the knights templars from the sector". It says independents in the intel tab.
Hmm, where does this come up? I can't recall (or find) any part of the mod that puts the two factions in the same message, except the one where the player wins a conquest victory (and you can't join the independent faction, so this issue shouldn't happen). For that matter, independents aren't supposed to be able to launch invasions.
-
For that matter, independents aren't supposed to be able to launch invasions.
The logbook doesn't go back enough for me to see the log entry, but I'm pretty confident I saw a Indie invasion fleet headed for a Templar controlled planet once.
-
/me checks
Oh whoops, they can. And they're also wrongly getting involved in other bits of code (as are other non-playable factions including the Path and neutrals). Fixed.
Anyway, here's beta 0.7d (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7d_beta.zip). Key changes:
- Dissident population market condition limited to markets size 5 or below (fixes overpriced marines and to an extent supplies as well)
- Fix commission issues (SS+ compatibility; not being removed properly when it should)
- Fix a random faction having two homeworlds if player chose free start
- Fix war weariness checks happening too often
- Fix independents launching invasions (and probably doing some other stuff they shouldn't)
- Player is always hostile to pirate factions even with randomized relations
- Remove military submarket override (alliance/commission handling; conflicts with SS+)
- Replace uses of faction logos in event message icons with crests
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
Still todo:
- Investigate officer levels
- Refactor economy if needed
- Replace Templar patrols with something that can be reasonably sized
-
Hey Histidine, Pegasus Belt Council (http://fractalsoftworks.com/forum/index.php?topic=9666.0) claims it's compatible with Nexelerin, while your list under FAQ section of the OP doesn't have it in the list of supported. Please clarify, am I right reading it as "compatible but not supported" as in it will have its market and spawn fleets, but won't participate in politic dynamics and won't try to capture new markets?
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What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):
AI War v0.3b*
Blackrock Drive Yards v0.8.0
Citadel v0.8.3*
Diable Avionics v1.2*
Flu-X v0.56
Interstellar Imperium v1.9.1*
Junk Pirates v2.4.0*
Knights Templar v0.9.5b*
Metelson Industries v0.7*
Neutrino Corp. v1.82*
Scy Nation v0.98*
Shadowyards v0.6 dev*
Tiandong Heavy Industries v1.0.5*
*Supports Corvus mode
Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!
The following mods are not supported:
Any mod that doesn't support Starsector 0.7a won't work!
I have many question:
-When this list will be updated ( i wanted download direct supported mod ) ?
-Or not, but i can just not understanding this dual list... (Because: supported is compatibility no? (For me, yes, but, i see no, so.. ah ah ><)
Thank.
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- Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm
-
if (marketPicker.isEmpty()) break; // f uck it, we give up
whats with this in the jar files ExerelinMarketSetup lol
-
Hey Histidine, Pegasus Belt Council (http://fractalsoftworks.com/forum/index.php?topic=9666.0) claims it's compatible with Nexelerin, while your list under FAQ section of the OP doesn't have it in the list of supported. Please clarify, am I right reading it as "compatible but not supported" as in it will have its market and spawn fleets, but won't participate in politic dynamics and won't try to capture new markets?
I forgot to add PBC to the supported list when it updated. It's on now, thanks for pointing it out!
I have many question:
-When this list will be updated ( i wanted download direct supported mod ) ?
-Or not, but i can just not understanding this dual list... (Because: supported is compatibility no? (For me, yes, but, i see no, so.. ah ah ><)
Spoiler
I'm applying a curation policy to the supported mods list. Faction mods come in three categories:
- Not supported
- Supported
- Supported and listed
Mods get moved from I to II if I feel like doing the work needed to implement support. Starting the current beta, the mod dev can also do this themselves entirely on their side by editing the relevant .csvs and adding a faction config file.
Moving to III requires the mod meeting certain quality standards and the author not giving cause for social sanction (e.g. taking other people's content without permission). If the mod is by a reputable author and/or of readily visible high quality, without serious bugs reported, etc. I'll usually move it from I to III directly; else I'll probably want to playtest it first.
I'll take a look at the Looters mod later and maybe list it then.
-
I forgot to add PBC to the supported list when it updated. It's on now, thanks for pointing it out!
Great, thanks a lot!
-
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm
Personally I don't mind the Templar being overpowered, since that is what they are. What was the huge issue was that they STARTED with an array of battlegroups so overwhelming that no navy forces in the beginning have any chance of protecting the supply convoys. Furthermore, even the fleets with 5-7 archbishops still traveled very fast, thus they were tough to outrun, and they seem to have limitless CR, so you couldn't attrit them.
As for the patrols, the most glaring issue is that the Archbishop is far too common. They are supposed to be the grand warships of the templar, but they are as common as Paladin's, at least in my game. Paladin's are fairly easy to knock out if you can bait them into using their holy charge. Archbishops are moving castles, and every assault on even just one of these monsters is like Omaha beach in space; ships dying left and right to clarents and that Tsar Bomb Priwan burst that only the bishop can produce.
I haven't tried the new patch yet so I will check them out again. Just don't nerf the Templars too much. I like hard mode, I just didn't take well to suicide mode.
-
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm
Personally I don't mind the Templar being overpowered, since that is what they are. What was the huge issue was that they STARTED with an array of battlegroups so overwhelming that no navy forces in the beginning have any chance of protecting the supply convoys. Furthermore, even the fleets with 5-7 archbishops still traveled very fast, thus they were tough to outrun, and they seem to have limitless CR, so you couldn't attrit them.
As for the patrols, the most glaring issue is that the Archbishop is far too common. They are supposed to be the grand warships of the templar, but they are as common as Paladin's, at least in my game. Paladin's are fairly easy to knock out if you can bait them into using their holy charge. Archbishops are moving castles, and every assault on even just one of these monsters is like Omaha beach in space; ships dying left and right to clarents and that Tsar Bomb Priwan burst that only the bishop can produce.
I haven't tried the new patch yet so I will check them out again. Just don't nerf the Templars too much. I like hard mode, I just didn't take well to suicide mode.
I agreed with all that!
I would LOVE to re-enable templars! (I disabled them because every time I left them enabled in Nexerelin they would outright wipe out all other factions... making the galaxy to become a "monofaction" thing, maybe I just had bad luck too though...)
-
I was wondering why Nexerelin suddenly got harder, turns out there're officers everywhere :o
-
With Hegemony start I get periodic messages telling me I'm hostile with "the wanted" and "bounty hunters", then lose rep with Hegemony.
That's pretty weird. Only running SS+ and Nexerlin 0.7c. Corvus mode.
-
Is this bug already on it's way to being fixed?
Spoiler
699672 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It happens everytime it hits July during my playthrough.
EDIT 01# It happened again...
Spoiler
8171363 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it. Found another problem as well which sucks and its the fact that the blackrock systems with corvus mod enabled don't spawn... So please, can you fix both issues because playing withought nexerelin and starsector + is really boring since you don't have a porpuse... also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
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Do you have the newest version (0.7d)? It's supposed to address some of the economy problems.
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Pretty sure BRDY doesn't support Corvus mode yet, which needs Cycerin to add it in, not Histidine.
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Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it. Found another problem as well which sucks and its the fact that the blackrock systems with corvus mod enabled don't spawn... So please, can you fix both issues because playing withought nexerelin and starsector + is really boring since you don't have a porpuse... also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
I have nothing to do with nexerelin, but I want more details on your issue, what you were seeing wrong? You only said instability, but that does not explain much to me...
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Blackrock, Flu-X and Junkpirates do not support Corvus mode.. yet. As for the unstable market, I feel even in vanilla 1 of the markets I have been trying to raise the stability just hates me. Although I keep seeing smuggling events and instability events happening to it. Darn it. Why the independent have only one military market!
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Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.
Those mad dogs are literally everywhere.
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Okay found the problem! it seems like nexerelin litterally makes the market condition freeze, no matter how much stuff happens to it it doesn't get affected or doesn't gain any stability from sales altho it does get affected by smuglers... anyway, found the problem because I started a game withougt nexerelin and then enabled it and since then the market hasn't changed anywhere for the past 5 hours... which does confirm the fact it just blocks or it might be because I enabled it in a save withougt it enabled but thats actualy unlikely... anyway, hope this clears the situation :P
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Do you have the newest version (0.7d)? It's supposed to address some of the economy problems.
which version 0.7d... we have 0.7.1a lol
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oooh nvm there was a new update :P thanks for mentioning! :D
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There a one things I want to suggest you......
The Wolf(F) is better than Siege when we choose the Fleaden, Siege is so strong and cargo is so small.
And now the Fleaden have Anti_Fleaden factions, Can you make the Anti_Fleaden faction become a chooseable faction?
:)
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Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.
Those mad dogs are literally everywhere.
Yeah, looks like I'll have to override the patrol spawning scripts. Guess that's one thing I'll be working on this weekend to the next...
(In the meantime, you can set "spawnPatrols":false in the Templar faction config, but this will probably stop working the moment the Templars capture a market)
Is this bug already on it's way to being fixed?
Spoiler
699672 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It happens everytime it hits July during my playthrough.
EDIT 01# It happened again...
Spoiler
8171363 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I can't imagine anything in Nexerelin or any compatible faction mods that would do this. What mods are you using? (For that matter, the log line right before should say which faction is sending a fleet from where to where.)
Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it/
[...]
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
Where are you looking? I didn't test during the interval where the dissident bug was a thing, but outside of that I don't think I've ever seen a faction HQ or a system capital below stability 5 (or very maybe 4). Pretty hard to drop lower, considering they get at least +4 stability from mandatory market conditions alone and are all sizes 6-7. Meanwhile, Prism Freeport is basically never below 10.
also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...
If you're not a member of any faction, you don't have to take any commission.
If you're with a faction, you automatically become hostile to all their enemies anyway. This was always the case.
Okay found the problem! it seems like nexerelin litterally makes the market condition freeze, no matter how much stuff happens to it it doesn't get affected or doesn't gain any stability from sales altho it does get affected by smuglers...
Nexerelin doesn't "freeze" market conditions or stability; the notion of "freezing" a market condition is basically meaningless anyway, and I have no idea how to clamp a market's stability (without resorting to certain market condition hacks, at any rate) even if I wanted to.
Nor does it touch how selling/buying stuff alters market stability. I assume it can be done in vanilla in principle, but that depends on factors like the commodities involved and the size of the transactions and the market involved.
I'm not sure you actually know enough to diagnose any particular problem here.
There a one things I want to suggest you......
The Wolf(F) is better than Siege when we choose the Fleaden, Siege is so strong and cargo is so small.
And now the Fleaden have Anti_Fleaden factions, Can you make the Anti_Fleaden faction become a chooseable faction?
:)
Will take a look later.
EDIT: Actually under the circumstances, it'll probably be better if I just remove the Fleaden mod handling from my end and you can implement the stuff in your own mod (look at the .csvs for how to do it).
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In fact I think this templar overflow crisis is somehow quite challenging, maybe you could make this a start option that this sector is facing a templar full invasion, and all factions stand together again them.
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I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.
Spoiler
582297 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Tri-Tachyon; source Hoth; target Tywin
I believe I had at least one empty star system (suprisingly I thought that invasions were possible on empty star systems due to me thinking they're uninhabited planets for the taking)
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I have a question. Why your mod (and in extension Zaphide's that started it) is so awesome? I have to admit the game is nice by itself and it can take up a lot of gaming hours, but Nexerelin makes it so much more.. infinite. Sorry that for now all I have are words of joy XD I just started playing again modded, after at least trying the game once in vanilla and I am already happier. Lol. I hope soon I will experience some bugs too to be able to report them :p
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I'm not sure you actually know enough to diagnose any particular problem here.
wowowow Shots fired here!
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSyld2MJQLTCOeI4hA1MH1Vx28uOPd1PmlyIVQty26WsnE5-DgF2Q)
serioulsy tho, it is actualy a problem and I have NO IDEA EITHER what the *** is going on! I am able to understand enough, was just letting you know that stability of 4 is... very common actualy lol. Heck, found 3 stability 0 yesterday alone... But it does look like it doesn't do it all the time with the 0.7d. All I am saying here is, just because you are the creator of this code, the thing running it is stupid (computer) so its voluntary thus shouldn't be seen as a blatent ''I'm not sure you actually know enough to diagnose any particular problem
here.'' because it is a rude way of saying it when all I am trying to do is actualy informing you of this weird issue. Anyway, lets make this peaceful (might be my aspergers perceive all this as rude, hard to tell when you can only read -_- ) so anyway thanks for the mod :) Will keep playing it and will report on my situation to see if market does change.
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snip
Stability is not something you get easily on a game with Nexerelin + a lot of different faction. The reasons are that there is more traffic.
People come and go smuggling a lot. War is going on all over. Merchants search for willing kamikazi remnants in hopes they will follow them in sure to die missions. Planets get raided Faster Than Light.
There are many normal reasons this can be happening for sure, along with just a chain of unlucky events. But the difference between the stable and nice market of vanilla and the unstable and bad market of Nexerelin might be because factions do not just sit around shooting whoever passes close to their borders or rarely send around patrols. There is war war and more war.
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Ok, I had move the rules.csv ,exerelinFactionConfig part into Fleaden mod make it support Nexerelin. You can delete the Fleaden support in those two part.(But please don't delete the Fleaden support part of moveminingConfig.json, corvus_location_config.json,exerelin_config.json, I can't move those part into my mod.)
:)
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I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.
Spoiler
582297 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Tri-Tachyon; source Hoth; target Tywin
I believe I had at least one empty star system (suprisingly I thought that invasions were possible on empty star systems due to me thinking they're uninhabited planets for the taking)
Well, if a vanilla faction is failing in a vanilla component of code (officer handling), and no-one else appears to have this bug, then I'm not sure I can do any more than recommend a reinstall (of both the game and the mod).
Do Hoth and Tywin have unusual market specs (like, say, no market at all)?
(But please don't delete the Fleaden support part of moveminingConfig.json, corvus_location_config.json,exerelin_config.json, I can't move those part into my mod.)
The mod faction entries in corvus_location_config.json and exerelin_config.json are obsolete, you're supposed to use the new .csvs (check the files in the latest beta). Didn't think of the mining config, I may convert the ship/weapon entries to csv as well.
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snip
Stability is not something you get easily on a game with Nexerelin + a lot of different faction. The reasons are that there is more traffic.
People come and go smuggling a lot. War is going on all over. Merchants search for willing kamikazi remnants in hopes they will follow them in sure to die missions. Planets get raided Faster Than Light.
There are many normal reasons this can be happening for sure, along with just a chain of unlucky events. But the difference between the stable and nice market of vanilla and the unstable and bad market of Nexerelin might be because factions do not just sit around shooting whoever passes close to their borders or rarely send around patrols. There is war war and more war.
Never said it was not high enough/harsh, but that it doesn't change no matter what! thats the problem :/ and it is nexerelin causing it, wished it wasn't the case, really don't know why but I am pretty sure its some weird glitch which is not intended, all I came here for was to know if anyone else had this problem.
Spoiler
PM : don't act like a 5 year old by making useless name jokes... its just weird.
<== cringe/annoyance
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Never said it was not high enough/harsh, but that it doesn't change no matter what! thats the problem :/ and it is nexerelin causing it, wished it wasn't the case, really don't know why but I am pretty sure its some weird glitch which is not intended, all I came here for was to know if anyone else had this problem.
PM : don't act like a 5 year old by making useless name jokes... its just weird.
If this is an actual problem cause by Nex and an error, it will soon be reported by more people for sure. I have found a single market that was 3, and indeed it was after it was attacked. But the sure is that if it is an actual problem,. eventually will get it. My markets for now go up and down according to the log. Usually down since i keep smuggling. But I have seen no market "stuck".
If you mean me about the name joke, I said snip, not strip. Snip is used to not paste everything that was said before and save space. It has nothing to do with your name or striptease.
PS: If you feel you got hostile replies from Histidine is probably because you did not come here asking, but saying that it was this modes fault, being absolutely sure that it can be nothing else. I am sure if you asked why you have that problem, rather than accuse the mods with imaginary proof, you would not get missiles fired at you XD
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oh wow... ya my bad on that one lol... (have three monitors and the thing is that I was reading on my far right monitor and its quite far away + I have bad vision ++ hapends alot that people make that stupid joke and was a bit annoyed lol)
anyway, getting tired so I will stop talking on the forums to avoid any stupid *** from being tired affect any people here, no one deserves this :) so will just play and will see if this problem on my side is related to a faction mod... altho it would be weird... but hey, we all make mistakes and I am pretty sure if I read what I just wrote the whole sentence will make no sense... welp guess not this time. so ya ttyl guys<< we aren't in a chat but whatever
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Is it possible to save the start options somewhere so we can later start with the same set of options without having to manually adjust them again?
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I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.
Spoiler
582297 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Tri-Tachyon; source Hoth; target Tywin
I believe I had at least one empty star system (suprisingly I thought that invasions were possible on empty star systems due to me thinking they're uninhabited planets for the taking)
Well, if a vanilla faction is failing in a vanilla component of code (officer handling), and no-one else appears to have this bug, then I'm not sure I can do any more than recommend a reinstall (of both the game and the mod).
Do Hoth and Tywin have unusual market specs (like, say, no market at all)?
As far as I know, not that I have seen
On another note, I did the Java 8 update not too long ago and put the newest update over the starsector folder and renamed it to JRE, for more information if needed to help out with the bug.
Edit 02# I encountered it once again, completely new install...
Spoiler
3254140 [Thread-5]
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit #04, my complete mod list for my Nexerelin Playthrough is :
(Mods)
Starsector+ 3.0.0
Blackrock Driveyards 0.8.0
Diable Avionics 1.2
LazyLib 2.1
Neutrino Corporation 1.82
Nexerelin 0.7c beta
P9 Colony Group 0.45
Scy Nation 0.98
The Mayorate 0.9.0
TwigLib 0.6.8a
ZZShaderLib Beta 1.1.2
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Does 'starfarer mode' starting option actually affect other faction aggression towards player's faction?
In my current game, while I started with some enemies (non-random relations start), eventually all of them except pirates (whom I throughly extinguished, gaining a lot of reputation with everyone) and Luddic Path signed peace treaties with mine. This includes even Templars! Who are still hostile to everyone except my alliance: Blackrock(my faction) + Tiandong.
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Is it possible to save the start options somewhere so we can later start with the same set of options without having to manually adjust them again?
I've made it not reset each time the player starts a new game at least, good call.
Does 'starfarer mode' starting option actually affect other faction aggression towards player's faction?
In my current game, while I started with some enemies (non-random relations start), eventually all of them except pirates (whom I throughly extinguished, gaining a lot of reputation with everyone) and Luddic Path signed peace treaties with mine. This includes even Templars! Who are still hostile to everyone except my alliance: Blackrock(my faction) + Tiandong.
That Templar... thing... should not happen. Uh, I'll keep an eye out for it.
As for the question: Nexerelin calculates a "dominance mod" (basically the % of the sector under the control of the faction/alliance being checked during a diplomacy or covert ops check). If it's higher than about 25%, that faction/alliance is more likely to experience negative diplomacy events and less likely to have positive diplomacy events. Starfarer mode applys a multiplier to the dominance mod.
(code here (https://bitbucket.org/Histidine/exerelin/src/9d8ae352417be068d8ecdf3b63efa9c0633f87bc/jars/sources/ExerelinCore/exerelin/campaign/DiplomacyManager.java?at=master&fileviewer=file-view-default#DiplomacyManager.java-166))
It's possible it's not working as it should, or the effect is too small. I should debug it sometime, but since it doesn't actually break anything it's low priority.
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That Templar... thing... should not happen. Uh, I'll keep an eye out for it.
Definitely I am feeling like one of those meme's will appear saying "Templars. Templars everywhere." I am just 100% glad that templars do not hate me for trading with factions they hate.. since they hate everyone. I have not been in all the galaxy, but wherever I go, I see Templars obliterating nations. Bounties seem to be triggered by Knights Templar 80%, rather than pirates on this gameplay.
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As for the question: Nexerelin calculates a "dominance mod" (basically the % of the sector under the control of the faction/alliance being checked during a diplomacy or covert ops check). If it's higher than about 25%, that faction/alliance is more likely to experience negative diplomacy events and less likely to have positive diplomacy events. Starfarer mode applys a multiplier to the dominance mod.
(code here (https://bitbucket.org/Histidine/exerelin/src/9d8ae352417be068d8ecdf3b63efa9c0633f87bc/jars/sources/ExerelinCore/exerelin/campaign/DiplomacyManager.java?at=master&fileviewer=file-view-default#DiplomacyManager.java-166))
It's possible it's not working as it should, or the effect is too small. I should debug it sometime, but since it doesn't actually break anything it's low priority.
As far as I understood, dominance starts affecting events once I have 0.25 of all market sizes (+50% value with starfarer mode).
I think my faction (later alliance) was not big enough for dominance mechanics to kick in for most of this peace with everyone period. (Larger than default sector + many factions)
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Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?
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Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?
This is meant for the realism of "accidents happen", that I know. I do not think you can do anything to prevent the random accidents though.
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Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?
This is meant for the realism of "accidents happen", that I know. I do not think you can do anything to prevent the random accidents though.
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
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I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it. Make sure to keep a backup of that file in case something goes wrong~
There is a danger factor on the bottom of the file, but I do not know what that is, but I am sure if you lower the base accident chance, accidents will become less.
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Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).
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I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Accidents happening greatly depends on the type of planet/moon mined. Volcanic/Toxic worlds are a lot more dangerous than gas planets or barren worlds.
Also, mining planets instead of moons increases danger by a fair amount.
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Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).
Conflict with Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.msg175314#msg175314), should be fixed in one mod or the other soon-ish. In the meantime, try opening Nexerelin/data/campaign/rules.csv, find all instances of HasMarines (there's three four of them) and change it to
HasMarines 1
(haven't tested yet)
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it.
Yeah, this should work.
(although I don't think accidents are severe * common enough to make mining anywhere near unprofitable on their own, they can be ignored as long as you have enough supplies and spare green crew)
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alright, sorry for all the trouble before but it is now fixed in 0.7d :D
great job! seemed like it was only caused by 0.7 b? not sure but ya, theres no problem anymore ;)
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took a single station from the pirates (vanilla factions, hostile to the sindrian and church) and I'm getting swarmed by invasion fleets somewhere to the tune of 5-6 in a single month.
is this normal? Am I just not prepared to own my own station? When can my outposts start defending itself?
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Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).
Conflict with Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.msg175314#msg175314), should be fixed in one mod or the other soon-ish. In the meantime, try opening Nexerelin/data/campaign/rules.csv, find all instances of HasMarines (there's three four of them) and change it to
HasMarines 1
(haven't tested yet)
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Gonna try this out right now and see if it fixes it.
Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it.
Yeah, this should work.
(although I don't think accidents are severe * common enough to make mining anywhere near unprofitable on their own, they can be ignored as long as you have enough supplies and spare green crew)
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Hello I am having an error when setting the non corvus setup options to maximum:
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Fezzan II
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Amarant
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant I
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant II
139677 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I go with the default setting and it works I have looked at the log myself and can't make heads or tails of it seems I can't have the big game I want although no one else seems to be having this problem hrrm.
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Hello I am having an error when setting the non corvus setup options to maximum:
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Fezzan II
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Amarant
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant I
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant II
139677 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I go with the default setting and it works I have looked at the log myself and can't make heads or tails of it seems I can't have the big game I want although no one else seems to be having this problem hrrm.
Looks like you ran out of planet names. (Yeah, I never imagined that would happen...)
You can open Nexerelin/data/config/exerelin/planetNames.json and add more names to try and resolve the issue. Although I'm not sure even trying to play such a big game is a good idea to begin with
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When I got a commission from the independents, I kept loosing rep for not being hostile with the Knight's Templar.
Problem is, they're gone!
Loving it so far btw. Huge fights. Thanks a lot for this.
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took a single station from the pirates (vanilla factions, hostile to the sindrian and church) and I'm getting swarmed by invasion fleets somewhere to the tune of 5-6 in a single month.
is this normal? Am I just not prepared to own my own station? When can my outposts start defending itself?
I too was thinking that since no Major faction hates me, I should get a planet from the Pirates, since they hate me anyway. I clicked to see what planets they have.. yeah.. the list was huge. If anything they are the largest faction if you do not play a random map. I am pretty sure getting swarmed with enemy fleets, unhappy you took over one of their planets, is normal.
When I got a commission from the independents, I kept loosing rep for not being hostile with the Knight's Templar.
Problem is, they're gone!
Loving it so far btw. Huge fights. Thanks a lot for this.
Currently any faction would have that problem for sure. I am so scared to do anything to anger the Templar. Heck I am scared to even capture a planet and then see my faction's AI do something to make Templar hate me.. They are on a full out Crusade against the galaxy 25 hours a day, 8 days a week..
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So...I came across said error once again, with no vanilla factions, and I don't know what to do.
There was no empty sectors this time, and all planets at least had a station.
Spoiler
2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.
Spoiler
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Both happened on clean installs of Starsector & Nexerelin.
-
"Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!"
I've read and re-read over both of the mod descriptions and figured I'd ask, exactly what features are non-SS+ integrated factions missing out on? I've yet to try any of those yet so sorry if it's something completely obvious.
Also, I assume using a faction in corvus mode that doesn't support it just plain doesn't work. I'd love to play with that mode but I don't want to give up Blackrock Drive Yards. They're too fun both as an ally and enemy.
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"Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!"
I've read and re-read over both of the mod descriptions and figured I'd ask, exactly what features are non-SS+ integrated factions missing out on? I've yet to try any of those yet so sorry if it's something completely obvious.
Also, I assume using a faction in corvus mode that doesn't support it just plain doesn't work. I'd love to play with that mode but I don't want to give up Blackrock Drive Yards. They're too fun both as an ally and enemy.
I am pretty sure that it means that balance and tweaks SS+ are missing from them, making some Mods not balanced compared to the ones adjusted by SS+. Also special bounties and boss bounties will only be posted from factions that support SS+. At least that is what I thought up to now. A lot of people seem to be using factions that do not support SS+ with no problems.
If you use a faction in Corvus mode, that does not support it, it will probably just not try to invade others and it's planet will not be able to be captured. At least I remember my first playthrough was with a non Corvus faction and it loaded it fine in game. I would see them around, but I do not know what was missing.
Corvus mode definitely is worth it :D Ahhhhh painting the map in my own color.. what better end for a game.. :D
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I am pretty sure that it means that balance and tweaks SS+ are missing from them, making some Mods not balanced compared to the ones adjusted by SS+. Also special bounties and boss bounties will only be posted from factions that support SS+. At least that is what I thought up to now. A lot of people seem to be using factions that do not support SS+ with no problems.
If you use a faction in Corvus mode, that does not support it, it will probably just not try to invade others and it's planet will not be able to be captured. At least I remember my first playthrough was with a non Corvus faction and it loaded it fine in game. I would see them around, but I do not know what was missing.
I see. Maybe it's about time I tried some of the other factions then. Diable Avionics and Neutrino Corp in particular look really neat.
Although I might still wait for BRDY to get corvus mode support just in case, however long that will take (and if he intends to do it at all).
Hum, what others ones to try?
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Although I might still wait for BRDY to get corvus mode support just in case, however long that will take (and if he intends to do it at all).
Corvus mode is not only fun because you can take over factions, but because the war between factions feels more intense and real (to me). Huge invasions fleets appear all the time and battles are littering the system. Although currently you mostly see Templar if you have them installed. Playing normal is all fun and all, currently choosing your fav faction and raising a large fleet that can take on anything.. but after you try Corvus mode and you feel feel that slowly the system is changing, you will not be able to go back.. well I won't.. XD
I have a question. Is it normal that Prism Freeport posts bounties , but instead of being around it, it is at Acheron that is on the top left of the map in Corvus mode? For me the Freeport is next to Duzahk system in the middle of the map.
Edit
Nevermind. I finally visited that distant star and there is a Prism Freeport in there too.. I wonder if I did something wrong.
-
I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
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I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I thought it was random? At least for me, starting with my own faction started me with a Alastor.
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I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I thought it was random? At least for me, starting with my own faction started me with a Alastor.
Oh! Well in that case I'm just going to restart until I get something else!
What is the difference between "free start" and your own faction, anyhow?
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What is the difference between "free start" and your own faction, anyhow?
Free Start means your faction doesn't exist, and you don't belong to a faction. I'm pretty sure that's all.
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What is the difference between "free start" and your own faction, anyhow?
Free Start means your faction doesn't exist, and you don't belong to a faction. I'm pretty sure that's all.
Also in Corvus mode you start with nothing (as in no planet for your faction). In the random galaxy you start with a planet and your faction is active. I am not sure if you start with more than one. Maybe it is random?
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Histidine I'm not sure what's going on with the planet generation. However, along with the sporadic economy certain suns can spawn as a market. This is causing my longer playthrough a lot of lag since I ships can't despawn cause they can't approach the sun. It looks like moths to a flame.
(http://)
[attachment deleted by admin]
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I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I thought it was random? At least for me, starting with my own faction started me with a Alastor.
Oh! Well in that case I'm just going to restart until I get something else!
It always gives you a Monitor on own faction/free start without SS+, Alastor with it.
Monitor isn't the best starting ship but I couldn't think of a better choice: Tempest and Afflictor are too good, and I tried a solo Shade start and didn't like it. I could duplicate the Lasher or Wolf from the Hegemony/TT starts perhaps.
Histidine I'm not sure what's going on with the planet generation. However, along with the sporadic economy certain suns can spawn as a market. This is causing my longer playthrough a lot of lag since I ships can't despawn cause they can't approach the sun. It looks like moths to a flame.
Well, damn. Saw that bug once before but I thought I fixed it (and IIRC it was Sphinx that time too, although I checked and it wasn't the obvious bug). Went over the code again but couldn't find the source; I'll add a safety check at the start of the market adding code at least.
So...I came across said error once again, with no vanilla factions, and I don't know what to do.
There was no empty sectors this time, and all planets at least had a station.
Spoiler
2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.
Spoiler
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Both happened on clean installs of Starsector & Nexerelin.
I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
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Monitor isn't the best starting ship but I couldn't think of a better choice: Tempest and Afflictor are too good, and I tried a solo Shade start and didn't like it. I could duplicate the Lasher or Wolf from the Hegemony/TT starts perhaps.
Personally I too feel Alastor is too good for a starting ship. I never piloted a monitor, but I hate the little ships with large frontal surface that are easy targets XD. Which mod was the one responsible in 0.65.2a for asking the player what he was in his past and according he would get a different ship? That was much better, giving the option to start with different ships, be it if a player wants to start as a merchant, bountry hunter or civilian, or maybe between a bad, an ok or a good ship.
-
Pretty sure that's just Starsector Plus.
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Ahhh!!! Very large bug!!!
When you have a commission: The Nexerelin events that stop hostilities between factions (protests, etc) adjust the faction relations, but not the players! This makes commissions impossible to maintain as the faction will start dinging the player for being hostile.
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So...I came across said error once again, with no vanilla factions, and I don't know what to do.
There was no empty sectors this time, and all planets at least had a station.
Spoiler
2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.
Spoiler
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Both happened on clean installs of Starsector & Nexerelin.
I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
While I'm not 100% certain this might be the case for you, did you happen to modify either:
"officerSkillIncreasePerLevel":3,
"officerMaxLevel":20,
in settings.json?
I was trying to play a game where I changed the officerSkillIncreasePerLevel to 5 instead of three, resulted in a crash every time on load with that exact error. Also crashed a short while after load in SS+ without Nexerelin.
Edit: I think what's going on here is that when setting those two beyond their mutual balance of 60, officers eventually max out everything and once they do so, bad things happen if the game attempts to level them up again.
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What is the progress with supporting Blackrock in Corvus mode?
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What is the progress with supporting Blackrock in Corvus mode?
Nexerelin and Corvus mode are now managed by each mod author, not Histidine (impossible to keep up with every single small update for each mod) So ask Cycerin?
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So...I came across said error once again, with no vanilla factions, and I don't know what to do.
There was no empty sectors this time, and all planets at least had a station.
Spoiler
2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.
Spoiler
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Both happened on clean installs of Starsector & Nexerelin.
I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
While I'm not 100% certain this might be the case for you, did you happen to modify either:
"officerSkillIncreasePerLevel":3,
"officerMaxLevel":20,
in settings.json?
I was trying to play a game where I changed the officerSkillIncreasePerLevel to 5 instead of three, resulted in a crash every time on load with that exact error. Also crashed a short while after load in SS+ without Nexerelin.
Edit: I think what's going on here is that when setting those two beyond their mutual balance of 60, officers eventually max out everything and once they do so, bad things happen if the game attempts to level them up again.
@_@ well then now, I'll try that one then...
Yes, I did modify one of them (officerMaxLevel) but not past 60, it was on 50...
Also, I wanted to punch my keyboard, but I know what happens when you do that.
-
Both happened on clean installs of Starsector & Nexerelin.
Yes, I did modify one of them (officerMaxLevel) but not past 60, it was on 50...
Tssss.
-
So i'm hostile against pirates and tri-tachyon and this is causing my relation with the imperium who I have a commision with to go down and seeing as I only have one ship and a trio of pirate vessels have been chasing me for the past ten minutes I can't do anything else because I need to keep spending money on supplies.
Is there any way for a player to get out of this spiral?
-
ahem console commands version whatever
-
So i'm hostile against pirates and tri-tachyon and this is causing my relation with the imperium who I have a commision with to go down and seeing as I only have one ship and a trio of pirate vessels have been chasing me for the past ten minutes I can't do anything else because I need to keep spending money on supplies.
Is there any way for a player to get out of this spiral?
I am so glad in Corvus mode no one likes pirates so they are the target of everybody. I think it was mentioned that Nexerelin needs some adjusting with commissions. Commissions change your reputation to neutral with nations that have peace with each other, so exactly what happens to you will not happen. But for now like Cik said, best way would be console.
-
So far this mod has added a whole lot of life to the sector, and i am enjoying the heck out of it!
The only annoying thing i have encountered is with invasion fleets. I get the notification when my faction is sending an invasion fleet, but i don't get a notification if the fleet is destroyed on the way there. so when i spend 200k+ on a massive invasion fleet that spawns halfway across the map and it gets destroyed somewhere inbetween, [ and i don't hear about it ] that sucks. i like to go to the place of invasion early and sabotage their fleets and such, but if the fleet never makes it there and i am sitting around waiting for nothing it gets kinds frustrating. it just means that i have to do all of the invading myself, and it feels like i am literally carrying the weight of my faction on my back.
It couldn't be too impossible, the food shortage relief fleets in vanilla notify when they are destroyed.
Otherwise thank you for keeping mod up to date, i love the fact that faction relationships move up and down. my favorite so far is when there was a love affair between a pirate and a hegemony officer. now, a cycle of love later, the pirates and hegemony are neutral with eachother!
-
On topic of supporting an Invasion fleet - is it possible to exhaust patrols spawned from a planet at least for a while?
-
Hi histidine,
So this Youtuber does a lot of playthroughs for starsector and he keeps getting the " you have been hostile to the wanted or the bounty hunter" notification from his commision from his own factions.
https://www.youtube.com/watch?v=XJkpe6di7ls&feature=youtu.be
22:18 is where he first encounters the bug. He does excellent videos on starsector that actually got me into purchasing the game. I'd like to see if there anything he can do or I could tell him that would help him fix the bug.
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Hi histidine,
So this Youtuber does a lot of playthroughs for starsector and he keeps getting the " you have been hostile to the wanted or the bounty hunter" notification from his commision from his own factions.
https://www.youtube.com/watch?v=XJkpe6di7ls&feature=youtu.be
22:18 is where he first encounters the bug. He does excellent videos on starsector that actually got me into purchasing the game. I'd like to see if there anything he can do or I could tell him that would help him fix the bug.
See:
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
-
Thanks for the link!!
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It's already fixed in the Nexerelin 0.7d beta.
Though 0.7e is coming out soonish so might want to wait for that.
-
Why isn't the player faction allowed to join alliances?
-
Just tried the 0.7e from the repository. I've only started one game, but the price of supplies is ranging from 20 when rock bottom price, and 100 from inflated price. Normal seems to be around 30-50 or so. Other prices seem okay too, but I haven't really been looking.
This is at the start of the game by the way, with numbers increased by one level from default; 6 systems to 8 systems, etc.
EDIT: Missions are still a hit or miss though, like 200 Luxury Goods for only 80c each.
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I wanted to report that trying to open a Templar market made my game get stuck when I tried to open it. The planet was Ratatosk that they took over. I tried it a couple of times, be it for cargo or ships. This is the end of my log of one of the times;
Spoiler
8045192 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [sindria_ratatosk]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8045362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Domestic Goods(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Supplies(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Heavy Machinery(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Ore(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Food(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Volatiles(Ratatosk)
8079985 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Bow_8688348307315937406...
8091344 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [coatl_agreus]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [ii_perinthus_ii_babylon]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097724 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
-
I wanted to report that trying to open a Templar market made my game get stuck when I tried to open it. The planet was Ratatosk that they took over. I tried it a couple of times, be it for cargo or ships. This is the end of my log of one of the times;
Spoiler
8045192 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [sindria_ratatosk]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8045362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Domestic Goods(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Supplies(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Heavy Machinery(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Ore(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Food(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Volatiles(Ratatosk)
8079985 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Bow_8688348307315937406...
8091344 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [coatl_agreus]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [ii_perinthus_ii_babylon]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097724 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
I had the same issue. Redownloading Starsector+, Lazylib etc seemed to fix the issue. (Use Version checker if you're not already)
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I had the same issue. Redownloading Starsector+, Lazylib etc seemed to fix the issue. (Use Version checker if you're not already)
I am going to try just in case. I use version checked even when I play vanilla, since it checks for RC too XD Thank you for the suggestion o/
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Beta 0.7e2 (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7e2_beta.zip) out.
(it's the same as 0.7e except I increased Templar and Spire fleet sizes a bit)
Key changes:
- Economy generation revamp (hopefully for the last time)
- Fix commission holder's relationship not being reset properly on peace
- Don't inflict commission rep penalties if the third party faction is a non-playable faction, or not in intel tab
- Custom patrol handling that allows size multiplier for fleets (currently Spire and Templars get patrol size penalties)*
- Fleets should RTB properly instead of chasing random squirrels on the way back
- Dominance mod increase from Starfarer mode is additive instead of multiplicative
- Don't reset setup config on new game
- War weariness: Raise most values involved; divisor grows with player level
- Reduce marine production
- Fewer utility ships in mining fleets
- Don't spawn relays in uninhabited systems
- Follow Me: fix fetching unrelated fleets; fix handling of already-following fleets
- Extra fixes for independents doing things they shouldn't (alliances, invasion fleets)
- Safety against "market in star" bug
- Try using XStream to reduce save file sizes
*Strictly speaking, this requires a new game. However, you should be able to update an existing save with Console commands (untested):
runcode for (MarketAPI market : sector.getEconomy().getMarketsCopy()) market.getPrimaryEntity().removeScriptsOfClass(PatrolFleetManager.class);
runcode Global.getSector().removeScriptsOfClass(CoreScript.class);
runcode Global.getSector().sector.addScript(new ExerelinCoreScript());
Why isn't the player faction allowed to join alliances?
Mostly I didn't want to have to figure out the edge case of the followers faction being in one alliance and then the player joins a faction that also has an alliance (and possibly not the same one). Someone was working on proper handling for follower alliances, but never got around to a pull request.
On topic of supporting an Invasion fleet - is it possible to exhaust patrols spawned from a planet at least for a while?
Not at present. Maybe I'll implement something along those lines later.
(Still, you can support the invasion fleet in a multi-fleet battle which I find helps quite a bit)
So far this mod has added a whole lot of life to the sector, and i am enjoying the heck out of it!
The only annoying thing i have encountered is with invasion fleets. I get the notification when my faction is sending an invasion fleet, but i don't get a notification if the fleet is destroyed on the way there. so when i spend 200k+ on a massive invasion fleet that spawns halfway across the map and it gets destroyed somewhere inbetween, [ and i don't hear about it ] that sucks. i like to go to the place of invasion early and sabotage their fleets and such, but if the fleet never makes it there and i am sitting around waiting for nothing it gets kinds frustrating. it just means that i have to do all of the invading myself, and it feels like i am literally carrying the weight of my faction on my back.
It couldn't be too impossible, the food shortage relief fleets in vanilla notify when they are destroyed.
Otherwise thank you for keeping mod up to date, i love the fact that faction relationships move up and down. my favorite so far is when there was a love affair between a pirate and a hegemony officer. now, a cycle of love later, the pirates and hegemony are neutral with eachother!
Good idea, I'll put it on the todo. And glad you like it :)
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Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
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Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
Actually I think there are two hidden factions for the player. One that is like a mod faction like you said, that are the followers and the actual player faction and one more that is the player. Oh that moment that I smuggle in my planets and my own people hate me XD I am such a bad person. I can't even support my followers.
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Just tried the 0.7e from the repository. I've only started one game, but the price of supplies is ranging from 20 when rock bottom price, and 100 from inflated price. Normal seems to be around 30-50 or so. Other prices seem okay too, but I haven't really been looking.
This is at the start of the game by the way, with numbers increased by one level from default; 6 systems to 8 systems, etc.
Scratch that, must've been a Christmas miracle. 150-300 on repeated generations. 8 systems, 6 planets, 4 stations. Prism Freeport enabled.
Managed to reach 30c for supplies on average after some time.
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Just finished a game and the end screen made me laugh.
Spoiler
(http://i.imgur.com/F4JNkjG.jpg?1)
I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD
Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
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Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?
Like, 1 market and up to as many uninhabited planets/stations as plausible?
It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)
If not, then don't worry about it.
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Well that just made me laugh with joy. I take Qaras as my first planet in Corvus mode and buy out the stock of crappy D variants and put them in storage. Just on a whim I buy the Onslaught thats there as well and put it into storage, just to free up more spots for destroyers (I'm running a destroyer + frigate fleet).
I come back a few months later to find a Paragon for sale. Yes please!
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Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
That's basically how the followers faction works already, only it's integrated and has a couple of caveats:
- Player defaults to followers faction when not part of another faction
- Followers faction can have planets of its own even if you yourself join another faction, and they'll continue to obey you and fight your enemies
(I originally tried making player faction the same one code-wise as the one the fleet you control belongs to, but this had UI issues)
Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?
Like, 1 market and up to as many uninhabited planets/stations as plausible?
It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)
Yeah, original Exerelin had this and I'd like to implement it eventually. Need to work out proper handling for trade + expansion during the initial phase though.
Spoiler
Some challenges:
- The economy needs to not break at any point (this likely means the "abandoned" markets still need to participate in trade with others and such)
- Need a sensible mechanic for the factions to expand (I could reuse the existing invasion code, but doing this cleanly and without screwy behaviours would take time)
Just finished a game and the end screen made me laugh.
Spoiler
(http://i.imgur.com/F4JNkjG.jpg?1)
I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD
Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
Collaborating with Templars? Oh you evil person.
:D
For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.
-
Collaborating with Templars? Oh you evil person.
:D
For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.
But but.. .. but.. >.> Ok to be honest I was too scared to go against them. That and politics does not seem to randomly make them hate me XD
But I never spawned an invasion fleet. I mean.. Paying so much money to let others have fun .. uhhh I mean battle for the market. But Indeed my AI might have by itself captured a lot of the stations. I would lie if I said I kept track of what invasions they did, since a lot of times I realised I was at war with factions that seconds before I was helping. Thank god they did not mess with Templar..
WE CONQUER BY DEGREES!
-
Question: How win money if i play a pirate faction? :x
Like i am hostile against all factions, i cannot go bounty. For trade, this is dangerous. Mining is not very good.
A means add a script for give more salvage if you play pirates? '.'
-
Question: How win money if i play a pirate faction? :x
Like i am hostile against all factions, i cannot go bounty. For trade, this is dangerous. Mining is not very good.
A means add a script for give more salvage if you play pirates? '.'
Being a pirate would be plausible if the did not change boarding chance from 20% to 5%. I am glad the members of the forums to me how to change it back to 20 :D I think money is not a problem if you get to board ships. The problems would be to run out of sources to buy supplies I think XD
-
Yes, but buy marine is so.... expensive. For a rare boarding....
For supplies, i buy a ship who give supply per day, so except after a fight, i do not need supplies...
EDIT: I have found in FleetEncounterContext.java for more loot after win, but for add a external script, hum, yeah, i need a time. (And more, we need be Pirate, how deduct this? I suppose, if you are friend with a pirate faction.)
-
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
-
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
-
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
Ah, I see.
-
Hi,
I'm pretty new to this mod and actually to the game as well.
The supply-managament is killing me. Can not really afford to go on a hunt with my fleet, because supply is too expensive.
So...I'm wondering which ship that is, that can generate supply per day? Using the vanilla-factions only. I haven't found a ship and before I search for it forever, I thought I should register and ask :D
For supplies, i buy a ship who give supply per day, so except after a fight, i do not need supplies...
-
So...I'm wondering which ship that is, that can generate supply per day? Using the vanilla-factions only. I haven't found a ship and before I search for it forever, I thought I should register and ask :D
Sadly there is no such thing. Snrasha's first language is not English, so I sure he meant that he gets ships that use too little supply per day. Except if there is a faction that has such a ship?.. Everything is possible. But getting cheap supplies is not that hard. You have to wait for a while for the market to stabilize, since at times the world starts with an unstable market. If though you look at the Intel screen (press e) on the map (press w) and on the right you choose prices and then supplies, I am sure you will sooner or later find a place that sells them for around 70, more or less.
-
Unfortunately that is not the case in my game. The only way I get cheap supplies is through black market on a neutral station...and that is limited to 50 each month (or so).
I'm already in the 3rd year and the cheapest regular price is 140 in one sector. The rest is between 200 and 370 at highest.
-
My mod add a pirate faction:
http://fractalsoftworks.com/forum/index.php?topic=10067.0
Who have a ship who give 1 supply per day. (You can have X ship, you win X supply per day)
But, this is a pirate faction, so , good luck for win same with this farm. Yes, not bounty, so you can just mining, but, mining is very too bad, because you cannot trade, because you are a pirate!
So, i want create a small mod who up salvage/ boarding chance for pirates faction! ( If you are friend with a pirate faction, you win this bonus) But i am blocked with many thing.
Oh, yes, for finish, this ship who create supply is very useless except for this farm.
-
Thanks for the link. I will check it out.
I'm wondering if I can balance the prices manually somewhere in the files. For me it is pretty much unplayable...or let's say, not so much enjoyable, because I can not play it, how I would like to.
-
Thanks for the link. I will check it out.
I'm wondering if I can balance the prices manually somewhere in the files. For me it is pretty much unplayable...or let's say, not so much enjoyable, because I can not play it, how I would like to.
It is so weird. I mean sure in the beginning when I play supplies can vary from 70-180, with 70 being really rare, but by the time I get high demand ships, it takes a while. If anything sooner or later I end up finding a really good deal, and I end up buying tons of supplies, unable to carry them, so I buy the storage of the station that I bought the supplies from and keep them in the storage.
I have not though played the latest update of Nexerelin. The last version I used was 0.7d. |Not sure if something changed in 0.7e2. Then again I use SS+ too so I am not sure if that one alters the market too.
-
I play the latest version of it.
Everything enabled
Biggest universe I was able to create (lots of sectors, lots of planets per sector, good amount of free sectors.)
No other mods.
Vanilla Factions
(https://picload.org/image/pwlpcdw/screenshot002.png)
-
I can so easily see why you say you are having trouble with supplies and in extension having fun.. I doubt you are able to change the max prices, since they must be hardcoded. Except if anyone has a good idea, all I can suggest is you to try to download 0.7d here (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7d_beta.zip).
-
You can edit the price of vanilla commodities in the starsector core folder.
It's in the data/campaign/commodities.json
-
I guess I need to learn that with Starsector anything can be altered XD
-
i just saw, i could also go with the console mod and use "AddSupply". Feels like cheating, but at least I can start killing stuff.
But for now i'll try the older Nexerelin version, also with the Starsector+ mod, then I should have the same setup like weltall has. Also going to import the savefile from the previous game. Maybe that works and I can keep my progress.
EDIT: That worked. I was able to keep my progress and Items, and I started already on a rich station with supply with a price of 77cr.
-
So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone? 8)
-
So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone? 8)
That would be my fault. The Templars have a routine to prevent trade fleets and the like from going there, but the problem is it's filtered by DELIVER_CREW etc. Since Exerelin uses that type of order for invasion fleets, it stops them. I'll be fixing this (i.e. removing the check completely and allowing fleets to suicide into Antioch occasionally) in the next update.
-
Somewhat minor issue.
If there are two procurement mission leading to the same planet for the same item, the description of the first mission overrides the descriptions for all the ones below it (Headers are the same). Taking both/all missions makes it impossible to access the mission board on the target planet. Whenever you click on it, the game text just says "Null Pointer Exception".
-
Getting a Fatal: Null crash with Nexerelin upon trying to start a new campaign. Happens during/right after you set the campaign start parameters.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
535542 [Thread-11] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
535542 [Thread-11] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
UPDATE: Disabled Diable Avionics and now it works. Guess DA wasn't working with SS+?
-
DA is definitely working with SS+ and nexerelin for me. have you got the newest version of everything?
-
It'd be neat if you could change the government of a place you've captured (or, even, install one in the first place) so you can get rid of mods like Decivilized or other horrible stability-killing modifiers.
-
It'd be neat if you could change the government of a place you've captured (or, even, install one in the first place) so you can get rid of mods like Decivilized or other horrible stability-killing modifiers.
STOP! YOU VIOLATED THE LORE! Pay the Loremaster a fine or serve your sentence!
-
Not sure if this belongs here, might be some vanilla bug but...
Spoiler
(http://i.imgur.com/6eDaOlJ.jpg)
EDIT: The system I'm in also has nebula looking like this.
-
^A webula! Must be some super-secret feature! :)
-
So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone? 8)
That would be my fault. The Templars have a routine to prevent trade fleets and the like from going there, but the problem is it's filtered by DELIVER_CREW etc. Since Exerelin uses that type of order for invasion fleets, it stops them. I'll be fixing this (i.e. removing the check completely and allowing fleets to suicide into Antioch occasionally) in the next update.
Is there any way i could easily change this so i could finish my current playthrough?
-
Is there any way i could easily change this so i could finish my current playthrough?
Create a fleet of capital ships, man them with 20 level officers and attack the Templar. At the same time have a timer on the side running, so you can see how many minutes you will last while attacking their capital. When you will be reduced to dust, come back here and tell me my idea was terrible.
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Not sure if this belongs here, might be some vanilla bug but...
Spoiler
(http://i.imgur.com/6eDaOlJ.jpg)
EDIT: The system I'm in also has nebula looking like this.
That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.
For now you could open the game's settings.json and make the nebula_dark entry the same as the nebula_blue one:
"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
-
That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.
For now you could open the game's settings.json and make the nebula_dark entry the same as the nebula_blue one:
"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
Thanks for the help.
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Is there any way i could easily change this so i could finish my current playthrough?
Create a fleet of capital ships, man them with 20 level officers and attack the Templar. At the same time have a timer on the side running, so you can see how many minutes you will last while attacking their capital. When you will be reduced to dust, come back here and tell me my idea was terrible.
Nvm, it was anticlimactic. templar ships don't attack you when your transponder is off, so i just walked right in and took it. any help here?
-
That moment that I start a new game, looking at my little Alastor ship in the map up close. Then I zoom out and see that right next to my faction's planet, there is an enemy faction. Orbiting the enemy planet a fleet of.. *counts* 3 capital ships, 4 cruisers, 2 destroyers, 13 frigates, 2 fighter wings and 6 support ships~ Oh the joy!
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DA is definitely working with SS+ and nexerelin for me. have you got the newest version of everything?
I downloaded the newest release of the game and all the mods a couple days or so ago. I can't imagine anything updated enough to break by then.
Can anyone explain the error log I got at the end there?
-
Selling a prisoner as a slave reduces reputation with the "your" and "neutral" factions.
And on another weird note, i suddenly gained rep points with the mayorate and gained secure comm access. i was at 74, and suddenly without notification i jumped to 98. i guess i lost two from selling the poor prisoner?
-
I've noticed that too. Not a Nexerelin problem, though.
-
Well, I've discovered a creative use for saboteurs. Using SS+ and this mod I go to a station/planet I know has a fair amount of food, buy it all up and then deploy saboteurs to destroy food stocks. Prices quickly skyrocket, and I make a huge profit. Just make 500K in Prism doing that, and it only took 1 relationship hit.
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Well, I've discovered a creative use for saboteurs. Using SS+ and this mod I go to a station/planet I know has a fair amount of food, buy it all up and then deploy saboteurs to destroy food stocks. Prices quickly skyrocket, and I make a huge profit. Just make 500K in Prism doing that, and it only took 1 relationship hit.
Evil for sure. I bet your character was sat in his chair leaning back with his feet on the controls, smoking a cigar, watching the screen of how the prices skyrocketed after he did that backhanded thing XD
-
That is pure evil. i never thought of doing something like that. maybe even going as far as reducing their stability even further after the shortage, so you can buy more of their food at lower prices!
-
For some reason this talk made me think of Stockmarket... hm...
-
Spoiler
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Hoth
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did i try to have it generate too much?
-
Will you be working on the "Follow me" command in the future as everytime I do use it the other fleets which were following me bugger off to attack a single patrol so something that makes the Ai return to you after they go a certain distance and ignore small fleets for a period of time after would mean I can go places for once without getting molested by a templar fleet.
-
Spoiler
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Hoth
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did i try to have it generate too much?
Yeah, it ran out of planet names. Add entries to Nexerelin/data/config/exerelin/planetNames.json to solve; I'll be adding some of my own in the next release.
Will you be working on the "Follow me" command in the future as everytime I do use it the other fleets which were following me bugger off to attack a single patrol so something that makes the Ai return to you after they go a certain distance and ignore small fleets for a period of time after would mean I can go places for once without getting molested by a templar fleet.
Hmm I forgot I need to deal with that (and poke Alex a bit), thanks for the reminder :)
-
Spoiler
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Hoth
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did i try to have it generate too much?
Yeah, it ran out of planet names. Add entries to Nexerelin/data/config/exerelin/planetNames.json to solve; I'll be adding some of my own in the next release.
I got the same problem, however the game seems to not even use the new names I put down
-
I got the same problem, however the game seems to not even use the new names I put down
Probably failed to read the json. Check starsector.log (Ctrl+F "error"), check your planetNames..json syntax and maybe pastebin it.
-
Hello,
If I want to change some skill data where do I change it? When I make some changes in the starsector core/data/characters/skills/scripts Skilldata file there are no in-game changes. Do I have to make a change in one of the mods Nexerelin aswell to reflect these changes in-game?
Tx.
-
Seems like the independent are still doing horrible things:
(http://i.imgur.com/wsIkdVo.png)
I have v0.7e2 beta.
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If i have omnifactory or prism freeport installed and i enable them in the starting options, there end up being two of them. one freeport in hyperspace, and one in the acheron system. the omnifactories spawn in the same system.
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And one is the player faction and the other neutral. I remember when I had two of the orbiting the planet in Corvus XD
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If i have omnifactory or prism freeport installed and i enable them in the starting options, there end up being two of them. one freeport in hyperspace, and one in the acheron system. the omnifactories spawn in the same system.
The Prism Freeport was initially a feature from Scy, and it will spawn no matter what in Acheron if you use Corvus mode: no need to activate the Nexerelin one (although Histidine's version has a couple more feature I need to port in mine). Similarly for the omnifactory mod, it's integrated to Nexerelin and you don't need to activate the mod.
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Hi, i have question:
"ispirateneutral" in config/exerelinconfig want say what?
All pirates factions found(But i have two "ispirateneutral", so....):
Spoiler
-Pirates
-Radical ori
-Luddic path is pirate neutral
-exipirated
-junk_pirates
-mayorate is pirate neutral
-oculus
-PTech
-Looters
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I use isPirateNeutral any time the faction is non-hostile to pirates but isn't a pirate faction itself. So yeah, just Luddic Path and Mayorate (which are IIRC neutral and favorable respectively to pirates in non-Nexerelin games).
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Okay, I think we're ready for an official release. There's still some stuff I wanted to do, but may as well get all the fixes and such out now.
Nexerelin v0.7.1
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.1.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.1
* Sector generation fixes
* Improve ring textures for asteroid belts
* Objects orbit more slowly
* Better handling of station orbit distances
* Fix belter stations orbiting in opposite direction to asteroid belt
* Starting skill points 6 -> 4 (match vanilla/SS+)
* Tweaks to economy generation handling of food, supplies, lobsters
* Reduce agent production
* Automatically set hostile status for commission holders if war breaks out
* Invasion fleet event reports for when fleet is turned back or invasion fails
* Tweak special fleet naming by size; reduce officer level bonus
* When market is captured, make previous faction's stuff buyable in submarkets
* Response fleets: don't do enemy size check before deciding to spawn
* Mining stuff:
* Ingame mining help (gives per-ship mining strength list; list of all mining ships and weapons available in the Sector)
* Add Tiandong Qianzi as miner
* Move mining ship/wing definitions to .csv
* Fix Mining Pod not getting its mining strength bonus
* Update high-end seller's handling of boss ships for new SS+ version
* Don't use dark nebula (ugly)
* More planet names
* Workaround for Follow Me behaviour (use passive orbit for the first day, aggressive thereafter)
* Fix Prism submarket ship spawning (in particular, stop carrying Templar ships)
* Fix Sphinx star market bug
* Fix possible text formatting crash when parsing some .json configs
* Hopefully fix invasions by independents (and other unwanted types) for real this time
Merry Christmas!
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A word for this thing:
<3
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I hope the Independent Reich is gone for good this time.
Merry Christmas :)
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Good god, I decided to do some mining to catch up on all the money I'd burned by loosing some freighters of mine.
Now I'm juggling more fighters than I know what to do with. o.O I've gotten about 5 wings of fighters (including a rather nice Scutum Defense Wing) in 10 minutes. A lot of people are going to come back to their stash and wonder where the hell a bunch of AI controlled fighters wandered off to, heh.
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is that update going to mess with my current save?
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Is it possible to include a faction mod but prevent the faction from being spawned? Ideally, is it also possible to prevent it's ships from being used at all, leaving only the weapons/hullmods? I want to use Citadel's weapons without the abnormal supply costs I hear they have at the moment.
I swear something like this was mentioned, but I've been searching the forums for half an hour without any luck.
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Is it possible to include a faction mod but prevent the faction from being spawned? Ideally, is it also possible to prevent it's ships from being used at all, leaving only the weapons/hullmods? I want to use Citadel's weapons without the abnormal supply costs I hear they have at the moment.
I swear something like this was mentioned, but I've been searching the forums for half an hour without any luck.
I've actually asked that not too long ago.
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
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Awesome, that's what I remember seeing! Thanks for hooking me up.
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I'm having a lot of slowdown after many cycles in the game. I think there are so many fleets flying around it's bogging down the computer. When I go into hyperspace I usually see 20 separate remnants of pirate armadas, each composed of 1-2 frigates, bunched together in a battle with a few random factions. Is there a destroy all fleets button?
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A minor note on this:
* Starting skill points 6 -> 4 (match vanilla/SS+)
It seems you only changed the text message. You are still giving out 6 skill points:
NGCAddSkillPoints 6
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Thanks for the update, and happy a late Christmas.
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I have a couple questions about how commissions work with Nexerelin. If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with? Can the player faction offer commissions?
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I have a couple questions about how commissions work with Nexerelin. If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with? Can the player faction offer commissions?
It belongs to the player's faction (followers), and no.
A minor note on this:
* Starting skill points 6 -> 4 (match vanilla/SS+)
It seems you only changed the text message. You are still giving out 6 skill points:
NGCAddSkillPoints 6
Yeah, I noticed that a few hours after the release :(
It's a minor bug though, so fixing it will just have to wait for next version.
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I have a couple questions about how commissions work with Nexerelin. If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with? Can the player faction offer commissions?
It belongs to the player's faction (followers), and no.
A minor note on this:
* Starting skill points 6 -> 4 (match vanilla/SS+)
It seems you only changed the text message. You are still giving out 6 skill points:
NGCAddSkillPoints 6
Yeah, I noticed that a few hours after the release :(
It's a minor bug though, so fixing it will just have to wait for next version.
Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)
Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features? I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.
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Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)
I think it is more about consistency rather than anything else XD Most would not mind the two extra points for sure *whispers* I do not X3
Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features? I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.
Benefits of having a commission? What are these benefits that the followers lack?
The player faction allows you by default to buy all the ship they offer.
They pay you monthly some money, instead of just a small amount when you kill their enemies.
They always like you with your actions, even without commissions.
They don't force you to keep killing their enemies every time a temporary truce comes to an end.
I do not see what more the commission gives >.> I do see though "less"~ Except if you mean to add to the difficulty of the faction, rather than being all "easy" to have your own faction.
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Minor bug: "Enable Prism Freeport" is not saved, unlike other start options.
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Partly because I haven't played the game since commissions were introduced, and I'd like to experience them without having to shackle myself to another faction - but mainly, the idea of getting paid a small "bounty" on any fleet hostile to the faction, regardless of location, appealed to me. It make fighting in non-bounty areas less of a waste, help sustain your income while fighting to take over a market, and give you at least a small benefit when deliberately seeking out fights with another faction (while trying to capture ships from that faction, for example).
But you're right, thanks to the benefits of the player faction in Nexerelin those things aren't a big deal.
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More like I hated commissions in my vanilla play. Hegemony kept doing truces that lasted for a bit and then suddenly it would go back at war with that faction. At a point I was frustrated cause I was trying to do different things and I had to keep going all over the map killing different faction fleets, only to soon after Hegemony make truce again and then war again. When I played modded, I played with my own faction and I was happy I did not need to run all over the map to keep my faction from disliking me randomly. I say randomly because while playing the was came and went too fast and I did not catch all the messages, since the log was running. I can't even imagine keeping track of the situation between my faction and all the others, since my faction would keep going to war and to truce with all the factions I added, with the only faction staying always cooperative being the Templar.
Getting 60000 $pacebucks for large battles, is definitely not worth the flying all over the galaxy every time a truce is broken.
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Any chance you can make the omnifactory spawn in your chosen faction home system in Corvus mode?
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Does the blast doors hull mod reduce crew losses during mining accidents?
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First time installed the mod. Playing in corvus mod. Some questions:
What is the difference between starting with your own faction or as a lone wolf?
If you play as lone wolf can you still make your own faction, or you can only join other factions?
Also does the your own faction option makes it possible to make your own faction in corvus mod?
If I chose Omnifactory in corvus mod, will it spawn it somewhere, or it only works with random map?
And last thing what does prism freeport option do?
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You have to start a new save, since the background filename changed from .jpg to .png. Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.
Should ExerelinSectorGen.java line 180 be changed too?
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First time installed the mod. Playing in corvus mod. Some questions:
What is the difference between starting with your own faction or as a lone wolf?
If you play as lone wolf can you still make your own faction, or you can only join other factions?
Also does the your own faction option makes it possible to make your own faction in corvus mod?
If I chose Omnifactory in corvus mod, will it spawn it somewhere, or it only works with random map?
And last thing what does prism freeport option do?
Starting with your own faction should mean that you start with your faction having a planet. When you start by yourself, you will have nothing buy your initial ship to start. I didn't know Corvus mode though had that option. But anyway, having a planet already, means you start by getting an monthly check from the beginning and have a faction that no matter what will always like you. So it is easier.
In corvus mode, when you take over a planet, it becomes yours. Omnifactory spawns in Corvus starsystem. It floats over a non habitable planet.
Prism Freeport is a independent market that you can find for sale anything in there. When I say anything I mean anything, which means even ships and weapons that are normally found only on specific markets and nowhere else.
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First time installed the mod. Playing in corvus mod. Some questions:
What is the difference between starting with your own faction or as a lone wolf?
If you play as lone wolf can you still make your own faction, or you can only join other factions?
Also does the your own faction option makes it possible to make your own faction in corvus mod?
If I chose Omnifactory in corvus mod, will it spawn it somewhere, or it only works with random map?
And last thing what does prism freeport option do?
Starting with your own faction should mean that you start with your faction having a planet. When you start by yourself, you will have nothing buy your initial ship to start. I didn't know Corvus mode though had that option. But anyway, having a planet already, means you start by getting an monthly check from the beginning and have a faction that no matter what will always like you. So it is easier.
In corvus mode, when you take over a planet, it becomes yours. Omnifactory spawns in Corvus starsystem. It floats over a non habitable planet.
Prism Freeport is a independent market that you can find for sale anything in there. When I say anything I mean anything, which means even ships and weapons that are normally found only on specific markets and nowhere else.
So when you take over a planet, you will than have all the options as you would have a faction, right?
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So when you take over a planet, you will than have all the options as you would have a faction, right?
Taking over the planet means that the planet fro mthat point will sell you all the ships/weapons it has from the get go, since you are cooperative with your "followers". The ships and weapons they sell can be from different factions too, although it is not all factions, just some of them. Still though you will have a bigger "buffet" XD Afar from that nothing really changes afar from seeing the planet is owned by your own faction.
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So when you take over a planet, you will than have all the options as you would have a faction, right?
Taking over the planet means that the planet fro mthat point will sell you all the ships/weapons it has from the get go, since you are cooperative with your "followers". The ships and weapons they sell can be from different factions too, although it is not all factions, just some of them. Still though you will have a bigger "buffet" XD Afar from that nothing really changes afar from seeing the planet is owned by your own faction.
Can I make/buy fleets from that planet? The thing I am trying to understand is when i play with corvus option on, should I start the game with lone wolf or your own faction options, and what/if there is any difference between this tow options in corvus mode (as in both cases I start without a planet)
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To be honest I do not know what's the difference in Corvus mode. I played with my own faction to be honest, wondering if I would start with a planet. I did not. It was exactly like when I started in normal Nexerelin mode by myself. My faction had no planet and only after I took over a pirate planet my faction became active. There was absolutely no difference in what I could do in Nexerelin in starting with my faction or in Nexerelin when starting by myself. If anything I am guessing in Corvus mode you just can't start with your followers owning a planet, no matter what you choose. Makes sense in a way, since it is the vanilla galaxy.
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Question regarding pirates, why is it that when I buy or sell at a pirate black market do I end up getting an investigation launched as well as a stability drop?
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Question regarding pirates, why is it that when I buy or sell at a pirate black market do I end up getting an investigation launched as well as a stability drop?
Do you mean while you are being a pirate? If you are not a pirate, why would you care of course what happens to them.
Pirate factions needs taxes too, to pay for it's workers, crew and anything else that needs for the faction to have money in it's coffers. When you sell in the blakc market, only you and the buyer make money. That drops the stability of the pirates of course. If they find out you are the one that messed up their economy, they will of course not be happy.
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I don't trade with pirates often, but I assume just being a pirate market doesn't force it to be freeport.
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Do you mean while you are being a pirate? If you are not a pirate, why would you care of course what happens to them.
Pirate factions needs taxes too, to pay for it's workers, crew and anything else that needs for the faction to have money in it's coffers. When you sell in the blakc market, only you and the buyer make money. That drops the stability of the pirates of course. If they find out you are the one that messed up their economy, they will of course not be happy.
I never noticed the pirates having an economy like the other factions in vanilla or SS+ so I thought it was the same for Nexerelin, that and most of the decent stuff for pirates happens to be in the black market due to me never seeing a market with above 2 stability for the pirates.
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In a vanilla play, use command console mod and raise your reputation to 100 with pirates. Then go and trade in the black market. You will see it will affect them. Pirates are considered a faction on their own after all. Their economy is always bad for the simple reason everyone hates them and smugglers come and go from their planet all the time. Their convoys get attacked all the time. Their fleets get attacked all the time. All major factions want them dead. It would be actually weird to find a high stability market, except if of course the player helped them to take over the galaxy~
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You have to start a new save, since the background filename changed from .jpg to .png. Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.
Should ExerelinSectorGen.java line 180 be changed too?
Good catch, I'll update soon-ish (hopefully).
Any chance you can make the omnifactory spawn in your chosen faction home system in Corvus mode?
Good idea, I'll do that.
Does the blast doors hull mod reduce crew losses during mining accidents?
It'll crew losses from hull damage if that occurs. Doesn't do anything for the direct crew losses at present.
What is the difference between starting with your own faction or as a lone wolf?
No difference in Corvus mode. (in random generation mode the own faction start gives you a planet to start with and free start doesn't)
If you play as lone wolf can you still make your own faction, or you can only join other factions?
You can capture a planet/station, then it belongs to the followers (own faction). It'll generally work the same as if you had it all along to begin with.
Also does the your own faction option makes it possible to make your own faction in corvus mod?
There's no specific faction creation, but you can edit the follower faction details (as detailed here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626)).
Question regarding pirates, why is it that when I buy or sell at a pirate black market do I end up getting an investigation launched as well as a stability drop?
All pirate markets in random generation mode have the Free Port market condition, so smuggling will have no effect on stability and cause no investigations (assuming no bugs). Many pirate markets in the vanilla sector have it too; but Umbra, Kanta's Den and Qaras don't. Are any of those locations where you saw this?
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I wasn't sure whether this belongs in the Knights Templar thread or here, but if the Templars capture a station they remove the military market there. IE in my current game i finally recaptured the Hephaistos SCY station back, but the military market is gone.
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I wasn't sure whether this belongs in the Knights Templar thread or here, but if the Templars capture a station they remove the military market there. IE in my current game i finally recaptured the Hephaistos SCY station back, but the military market is gone.
Nexerelin removes the regular submarkets when a market is captured by Templars, and adds them if a Templar market is captured.
It looks for the Military Base condition to determine whether to readd the military submarket, but Hephaistos doesn't have one (it manually adds the submarket during sector generation).
I'll add a hardcoded check for Hephaistos. In the meantime, try copypasting this console command:
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").addSubmarket("generic_military")
EDIT: On that note, does it now have a black market? It shouldn't; I'll have to check for that as well.
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").removeSubmarket("black_market")
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Woa, Thanks! i didn't think it would be possible to fix like that! thank you VERY much! it was a huge pain to get the SCY ships i was looking for.
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Ok, been playing it for some time now, really great mod. Have some more questions and suggestion (note, sorry if its already asked, but the topic us really big, and also my suggestion are made without the knowledge of how much option or how hard it is to mod this game).
First questions:
-When you summon a defense fleet, will they patrol permanently, or there is time limit, after witch they will disappear.
-Will my faction invade others on their own, as it seems they do agent missions alone
-Does planet stability (and similar) have a impact on forces they spawn (not counting when you invade them)?
Suggestions:
-I noticed that you get money 30k every month. I would increase the income with every planet you add to your empire
-Would like that there is more control over my faction, or better said that they dont do things on their own (so no sending agents and similar)
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two questions, is it possible to move the omnifactory somewhere else? its in a hostile starsystem atm, and is it possible to colonize uninhabited planets?
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-When you summon a defense fleet, will they patrol permanently, or there is time limit, after witch they will disappear.
-Will my faction invade others on their own, as it seems they do agent missions alone
-Does planet stability (and similar) have a impact on forces they spawn (not counting when you invade them)?
-They hang around for 150 days, although they'll go home early if they take too many losses
-Yes
-For patrols, see this post (http://fractalsoftworks.com/forum/index.php?topic=9946.msg171269#msg171269)
Invasion/strike/defense fleets (https://bitbucket.org/Histidine/exerelin/src/9bbd6445019df7520c6c709dc5e61202c088dede/jars/sources/ExerelinCore/exerelin/world/InvasionFleetManager.java?at=master&fileviewer=file-view-default#InvasionFleetManager.java-86) and response fleets (https://bitbucket.org/Histidine/exerelin/src/9bbd6445019df7520c6c709dc5e61202c088dede/jars/sources/ExerelinCore/exerelin/world/ResponseFleetManager.java?at=master&fileviewer=file-view-default#ResponseFleetManager.java-127) also get some size and officer level bonuses (and the points needed to spawn accumulate faster) depending on their market's stability, size and market conditions.
Suggestions:
-I noticed that you get money 30k every month. I would increase the income with every planet you add to your empire
-Would like that there is more control over my faction, or better said that they dont do things on their own (so no sending agents and similar)
-It's based on the player's level. Modifying by number of markets would make sense yeah, but I think salaries work well for their intended purpose* and tying it to empire size adds slippery slope effects that would complicate it unnecessarily.
-I'll probably add a config option to disable agents/diplomacy by the followers faction. It could use more differentiation (and in ways that don't make it the superior choice) from regular factions at any rate.
*It gives poor players a leg up to get a decent fleet faster, while not hugely benefitting those already doing well. It also helps cover day-to-day costs like fuel, supplies and (late game) SS+ salaries.
two questions, is it possible to move the omnifactory somewhere else? its in a hostile starsystem atm, and is it possible to colonize uninhabited planets?
1) Omnifactory normally spawns around Somnus in Corvus mode, around the player's homeworld otherwise (or at a random location in free start). (if you don't pick the random location option obviously)
There's no way to move it at present unfortunately, although next version it'll spawn in the player's home system in Corvus mode as well.
2) Not at present.
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Selling a high value prisoner as a slave will also reduce relations with the neutral faction. not sure if this will give gameplay issues
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Update with some accumulated fixes and updates, released early to ensure compatibility with Interstellar Imperium. Happy New Year!
Note: If you get crashes on sector generation after installing the patch, rename data/campaign/terrain/Nexerelin to nexerelin (lowercase n).
Nexerelin v0.7.2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.2.zip)
Patch (0.7.1 -> 0.7.2) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.2_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.2
* Actually start with 4 skill points
* When losing faction commission due to low reputation, cease being hostile with enemies of faction
* Workaround for relationship weirdness if commission issuer signs a ceasefire/peace treaty
* Invasion and response fleets restore some of the target/defended market's reserve points when despawning
* Reduce officer level bonus for invasion/strike/response fleets from large markets
* Followers don't execute covert ops by default; can be excluded from diplomacy in config
* Move pirate homeworld from Umbra to Qaras
* Make sure certain Scy markets get the right submarkets back if recaptured from Templars
* Highlight messages for agent actions that bring peace
* Sector generation:
* Omnifactory spawns in faction home system in Corvus mode
* Relays orbit pointing down
* Try to reduce orbits of things overlapping planets
* Update Thracia background reference (now a .png)
* Use some nebula maps from mods
* Fix some Corvus mode capitals
* Fix losing reputation with Neutral from slave trade
* Fix Omnifactory, Ascalon flavor texts
* Fix possible crash with some system locales
* Fix some fleet assignment texts not being externalized
* Set correct is/are verb for followers
* Don't use placeholder tooltips for white stars
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I have no real way of telling which mod is the problem, but after updating Nexerelin, Combat Chatter and Save Transfer today I'm getting this crash on startup
Spoiler
46752 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
at data.scripts.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:159)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.omnifac.OmniFacSettings
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Here's my mod folder currently:
Spoiler
(http://puu.sh/mfGmp/b9300d6634.png)
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Make sure you're not trying to install the Nexerelin patch version as a full version (it needs to be extracted over an existing 0.7.1 install).
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Hell, that's probably it. Coulda sworn I downloaded the full install, and I always delete the old mod before putting in the new version.
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I used the search to no avail, Is there a way to process materials? Like turn ore into metal, Through this mod/vanilla/ or another mod? Also i see a blank outpost button, is there a way to manage planets or set up outposts? Sorry for my noobness but I haven't player this game in years.
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I used the search to no avail, Is there a way to process materials? Like turn ore into metal, Through this mod/vanilla/ or another mod? Also i see a blank outpost button, is there a way to manage planets or set up outposts? Sorry for my noobness but I haven't player this game in years.
Hello! :)
Outposts are an upcoming feature, much like there was the Officers button in that same spot.
As of now, you can't do any of that.
And no, you cannot process materials per se; if a trade fleet heading to an ore processing world gets destroyed, a trade disruption will occur with the corresponding price incerase. Technically, the metals stockpiles available for sale should dwindle too, but I've failed to notice that.
Also, bear in mind economy was seriously revamped since 0.65a
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Ook, no big deal. This game scratches my Escape Velocity itch like no other game has. Great community too.
Can someone tell me where the prism freeport spawns? I can't seem to locate it at all.
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If you enable it in the starting dialog options, it appears in hyperspace and shifts position whenever you exit hyperspace.
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It moves? wuuuut? i never noticed!
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Ook, no big deal. This game scratches my Escape Velocity itch like no other game has. Great community too.
Can someone tell me where the prism freeport spawns? I can't seem to locate it at all.
EV nova was the best 2d space sim hands down for so many years.... until i bought starsector :D
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I've been trying out mining for quite some time; and I understand it's bare-bones, but I see a few issues.
- Resources are infinite, allowing one to harvest planets and then drag them off to a market on a nearby moon. A task with very little danger can generate tens of thousands with an unoptimized fleet and millions with a specialized fleet.
- There is little reason to mine dangerous planets, such as toxic/volcanic.
- The viability of mining is heavily dependent on random chance, for both average market price and price of supplies.
If I could make the following suggestions:
Give planets a two new attributes to increase diversity: Overharvesting and Renewability.
As you obtain more resources from planets, its overharvesting level increases. As overharvesting level increases, further mining efforts will yield fewer resources (Capped at a certain percentage). Overharvesting will decrease over time, but the higher it is, the slower it decreases.
Overharvesting depends on the amount of resources gained, so it won't affect smaller mining fleets than it does with planet-stripping fleets.
The second, renewability, is unique to the planet type, it represents a planet's ability to recover from overharvesting. For example, volcanic planets will recover from overharvesting much faster than a barren planet due to the increased volcanic activity bringing up resources from the mantle, which is beyond the range of conventional mining weapons.
The combination of these two should encourage miners to move onto the next planet as profit margins will become increasingly smaller due to the relatively static cost of supplies versus the decreasing number of resources. It also gives miners a reason to go to more risky planets, as they recover faster.
About gas planets: when it comes right down to it, they're the most profitable mining option due to the relatively low danger level, high resource output, and the higher prices volatiles fetch over basic ore.
To counter this, I would suggest that mining gas planets does not the fleet's traditional mining rating. Instead, mining gas planets should use "Scoop Tonnage", an innate statistic assigned to certain ships; think opening up your cargo hold and flying through the gas cloud like a whale and you're not far off. Possibly increasing the usefulness of ships like the Phaeton and Prometheus, albiet slightly; while also getting rid of the mental image of mining by shooting high-power energy weapons into volatiles - which are by nature... volatile.
Asteroids are exempt from overharvesting, it'd be too annoying to track every single asteroid, but they can compensate by having much lower yield or higher danger.
As for the third issue, this is a little tricky, and I don't think any amount of economy tweaking is going to be enough - At least in the current version.
The biggest exploit in mining has to be the price fixing found in certain markets, where the value of a commodity won't drop to 1 no matter how much you sell. The difference between selling 50,000 volatives at 1cred vs 50,000 volatiles at a price-fixed 23creds is huge.
The only thing I can think of to fix this is reducing the base price of all resources to 1, but this opens up a whole slew of issues; even without including the game's economy calculations.
Then there's the issue of supply cost, depending on random chance it can range anywhere from 50-300+ creds per supply unit.
However, looking at what Steiner's foundation did, perhaps one could add a "Mining Foundation Representative" to certain ports. Allowing the player to barter resources for supplies/credits at a fixed rate (Which is still rather inflated of course). You could limit it to increments (They don't deal in small change) to reduce script complexity.
Of course, these are just suggestions. I'm enjoying the mod as it already is.
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I am not sure if this is Nexerelin or Starsector+ related yet, but every new game with pirate stations in the system turns out like this:
Spoiler
(http://i.imgur.com/Lb9wnQS.png)
A bit crazy, right? sometimes it gets much larger than that, though. at one point in a game there were three massive pirate fleets ravaging an entire system. Don't really know what to say, just that having that many pirates is a bit nuts. after a *while* everything returns to normal and it never happens again. i also don't see fleets that size without it being a bounty fleet after incidents like that.
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I am not sure if this is Nexerelin or Starsector+ related yet, but every new game with pirate stations in the system turns out like this:
Spoiler
(http://i.imgur.com/Lb9wnQS.png)
A bit crazy, right? sometimes it gets much larger than that, though. at one point in a game there were three massive pirate fleets ravaging an entire system. Don't really know what to say, just that having that many pirates is a bit nuts. after a *while* everything returns to normal and it never happens again. i also don't see fleets that size without it being a bounty fleet after incidents like that.
Just start in another cluster. Once, when I chose the "Free Start" option, the Exerelin system was just two pirate and two Infected stations.
In another game w/ only four star systems, I've had one spawn quite far from other three, and it was chock full of - you've guessed it - pirates! (2 pirate markets, 3 Junk Pirates, and one Infected homeworld) ;D
This brings me to the question - can we transfer our generated worlds? So we can play anew in the world we have already generated and we like very much? (Not unlike the Minecraft worlf seeds, amirite?)
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oh, i probably should have specified: that is Corvus. Corvus mode Corvus. This has also happened in the BRDY home system, as well.
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oh, i probably should have specified: that is Corvus. Corvus mode Corvus. This has also happened in the BRDY home system, as well.
Well, in that case youre going to have to live with it :D or play without SS+
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Turn off pirate patrols in the faction config.
This brings me to the question - can we transfer our generated worlds? So we can play anew in the world we have already generated and we like very much? (Not unlike the Minecraft worlf seeds, amirite?)
Not yet. Maybe Someday?
@Blaze: Yeah, good ideas with the mining, though the commodity price thing is probably not solvable in the current version of SS (at least I haven't found a way to reliably do it despite my best efforts). I'll probably do overharvesting and renewal at least if I ever get around to working on mining again*. (Maybe gas planet scoops too, though I'm not sure of the effort/reward ratio on those)
*I'm mostly leaving the game alone for a while, seeing as it's fully functional and doesn't have any particularly significant bugs circulating right now. I did find the time to do this (inspired by SS+):
Spoiler
(http://i.imgur.com/g0jcags.jpg)
(http://i.imgur.com/3BubQL3.jpg)
Spoiler
Modders! If you ever find yourselves on a weekend morning with nothing to do, would you be so kind as to supply fleet definitions (i.e. a list of variants) you think would be suitable for the four new starting fleet types? That'll save me the trouble of going through the variants for like 35 different mods and putting them together myself.
The small fleets usually have 1 destroyer and 2 frigates, the large ones have 1 cruiser, 1 destroyer and 1 frigate. But variations are possible, as you can see from the BRDY screenshot.
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Spoiler
Modders! If you ever find yourselves on a weekend morning with nothing to do, would you be so kind as to supply fleet definitions (i.e. a list of variants) you think would be suitable for the four new starting fleet types? That'll save me the trouble of going through the variants for like 35 different mods and putting them together myself.
The small fleets usually have 1 destroyer and 2 frigates, the large ones have 1 cruiser, 1 destroyer and 1 frigate. But variations are possible, as you can see from the BRDY screenshot.
Send you a PM
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A quote who show how represents this new startings fleet types?
For send directly a file.txt very simple to read for you.
ex:
{
"Anwser1":[
"name":"Light combat patroln",
"variant":[
"ship_variant1",
"ship_variant2",
]
(or not?)"Inventory":[{120,210,210}] (crew,supply,fuel)
],
"Answer2":[],
}
Thank.
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Spoiler
(http://i.imgur.com/Jaed0ek.png)
Hegemony colonized a sun :oSpoiler
(http://i.imgur.com/QZiDWKm.jpg)
Spoiler
(http://i.imgur.com/g1PplkI.png)
Spoiler
(http://i.imgur.com/01Hq3K8.png)
I guess they landed at the time of the solar eclipse 8)
You can only reach the surface with a fast fleet while emergency burning, otherwise the corona pushes you away.
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A quote who show how represents this new startings fleet types?
Here's an example. (https://bitbucket.org/Histidine/exerelin/src/09fcef4b0b29f9542fdbee03867d7a3a2e45fe7a/data/config/exerelinFactionConfig/player_npc.json?at=newStartOptions&fileviewer=file-view-default)
(You can include SSP versions of the fleets as well, but they should only really be needed for vanilla factions)
Spoiler
(http://i.imgur.com/Jaed0ek.png)
Hegemony colonized a sun :oSpoiler
(http://i.imgur.com/QZiDWKm.jpg)
I'm pretty sure I fixed that back in 0.7.1 (and I can tell from the star tooltip that the Nexerelin version shown isn't 0.7.2 or newer). Is it still happening for people?
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I'm pretty sure I fixed that back in 0.7.1 (and I can tell from the star tooltip that the Nexerelin version shown isn't 0.7.2 or newer). Is it still happening for people?
Pretty sure I haven't seen it.
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Jup, I was using the old version I had installed the new one but the old version was in folder "Histidine-exerelin-e747cfaaa96a" while the new one was in folder "Exerelin" so, while installing the mods the old one went un-deleted and apparently gained activation preference in mod manager window.
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Something rather strange happens on Nexerelin, but i'm not sure if it's a faction mod I have that does it...
Supplies go up when i'm in the game so far (It's probably one of my ships or something, but...i'm not sure)
The only way my supplies go down is usually after a battle when i'm recovering CR costs, but that's about it.
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By chance are you using the Looters mod? The converted Auriga has a built-in hullmod that makes supplies over time.
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Ah yes, a bug , i cannot fix this without my java licence, ah ah. I have delete this hullmod, but if you have old version of my mod, yes, you win 20 supplies per day. Same if you have not ship auriga.
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I have the Looters mod, but I don't have the Auriga in my fleet, so, I dunno.
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Last version of Looters mod?
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I'm getting this error at the setup phase in Nexerelin:
Spoiler
131603 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - Couldn't find faction valkyrian
148361 [Thread-11] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
148362 [Thread-11] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
148700 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipVariantAPI.getHullMods()Ljava/util/List;
at data.hullmods.ExipiratedConstruction.applyEffectsAfterShipCreation(ExipiratedConstruction.java:27)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.String(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
No idea if it's Nexerelin related though.
-
"131603 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - Couldn't find faction valkyrian"
The Project Valkyrie mod isn't updated for 0.7.1. On that mod's page it says it is compatible with Exerelin but it isn't listed as being compatible on the Nexerelin page. Try disabling that mod, and see if that helps.
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The crash occurs in a hullmod for Exigency Corporation, which hasn't been updated for 0.7.1 yet.
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Last version of Looters mod?
It's possible it's because of it not being the latest one, but, we'll see.
-
The crash occurs in a hullmod for Exigency Corporation, which hasn't been updated for 0.7.1 yet.
Thanks for heads up mate!
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Hmm, on a different note...
Is there a way to get some factions to spawn first, with some coming later to take over planets of their choosing?
I want the usually hostile factions to spawn first, then later factions to come in, just to give the hostiles a chance to actually settle in, before the feces flies out of the airlock with the crews.
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Started a Diable game and the omnifac was in Corvus.
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No donation button i really want to contribute to your effort mate you did a nice work.
Pass my an email so i can send you money through paypal?
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So, as I recall, the player's Followers or faction cannot join an alliance?
If that is so, will we ever see it happen, or is that a certified no?
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So as I sit here trying to set up my player faction I have to wonder if anyone would be so kind as to provide a more in-depth guide for editing the player_npc.faction file, such as the proper way to add ships and illegal commodities.
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So, as I recall, the player's Followers or faction cannot join an alliance?
If that is so, will we ever see it happen, or is that a certified no?
The only way for the player faction to join an alliance is via console commands.
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No donation button i really want to contribute to your effort mate you did a nice work.
Pass my an email so i can send you money through paypal?
Email address PM'd, thanks!
Started a Diable game and the omnifac was in Corvus.
Oops, the home system placement only works with vanilla factions. Fixed for next release, thanks.
So, as I recall, the player's Followers or faction cannot join an alliance?
If that is so, will we ever see it happen, or is that a certified no?
An acquaintance was working on that (you can choose which alliance to join) and had it mostly complete, I might poke him about it and ask him to send a patch. Other than that, I don't have any plans to implement it myself.
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oh good, I was wondering why My faction never seems to be able to join any alliances.
Pretty annoying when you play near endgame with 5 factions left and all 3~4 of them has allied together but you're faction cannot
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I wonder if it would be at all possible to add a small chance to spawn ships belonging to factions that you've taken planets/stations from, with that chance increasing with each station/planet you capture. Would certainly make picking fights with powerful factions like the Templars more rewarding.
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Wasn't it added in v0.7.1?
When market is captured, make previous faction's stuff buyable in submarkets
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well I honestly would have no way of knowing, I'll check it out in a few hours after I'm done customizing my player faction.
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I wonder if it would be at all possible to add a small chance to spawn ships belonging to factions that you've taken planets/stations from, with that chance increasing with each station/planet you capture. Would certainly make picking fights with powerful factions like the Templars more rewarding.
Wasn't it added in v0.7.1?
When market is captured, make previous faction's stuff buyable in submarkets
That only applies immediately after capture (it refreshes the stock as if you visited the market while it has the old faction, so it doesn't refresh again with the new faction when you actually dock). Basically, you get a chance to swipe "captured" stuff.
(Other than that, you can still get stuff from factions the market trades with as usual)
Don't really plan to modify that part at present, not least because it won't be SS+ compatible.
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I meant spawning NPC fleets with the appropriate ships, say one or two templar ships after you capture a templar base because at that point you've earned that kind of power.
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"Scy sponsors pirate rebels" ... I kind of understand what's happening but I think anarchic factions like pirates should be exempt from rebels? Maybe? Hmm ...
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"Scy sponsors pirate rebels" ... I kind of understand what's happening but I think anarchic factions like pirates should be exempt from rebels? Maybe? Hmm ...
I think that's meant to be read as "SCY sponsors rebels from some other faction that have been deemed Pirates."
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No, it was actual pirates and Scy lost standing with pirates because they got caught at it.
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I would assume that "pirate rebels" would be people trying to force the loose organization that is the pirates to merge with a more "agreeable" entity such as the hegemony. Basically if they aren't planted saboteurs they're from outside the "pirate culture."
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I'm trying to invade a size 7 (military) Sindrian Diktat planet and they spam response fleets/detachments every single time I whack them to oblivion and restart the process. I have a station nearby which I go to for repairs/supplies every time I run out of CR from constant fighting.
I have 3 decked out Paragons 1 Onslaught and 2 Eagles and some support ships + 2k marines, maxed out all available skills, so my capture probability is 100%, and I can take on anything that engages me every single time without loosing anything but supplies and CR.
My questions is (after many repetitive battles), whether the Sindrian Diktat will ever run out of response fleets, because otherwise it seems impossible to capture that planet - not because I don't have the resources, but because they interrupt the invasion process every single time due to game/mod mechanics.
Spamming them with saboteurs destroying reserve fleets didn't seem to help.
I assume it's because the fleet logistic module from the original Exerelin was left out and vanilla mechanics just spawn fleets on trigger without considering anything but the player's level. Is this true?
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Might have something to do with response fleet despawning right on top of the station recovering reserve fleet level.
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I'm trying to invade a size 7 (military) Sindrian Diktat planet and they spam response fleets/detachments every single time I whack them to oblivion and restart the process. I have a station nearby which I go to for repairs/supplies every time I run out of CR from constant fighting.
I have 3 decked out Paragons 1 Onslaught and 2 Eagles and some support ships + 2k marines, maxed out all available skills, so my capture probability is 100%, and I can take on anything that engages me every single time without loosing anything but supplies and CR.
My questions is (after many repetitive battles), whether the Sindrian Diktat will ever run out of response fleets, because otherwise it seems impossible to capture that planet - not because I don't have the resources, but because they interrupt the invasion process every single time due to game/mod mechanics.
Spamming them with saboteurs destroying reserve fleets didn't seem to help.
I assume it's because the fleet logistic module from the original Exerelin was left out and vanilla mechanics just spawn fleets on trigger without considering anything but the player's level. Is this true?
Once a response fleet spawns it needs to wait quite a while before it can accumulate enough points to spawn a new one (and a long time before it can spawn anything that doesn't immediately run from a decent lategame player fleet). Response fleets returning to base add part (75%) of their fleet points back to the reserve, and it's possible that this is bugged, but the points don't get added until the fleet despawns so it doesn't seem likely that this is the problem.
Currently there's nothing that stops patrols (including Detachments) from continuously spawning at a market being invaded; in fact, killing them just makes them spawn faster. I've been meaning to implement economy-dependent patrol spawning, or at least make them not appear while an invasion is in progress, but never got around to it. Still, it should be entirely possible to get enough of a gap (1 ingame day) between patrol spawns to finish the invasion.
Do you want to upload a save? Would help me look for specific failure cases.
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Once a response fleet spawns it needs to wait quite a while before it can accumulate enough points to spawn a new one (and a long time before it can spawn anything that doesn't immediately run from a decent lategame player fleet). Response fleets returning to base add part (75%) of their fleet points back to the reserve, and it's possible that this is bugged, but the points don't get added until the fleet despawns so it doesn't seem likely that this is the problem.
Currently there's nothing that stops patrols (including Detachments) from continuously spawning at a market being invaded; in fact, killing them just makes them spawn faster. I've been meaning to implement economy-dependent patrol spawning, or at least make them not appear while an invasion is in progress, but never got around to it. Still, it should be entirely possible to get enough of a gap (1 ingame day) between patrol spawns to finish the invasion.
Do you want to upload a save? Would help me look for specific failure cases.
Yeah, I will upload my save file once I get back from work.
I have a couple of additional faction mods you listed as compatible on the front page, but nothing aside from that. I can send an archive of my mods directory if you you need those for making things faster.
I never kill off entire fleets - I usually let the running ships go, hence the place will be littered with smaller fleets when you load up the save - could this be an issue? Does a "reduced" detachment fleet count as "killed"?
[Edit]
Here's a link to the save file - https://dl.dropboxusercontent.com/u/66826401/StarSector/save_Wojtek_7340505308298485795.rar
Try invading the planet/station right next to the player's fleet, fight of the response fleet, and invade again. Enjoy the rinse and repeat for the next 48 hours. ;)
On a side note, great work overall. Been enjoying the mod for a week now. :)
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Okay, found the problem. It turns out the Diktat lost so many battles in that star system recently that patrols were spawning over 12 times (!!!) more frequently than base.
Modified it so each loss only reduces the speed at which the patrol timer increments by 50% instead of 100%, and losses can make patrols spawn no more than 4x as frequently as normal. Here is a .jar file (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (put in Nexerelin/jars/).
If you're still having problems, open vanilla's data/config/settings.json and temporarily increase averagePatrolSpawnInterval.
Glad you're enjoying the game :)
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So THAT's why the pirates have been steamrolling Hegemony in Corvus in my game. :P
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Got a java out of memory/heap space error recently. Does the increase memory modification still need to be applied? Couldn't find the instructions anywhere, and no one else has made any comment about this for a long time as far as I can see.
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Got a java out of memory/heap space error recently. Does the increase memory modification still need to be applied? Couldn't find the instructions anywhere, and no one else has made any comment about this for a long time as far as I can see.
http://fractalsoftworks.com/forum/index.php?topic=8726.0
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I tried that a while back and it wouldn't even start up when I changed it.
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I tried that a while back and it wouldn't even start up when I changed it.
If you have done that you can also change the global java settings regarding your allocating ram to use.
Start->Control->Java->Java->View->User-> then add into the column of your installed java versions the ram you want to allow java to use (for example.: -xmx7g)
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Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?
Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?
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Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?
Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?
Does your faction ("followers") have its own station or planet? You don't get paid unless they have a foothold in the sector.
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Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?
Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?
Start taking control of a star system, out on the edges.
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Can anyone explain to me how to earn money in Nexerelin?
Same as vanilla: bounties and trade.
Which actually is a problem as far as I'm concerned - Nexelerin provides player with stuff to do late game, but it's not financially rewarding. Early and mid game is exactly same bounty hunting as always(I'm not much of a trader, and that's the only real way to significantly profit from combat).
Having player salary increase with faction size and providing premium on conquering a planet(max if alone, less for invasion fleet support) would be nice. Maybe also refund (partially?) successful invasion fleets sponsored by player.
Anyway these are details, point is - there is not enough incentive for participating in faction warfare, especially early. You don't even need to defend your faction - I've never seen size 7 worlds conquered (unless I'm doing the conquering). And as long as HQ is safe (main shopping place), player doesn't particularly care for losing size 3 worlds.
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Can anyone explain to me how to earn money in Nexerelin?
Same as vanilla: bounties and trade.
Which actually is a problem as far as I'm concerned - Nexelerin provides player with stuff to do late game, but it's not financially rewarding. Early and mid game is exactly same bounty hunting as always(I'm not much of a trader, and that's the only real way to significantly profit from combat).
Having player salary increase with faction size and providing premium on conquering a planet(max if alone, less for invasion fleet support) would be nice. Maybe also refund (partially?) successful invasion fleets sponsored by player.
Anyway these are details, point is - there is not enough incentive for participating in faction warfare, especially early. You don't even need to defend your faction - I've never seen size 7 worlds conquered (unless I'm doing the conquering). And as long as HQ is safe (main shopping place), player doesn't particularly care for losing size 3 worlds.
Thank you for the reply. Indeed during start of the game the only reliable source of income is doing bounty missions. In fact special missions from prysm freeport provide substantial rewards as well as unique mod ships. However, during late game when I start capturing enemy markets I can not do bounty missions anymore as I am hostile to most factions. The only source of constant money is trading or mining. Stuffing 3-4 big neutrino freighters with volatiles yields up to 800k.
While it can be fun to watch factions wage wars on each other and conquer sector, late game in Nexelerin needs a lot of improvements:
- Mining balance. Once you have a couple of freighters it is possible to generate money and experience almost out of thin air. Mining should be more dangerous and planets have a finite amount of resources, which slowly regenerate over time
- Money rewards for helping your faction to capture markets.
- Outpost and station building with tax management.
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Okay, found the problem. It turns out the Diktat lost so many battles in that star system recently that patrols were spawning over 12 times (!!!) more frequently than base.
Modified it so each loss only reduces the speed at which the patrol timer increments by 50% instead of 100%, and losses can make patrols spawn no more than 4x as frequently as normal. Here is a .jar file (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (put in Nexerelin/jars/).
If you're still having problems, open vanilla's data/config/settings.json and temporarily increase averagePatrolSpawnInterval.
Glad you're enjoying the game :)
Wow! Thanks! I wasn't hoping for a fix, just wanted to contribute in hopes for a fix in the next version. I did manage to eventually break the Diktat with brute force.
I must say, you're a much more responsive modder than I ever was. :) Kudos!
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Hey, I'm trying to add Corvus support to Bushi, Hiigarans and Kadur Theocracy, currently the game crashes with that option selected.
Could you provide a little help please ?
Error Log
99099 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
99441 [Thread-11] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
-
It crashes with any of those mods, or even none of them?
If crashing with those mods, what were the changes you made in attempting to implement Corvus support? (IIRC it just needs the corvus_capitals.csv and corvus_spawnpoints.csv entries and the corvusCompatible json tag)
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It crashes with any of those mods, or even none of them?
If crashing with those mods, what were the changes you made in attempting to implement Corvus support? (IIRC it just needs the corvus_capitals.csv and corvus_spawnpoints.csv entries and the corvusCompatible json tag)
All of them crash, I've added the information to covrus_capitals.csv adn corvus_spawnpoints.csv as per the instructions on the main page.
Whats the covrusCompatible json?
-
Whats the covrusCompatible json?
Faction config json (the ones in data/config/exerelinFactionConfig)
-
Whats the covrusCompatible json?
Faction config json (the ones in data/config/exerelinFactionConfig)
Added that option but it still crashes :-\
-
Whats the covrusCompatible json?
Faction config json (the ones in data/config/exerelinFactionConfig)
Added that option but it still crashes :-\
I tried to work on it. I executed all steps described in FAQ and game simply ceased to be loaded (earlier it broke at creation of new game) and I came to a conclusion that the problem is connected with you mod. I don't know in what precisely a problem but I assume that it is connected by a absence of the folder "jars" and the file ***.jar there. In other fashions with support "Corvus mode" it is.
I believe that "Histidine'' it is necessary to know that mod Hiigaran Descendants/Bushi has other structure (probably older) and perhaps other way is required here.
P.S. As far as I noticed the file ***.jar represents script archive.
-
Hmm, I should have mentioned the actual key part instead of assuming it was already done: the mod plugin detection for Nexerelin needs to be right. Check the OP and post your plugin code if it doesn't work.
-
Hmm, I should have mentioned the actual key part instead of assuming it was already done: the mod plugin detection for Nexerelin needs to be right. Check the OP and post your plugin code if it doesn't work.
This is my init plugin code.
private static void initHiigaranDescendants()
{
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
}
catch (ClassNotFoundException ex)
{
new HiigaraGen().generate(Global.getSector());
}
}
@Override
public void onNewGame()
{
initHiigaranDescendants();
}
The code on the main page won't work, compile errors.
-
The mod plugin needs to check if Corvus mode is running and spawn the same star systems and such that it does if in vanilla. (I'm not sure it should actually crash if it doesn't, but this would explain it)
If the code in OP fails to compile, you're probably missing the required imports:
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
(Your IDE should point out such issues automatically and provide automatic correction options)
-
The mod plugin needs to check if Corvus mode is running and spawn the same star systems and such that it does if in vanilla. (I'm not sure it should actually crash if it doesn't, but this would explain it)
If the code in OP fails to compile, you're probably missing the required imports:
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
(Your IDE should point out such issues automatically and provide automatic correction options)
I figured out that i was missing some imports but still no go.
[data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.scripts.world.HiiModPlugin'
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/HiiModPlugin.java', Line 49, Column 51: Identifier expected instead of '|'
at org.codehaus.janino.Parser.compileException(Parser.java:3125)
at org.codehaus.janino.Parser.readIdentifier(Parser.java:2909)
at org.codehaus.janino.Parser.parseFormalParameter(Parser.java:1032)
at org.codehaus.janino.Parser.parseTryStatement(Parser.java:1538)
at org.codehaus.janino.Parser.parseStatement(Parser.java:1261)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1117)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:1085)
at org.codehaus.janino.Parser.parseBlock(Parser.java:1072)
at org.codehaus.janino.Parser.parseTryStatement(Parser.java:1530)
at org.codehaus.janino.Parser.parseStatement(Parser.java:1261)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1117)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:1085)
at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:938)
at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:565)
at org.codehaus.janino.Parser.parseClassBody(Parser.java:515)
at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:481)
at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:269)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:168)
at org.codehaus.janino.JavaSourceIClassLoader.findCompilationUnit(JavaSourceIClassLoader.java:203)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:146)
... 7 more
private static void initHiigaranDescendants()
{
try
{
//Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
Class <?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try
{
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if((boolean)result == true)
{
new HiigaraGen().generate(Global.getSector());
}
}
catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
}
catch (ClassNotFoundException ex)
{
new HiigaraGen().generate(Global.getSector());
}
}
@Override
public void onNewGame()
{
initHiigaranDescendants();
}
Now the game will crash on load instead of crashing on New Game. My IDE says the code is ok, but starsector says its not ???
-
Now the game will crash on load instead of crashing on New Game. My IDE says the code is ok, but starsector says its not ???
Aaaaaand, you received that eror which was seen by me. :-\
-
Fixed it.
-
Fixed it.
What did you do? ???
-
Fixed it.
What did you do? ???
Compiled the scripts into a jar file.
-
Can you update support for Hiigarans, Kadur and Bushi ? Or how can i include them in my mod without having to modify nexerelin files manually?
-
I should probably include some notes for imports and uncompiled scripts in the help.
Can you update support for Hiigarans, Kadur and Bushi ? Or how can i include them in my mod without having to modify nexerelin files manually?
To my knowledge, this should be sufficient:
- Include faction config .json in own mod
- Include copies of corvus_capitals, corvus_spawnpoints and mod_factions .csvs in own mod, containing only the entries for the mod in question
- Add the faction selection and directory entries as seen in Nexerelin's rules.csv to own rules.csv
If it doesn't work, let me know and I can add it on my side.
-
Forgive me if this has been answered already, but is the IBB portion of SS+ currently compatible with Nexerelin? I just want to make sure whether or not my install's being weird.
-
They are! In fact, the boss ships you have defeated are available for purchase in Prism Freeport's high-end store.
-
I am getting the following error when generating a new sector using the hotfix .jar.
176907 [Thread-5] INFO data.scripts.ExerelinModPlugin - New game after economy load; true
176907 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Placing Omnifactory around Nambor, in the Exerelin Star System
177183 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.readResolve(ExerelinPatrolFleetManager.java:58)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.<init>(PatrolFleetManager.java:56)
at exerelin.world.ExerelinPatrolFleetManager.<init>(ExerelinPatrolFleetManager.java:38)
at exerelin.campaign.ExerelinCoreScript.assignPatrolSpawningScripts(ExerelinCoreScript.java:47)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Do not replace the .jar, generate a new sector -> no error
Replace the .jar, generate a new sector -> error
Replace the .jar, load a save game generated with the old .jar -> no error
-
Is there a way to set map-generation to alter the average size of individual stations/planets?
I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
-
Is there a way to set map-generation to alter the average size of individual stations/planets?
I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
Wouldn't having systems all be a large amount of big planets cause massive economy issues?
-
Which is any different from what we already have? V :-\ V
-
I am getting the following error when generating a new sector using the hotfix .jar.
Yea, noticed this a while back. Uploaded a new jar at the same location (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0), this should work.
Is there a way to set map-generation to alter the average size of individual stations/planets?
I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
Currently non-homeworld markets (which are always size 7) follow the following size rotation:
- Planets: 4, 5, 6, 5
- Moons/stations: 3, 4, 5
(Habitability chance is based on the number of existing planets in the system for planets, and always 35% for moons (https://bitbucket.org/Histidine/exerelin/src/d9329bbf02b92a860dec5a7bc397e73648094a47/jars/sources/ExerelinCore/exerelin/world/ExerelinSectorGen.java?at=master&fileviewer=file-view-default#ExerelinSectorGen.java-1233))
These values are hardcoded, so the only way to change them is to edit the code and compile.
I could put these values in config, but it feels like work for something that most people presumably won't touch and the economy is prone enough to breaking as it is.
-
It's certainly not a priority anyway. I can probably compile this myself now that I know where to look.
-
Is this the Thread to request some "Feature's" ? If so, it would be nice if the mining would be a bit more random. Every Asteroid has the same minerals is a bit boring after a while.
-
You can also mine uninhabited planets/moons, but I agree there need to be more variety, so it's fun to actually discover a high-yield asteroid.
-
The point is, as soon as you know what type of ressource you can get from each type of asteroid or planet its pointless to go to the places with lower accessibility.
-
Supposedly, some form of depletion (and recovery) feature will come in a later version, so overmining a certain planet will result in significantly reduced profits.
However, this doesn't affect asteroids; it would be a bit of a waste to store depletion ratings for so many of them; so how about a few more proposals?
1. "Large" asteroids i.e. the ones you can land on in the map, are set to have a finite number of random resources, generated when you first "scan" them. Your mining stat then determines how many of those resources you can get per mining cycle. When the resources are gone, the asteroid is removed from the map. To compensate, they have a chance of a cache (which is significantly larger than a random cache finding in regular moon/planet mining), which you reach after you fully mine the asteroid.
2. If you've played in non-Corvus mode, you've seen those randomly generated asteroid clusters. Perhaps make it a large clickable object (like a moon). When interacting with one, you can then "search for an asteroid" which - after passing some time on the overmap - will then randomly generate a mine-able object. Searching for an asteroid has a small chance of an accident; both to simulate bobbing and weaving through an asteroid field and stopping players using it endlessly. When searching for asteroids, a high sensor rating improves the yield of the randomly generated object and reduces the chance for accidents.
A mine-able asteroid generated this way will have a random yield (like how current mining works), a random danger rating, a chance for a single cache, and a random size. Size determines how many times you'll be able to mine that particular asteroid before you have to look for a new one. If you don't like it, you can search for another one. If you leave before the asteroid is fully mined out, then it is lost regardless of remaining chances.
While both searching and mining in an asteroid cluster, your sensor profile and sensor rating is reduced, to simulate the interference of being in an asteroid field (This doesn't affect asteroid searching).
3. One last thing to consider is caching mined resources. Right now, we can't exactly control how many resources we get from mining which can easily put us over capacity. With depletion vastly reducing the gains; it would be nice if planets, moons, and possibly asteroid clusters can have an interactive empty market. If you want to balance it, perhaps give it a chance of losing items over time.
-
Oh and a quick idea:
It would be super cool to had a station like the Omifactory that i can feed with raw materials like rare ore or normal ore and i would get after a while free or very cheap processed materials.
-
In my latest Nexerelin game ive eliminated the red Pirates faction completely yet they still show up in the factions list(still vengeful, heh).. Is this intended?
-
In my latest Nexerelin game ive eliminated the red Pirates faction completely yet they still show up in the factions list(still vengeful, heh).. Is this intended?
The pirate entry intentionally lingers around, yes, although this isn't strictly needed.
(It's there because pirates can still exist the game in the form of bounty fleets)
(If you want to turn it off, look in the Nexerelin faction config for pirates)
-
Agents are OP! Each cost ~1000cr and can raise relationship by 10 points or so, even against Templars.
-
If they fail they lower it considerably.
-
If they fail (even if they got caught) you can keep trying without repercussions at all (repeated deployment doesn't seem to reduce success chance). Even taking into account the failures, bringing some 30k worth of agents with you and you can be BFFs with any faction you like no matter how they treated you (or how you treated them).
-
With the retrofitting station concept becoming more popular (Tiandong, II), would it be possible to make it so faction mods can flag that their Nexerelin capital planets should have the service?
-
Getting this one since the SS+ update, any ideas?
4086017 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:363)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:439)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Maybe delete the nex and ss+ folders and install them again?
edit: might also be caused by a bad II install, try deleting that if the above doesn't work.
-
Here's a quick early release of v0.7.3 (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7.3.zip) that may fix the alliance manager crash. Will do official release post later this week (possibly with a newer version number, if new bugs are reported).
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
-
Here's a quick early release of v0.7.3 (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7.3.zip) that may fix the alliance manager crash. Will do official release post later this week (possibly with a newer version number, if new bugs are reported).
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
Many thanks for quick response! excellent work there:) testing now
-
Weird...
Updated SS+, Nex and II by deleting then unzipping again...same error: Playing in Corvus mode btw.
879497 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:369)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:445)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Well this is confusing and annoying.
Does it happen predictably, e.g. always in the same ingame week? If so, could you upload the save?
-
I've been playing on SS+ 3.2.0 and Nexerelin 7.2.0 and so far, the game's been pretty stable. Although I admit, I haven't gotten far yet. I'm still at cycle 206. I run no other mods aside from the pre-requisite mods. Maybe an event is casuing the crash?
-
emailed you the file to your email address listed.
Its definitely something when the AI creates a multi-faction alliance....at least i think so.
-
Okay, think I found the problem. (http://fractalsoftworks.com/forum/index.php?topic=9579.msg181691#msg181691)
You can work around it in your local copy for now, I'll see about adding failsafes inside Nexerelin.
-
Not entirely sure which thread to report in, but SS+ hunter fleets dispatched before a peace treaty don't get the memo. I've got a "friendly" Tri-Tachyon hunter fleet that will let me "leave" but immediately re-engages. I assume I'll take all sorts of political flak for punching their faces in, but I have to...
-
Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
-
Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
-
Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
nope, it hasn't.
-
out of bound jumphole generation,
i just leave that here http://imgur.com/Hp2ntJc (http://imgur.com/Hp2ntJc)
ss+ with nex ( 4 max stations per system, 0 empty systems, 5 max planets per system, 8 systems overall)
greetings
Ahne
-
Is there any way to pan the System map? Corvus mode in nexelerin is spawning systems off the map..just wondering if im missing a slider somewhere or what?:)
-
Is there any way to pan the System map? Corvus mode in nexelerin is spawning systems off the map..just wondering if im missing a slider somewhere or what?:)
The one you get when you hit Tab? Right click and drag. The one in the Intel screen? No.
-
Ahh ok...yeah, the one in the intel screen.
-
Finally got around to finishing (for certain standards of "finishing" anyway) the stuff I was doing. Here, have some chocolates:
Nexerelin v0.7.4
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4.zip)
Patch (0.7.2 -> 0.7.4) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.4
* Add conquest missions
* Factions will pay you to conquer markets belonging to their enemies
* Capture by an invasion fleet (even a randomly generated one) counts for success
* Add selectable starting fleets
* Available options: solo frigate, small combat fleet, small trade fleet, large combat fleet, large trade fleet
* Only used by the SS+ integrated factions, Spire, Infected and Looters at present
* Not all factions have all options
* Rename normal/fast/extra fast starts to Ensign, Lieutenant, Commander
* Lieutenant start also adds one officer and Commander adds two
* Followers can auto-join alliances again
* Joining a new faction makes followers leave their alliance, unless the joined faction is also in the alliance
* Add Bushi, Kadur/Qamar support
* Update ApproLight support
* Vanilla's easy mode can be enabled at start (simultaneously with Starfarer mode, if so desired)
* Limited faction respawns (untested); can be set in config
* Custom ping effects for Follow Me ability
* Fix own faction start not spawning homeworld after a previous free start in the same session
* Fix alliance manager breaking on invalid faction configs
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
-
Thanks for the work histidane
-
Thank for your work.
I have just a small problem with only one of my mod, if for Looters, i can see all fleets before take.
For Noir, i cannot see two lasts descriptions of fleets, but, i have not problem for take this fleet.
-
Thanks for the Valentine's Day update :D
-
Conquest missions will be interesting :D
-
very much ty hist!
-
Qamar? Who're they?
-
Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
That's basically how the followers faction works already, only it's integrated and has a couple of caveats:
- Player defaults to followers faction when not part of another faction
- Followers faction can have planets of its own even if you yourself join another faction, and they'll continue to obey you and fight your enemies
(I originally tried making player faction the same one code-wise as the one the fleet you control belongs to, but this had UI issues)
Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?
Like, 1 market and up to as many uninhabited planets/stations as plausible?
It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)
Yeah, original Exerelin had this and I'd like to implement it eventually. Need to work out proper handling for trade + expansion during the initial phase though.
Spoiler
Some challenges:
- The economy needs to not break at any point (this likely means the "abandoned" markets still need to participate in trade with others and such)
- Need a sensible mechanic for the factions to expand (I could reuse the existing invasion code, but doing this cleanly and without screwy behaviours would take time)
Just finished a game and the end screen made me laugh.
Spoiler
(http://i.imgur.com/F4JNkjG.jpg?1)
I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD
Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
Collaborating with Templars? Oh you evil person.
:D
For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.
Could you just add an extra faction called 'Unclaimed' or something, and make it so the standard factions are all at war with them, causing them to invade the markets and taken them over?
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Random suggestion to help with the mod visibility: it would help noobs like myself to get a full list of the mod features in the OP.
From what I understand this mod could be one I would really enjoy playing. But it's difficult to tell because the description is only referring to the differences with some other mod (Exerelin) for which the feature list is a bit unclear (to me). So if we had the actual full list of features as a self-sufficient list it would help new players like me.
I would also put the feature list first thing in the OP, even before the changelog, because that's what people really want to learn about when they are browsing the forums looking for a new mod to try.
Disclaimer: I just started playing Starsector a week ago so I'm quite overwhelmed by the amount of mods.
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Yeah, it's been missing a proper feature list. Added one now, thanks :)
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I just played a game with v0.7.2 and there was a 600 strength market that could not be capped by AI invasion fleets as they were going out at strength 280 ish, even with 3 factions assaulting and every fleet getting through. Is there a way to reduce the defence strength with successive attacks over a short time period so say 3 attacks from 1 faction all getting through would Cap any station?
Also I noticed as they were not capturing it my faction sent over 10 invasion fleets to the same market, single mindedness that was incredibly irritating without the depletion of the target's power. Also if the fleet doesn't get to the planet twice in a row a change in target would be nice.
(these could both be in in some form but I can't see it in the patch notes)
Also you now have Kadur support, but Kadur is out of date? Where are you getting a working version of the mod from?
Also I played this mod once back when it was still Excerelin and decided to give it a pass but now having another go with it has shown me it's trhe one mod I can't do without.
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I just played a game with v0.7.2 and there was a 600 strength market that could not be capped by AI invasion fleets as they were going out at strength 280 ish, even with 3 factions assaulting and every fleet getting through. Is there a way to reduce the defence strength with successive attacks over a short time period so say 3 attacks from 1 faction all getting through would Cap any station?
The strength rating in the invasion fleet event actually refers to fleet size, not the marine count (although a bigger fleet does help with invading). The invasion fleet always brings as many marines as it thinks it needs to capture the target.
For the successive attacks thing: An unsuccessful invasion reduces stability by 1 so subsequent invasions will have an easier time for a while, but this is capped at -3. I could remove the cap, though this may not be sufficient if the fleets arrive at wide intervals (the penalty decays by 1 every 20 days). In the meantime, you can help out with agents.
Bear in mind that 600 invasion defense strength is very high; it's something that's only seen on homeworld-type planets, and those should be hard to take.
Also you now have Kadur support, but Kadur is out of date? Where are you getting a working version of the mod from?
DefiasOne has an (at least partly) updated version here (http://fractalsoftworks.com/forum/index.php?topic=10555.msg179364#msg179364) (bottom of the post)
Also I played this mod once back when it was still Excerelin and decided to give it a pass but now having another go with it has shown me it's trhe one mod I can't do without.
Thanks ;D
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Dunno if it's SS+ or Nexerelin, but is there a place where I can make faction fleets bigger? I miss the larger fleets in vanilla, but prefer the more control-able random maps.
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Finally remembered to put up Tartiflette's banner for the mod:
Spoiler
(http://i.imgur.com/3nMFPev.jpg)
(Don't get the reference? (http://ecx.images-amazon.com/images/I/91vErtBKHaL._SL1500_.jpg))
Dunno if it's SS+ or Nexerelin, but is there a place where I can make faction fleets bigger? I miss the larger fleets in vanilla, but prefer the more control-able random maps.
Nexerelin doesn't touch the size of vanilla fleets. (But if you want bigger invasion/strike/response fleets, you can amp up the config variable that adds fleet points based on the player's level)
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Dunno if it's SS+ or Nexerelin, but is there a place where I can make faction fleets bigger? I miss the larger fleets in vanilla, but prefer the more control-able random maps.
Yes, u can easier creating a massive invasion/strike/response fleets by increasing the invasion Points
for instance:
"baseInvasionPointsPerFaction": 50,
"invasionPointsPerPlayerLevel": 50,
"invasionPointEconomyMult": 1.2,
However it may result in a massive fleet, which i mean more than 30 fighters, 50 frigates, 30 destroyers, 10 cruisers, and couple of capital ships…… :'(. That fleet isn't unwinnable, but your fps will drop to below 15……
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Neutrino Corp is throwing up alot of errors in the starting screen when selecting fleet sizes, also they spawn in near a planet that has a asteroid orbiting it at extreme speeds. Is this normal?
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Heya.
Dropping a post because i'm having issues with this mod "i believe" -
on crash and looking at the log it seems to point to Nexrelin anyway.
I have SS+, lazylib/shader thing installed as well, and the game works in vanilla.
I thought it might be because the base game is as 0.7.2a, yet i read someone had played it on 0.7.2?
or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?
Spoiler
86047 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:273)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:321)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:334)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:420)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:450)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:630)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?
This. So far, the only mod I've seen updated to 0.7.2a is Shaderlib.
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or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?
This. So far, the only mod I've seen updated to 0.7.2a is Shaderlib.
You should try Diable Avionics. Wanzers everywhere!
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Hotfix .jar for Starsector 0.7.2a (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0).
Formal release once things settle down a bit (0.7.2b hotfix comes out; SS+ updated; and no outstanding Nexerelin bugs).
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First, some general feedback about the mod: it is truly awesome. It turned Starsector into the kind of game I always wanted to play.
Here is what I'm trying to understand before I start a new playthrough:
- What is the difference between "free start" and "player faction"?
- I just tried to start with "player faction" and I can't see my faction in the "faction" tab in the "Intel" window. Am I missing something?
FWIW I would suggest adding a tooltip that explains what OmniFactory is when setting up a new game.
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Here is what I'm trying to understand before I start a new playthrough:
- What is the difference between "free start" and "player faction"?
I just found the answer to my question among the 61+ pages of this post:
http://fractalsoftworks.com/forum/index.php?topic=9175.msg178204#msg178204
Overall I feel like this information could be useful on the OP, possibly in the FAQ section.
FWIW I would suggest adding a tooltip that explains what OmniFactory is when setting up a new game.
I would also suggest doing the same for the Prism Freeport.
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227810 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IncompatibleClassChangeError: Expecting non-static method exerelin.campaign.events.DiplomacyEvent.addFactionNameTokens(Ljava/util/Map;Ljava/lang/String;Lcom/fs/starfarer/api/campaign/FactionAPI;)V
java.lang.IncompatibleClassChangeError: Expecting non-static method exerelin.campaign.events.DiplomacyEvent.addFactionNameTokens(Ljava/util/Map;Ljava/lang/String;Lcom/fs/starfarer/api/campaign/FactionAPI;)V
at exerelin.campaign.events.DiplomacyEvent.getTokenReplacements(DiplomacyEvent.java:131)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:384)
at exerelin.campaign.events.DiplomacyEvent.getHighlights(DiplomacyEvent.java:141)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at exerelin.campaign.events.DiplomacyEvent.startEvent(DiplomacyEvent.java:90)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:345)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:420)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:450)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:630)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
i dont know what this means
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Same here, been struggling to get the mod working even rolling everything back to 0.7.1 but still no joy only way i can play the mod is if i start the game in Starsector+ with dependencies and then quit and load nexerelin and continue my game, which works for a few minutes then crashing again with
fatal:expected static method
log is as follows:
(this happened moments after leaving a station)
Spoiler
28294 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
28294 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Factions are: pirates, Tri-Tachyon
28294 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.16489361
28295 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Trying event: Supporting Rebels
28296 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Transmitting event: Supporting Rebels
28711 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IncompatibleClassChangeError: Expected static method exerelin.campaign.events.DiplomacyEvent.addFactionNameTokens(Ljava/util/Map;Ljava/lang/String;Lcom/fs/starfarer/api/campaign/FactionAPI;)V
java.lang.IncompatibleClassChangeError: Expected static method exerelin.campaign.events.DiplomacyEvent.addFactionNameTokens(Ljava/util/Map;Ljava/lang/String;Lcom/fs/starfarer/api/campaign/FactionAPI;)V
at exerelin.campaign.events.DiplomacyEvent.getTokenReplacements(DiplomacyEvent.java:131)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:357)
at exerelin.campaign.events.DiplomacyEvent.getHighlights(DiplomacyEvent.java:141)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at exerelin.campaign.events.DiplomacyEvent.startEvent(DiplomacyEvent.java:90)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:345)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:420)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:450)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:630)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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The officer starts don't actually give you officers (0.7.2a RC3, Nexerelin 0.7.4 hotfix).
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The officer starts don't actually give you officers (0.7.2a RC3, Nexerelin 0.7.4 hotfix).
How the hell do you get it to work on 7.2a?
I used the Nexerelin Core patch for it, but it doesn't work for it
(Like, where do you put the files precisely?)
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Nexerelin v0.7.4b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4b.zip)
Patch (0.7.4 -> 0.7.4b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.4b
* Starsector 0.7.2 compatibility
* Support for SS+'s Starlight Cabal
* Tooltips for Omnifactory, Prism Freeport, free start starting options
* Update Diable starting trade fleet (large)
* Update Infected starting fleets for shortened ship names in upcoming Flu-X version
* Lower effect of agent relations raising a bit (previously +10-15, now +9-14)
* Mining configs for three II planet types (and one vanilla one)
* Tag some event reports as important
* Externalize event names
* Fix missing starting officers
* Fix Bushi, Kadur, Qamar, Artefact starting options
* Fix solo Neutrino starting ship
* Fix solo starting ship options not using SS+ setting if available
* Fix larger starting fleets getting way too many supplies/fuel/crew
* Fix interaction image handling for Shanghai in non-Corvus mode
I used the Nexerelin Core patch for it, but it doesn't work for it
(Like, where do you put the files precisely?)
Nexerelin/jars, replace the existing ExerelinCore.jar
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Thank you for the update! Been waiting for Nexerelin to start a long campaign in 0.7.2a :P
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Is it just me or is the Nexerelin economy more stable than vanilla? I don't see many fluctuations in price
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Tiny issue.
The infected start which are supposed to spawn wings instead spawn a single ship.
"flx_ant_hauler" is supposed to be "flx_ant_wing"
:P
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great update!
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So I fiddled around with some of the files on this mod (it's a great mod of course), and I failed to include the ships I wanted in my player faction. After I checked Histidine's post on the matter (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626) I still didn't figure it out.
Getting to my questions here: If including a dominator support variant is "dominator_Support":7, then why does "vulture_Storm":10, not work? I know a mod adds the Vulture to SS, but do I need to do something else to include that ship in my player faction file?
On a related note, my followers don't always seem to stay true to my faction file either. I excluded all ships besides middle-epoch Domain style ones, which allowed the game to load, yet my faction kept using ships besides the specified ones. Does something else in Nexelerin control this?
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For the specific save I've tried the most to work around; I've got a character with a Tri-Tachyon commission. I want to backstab Tri-Tachyon and steal all their planets since I've gotten all of their ships and weapons to the Omnifactory. I have one big problem. When I invade one of their planets I get an infinite loop of "Your commission with Tri-Tachyon is annulled!" Eight to ten notices posting every second for as long as I cared to try and play on. In about 15 minutes of time accelerated play the repeated notices showed no sign of stopping. This happens regardless of if I invade them with or without leaving the faction first. All other faction relationships seem to default appropriately, however.
I've started multiple games with different faction commissions, the problem appears universal across all factions. I tried waiting for a long period before invading, but the same issue reoccurs. I can provide my save file on request. I did not open an issue on the bug tracker because it wouldn't let me for some reason.
Representative screenshot: http://www.ultraimg.com/image/wNi0
Enabled mod list (If one of these is a known troublemaker, I'll eliminate it and check again):
Starsector+ 3.3.0
Blackrock Driveyards 0.8.2
Combat Chatter 1.4
Common Radar 2.2
Console Commands 2.7
Diable Avionics 1.61
Interstellar Imperium 1.10.2
LazyLib 2.1
Nexerelin 0.7.4b
The Knights Templar 0.9.5f
ZZ MusicLib 3.1.0+
ZZ ShaderLib Beta 1.2.1
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So I fiddled around with some of the files on this mod (it's a great mod of course), and I failed to include the ships I wanted in my player faction. After I checked Histidine's post on the matter (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626) I still didn't figure it out.
Getting to my questions here: If including a dominator support variant is "dominator_Support":7, then why does "vulture_Storm":10, not work? I know a mod adds the Vulture to SS, but do I need to do something else to include that ship in my player faction file?
On a related note, my followers don't always seem to stay true to my faction file either. I excluded all ships besides middle-epoch Domain style ones, which allowed the game to load, yet my faction kept using ships besides the specified ones. Does something else in Nexelerin control this?
SS+ has it's own ship selection mechanism, which I suspect is your problem. I don't know of any way to get the control you want from the config files, though Dark.Revenant might.
For the specific save I've tried the most to work around; I've got a character with a Tri-Tachyon commission. I want to backstab Tri-Tachyon and steal all their planets since I've gotten all of their ships and weapons to the Omnifactory. I have one big problem. When I invade one of their planets I get an infinite loop of "Your commission with Tri-Tachyon is annulled!" Eight to ten notices posting every second for as long as I cared to try and play on. In about 15 minutes of time accelerated play the repeated notices showed no sign of stopping. This happens regardless of if I invade them with or without leaving the faction first. All other faction relationships seem to default appropriately, however.
oops
Here, use this fixed .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars). I'll publish a fix later.
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oops
Here, use this fixed .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars). I'll publish a fix later.
Worked like a charm. Thank you for your excellent support response on top of an already excellent mod.
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Good morning/evening people :D I want to ask something Histidine, or anyone that can answer. Neutrino is marked as compatible with Corvus mode, but the config file of it does not include "corvusCompatible":true. I am about to start a corvus mode game and wonder if it is really corvus compatible, or even if it matters if it is or not. (As in if it will break the game or just won't appear in game since it will not have a planet).
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Ah, whoops, I should fix that.
Though right now all the config setting actually does is print a warning message at the start of the game, if it's in Corvus mode and the config doesn't say it's compatible.
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Ah I see. Thank you for replying and pointing that out :)
Hmmmm in the end I decided to try a normal Nexerelin mode. I did NOT realize that the amount of stars/planets got higher since 0.65.2a .. and I was wondering why the standard ram use went from about 4.2GB to around 5.5GB >.> Actually saving makes it go out of the roof XD ... and then took a moment and looked at a map, yeah.. Now THATS a huge map indeed ;D
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greetings, im fairly new here im playing with this mod for a while but for some reason i can only load one faction mod at a time any idea why?
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My wishlist
...
Revamped capture system
Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
I'm just starting with modding right now (trying the basic stuff of adding custom hullmods) so I have no idea yet if this is possible.
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Quick question about the random generation: is it possible to change the max planets and stations in the configuration?
I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
PS: this mod is awesome. :)
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Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?
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Quick question about the random generation: is it possible to change the max planets and stations in the configuration?
I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
You can add your own starting planets/stations options or modify the existing ones to get enough planets/stations. (Nexerelin/data/campaign/rules.csv, lines 33-59)
My wishlist
...
Revamped capture system
Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?
Works for me. If it's not just because Blackrock is dead (or someone broke rules.csv), put up a save and I can take a look at it.
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Hi, I just got into Star Sector and after one vanilla playthrough and one SS+ playthrough, I'm finally up to Nexerelin :) I'm really enjoying this mod a lot and I can see it adding a ton of replayability to the game.
I have two questions about the gameplay:
-Does capping additional starports for my faction actually increase their strength in terms of number of invasion fleets they launch (and resistance to enemy invasions)?
-If the first answer is yes, is there a way in the config to "up the difficulty" by giving a few enemy factions a disproportionate number of starting worlds?
Apologies if this is in a readme somewhere or maybe part of the intro text that I missed. If so please just point me that way instead. And thanks for your work!
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New idea for Nexerelin: ability to colonize a planet.
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wasn't that in a very old version of exerlin?
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How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)
I think the most scary thought is the AI going all out to Colonize too and then being in a world with twice the inhabited planets as the start of the game and my pc being like "Nope, noooope, nope nope! I aaaaaaiiiiiint gonna process that!"
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That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
Please: elaborate on the "writing off SS+ compatibility" part
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New idea for Nexerelin: ability to colonize a planet.
How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)
Quick idea draft I wrote up (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign#Colonization). To answer some questions
- Having to kill savage natives to colonize a planet... a) wouldn't fit in the lore, and b) reeks of Unfortunate Implications that I'd really rather not deal with.
- You could "colonize" a sun with a Dyson sphere or somesuch, but I figure this really isn't practical in the post-Collapse Sector (possibly even before).
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
Please: elaborate on the "writing off SS+ compatibility" part
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
- DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
- I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)
I'd probably sooner make a Space Rangers style text minigame in rules.csv to handle boarding.
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So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
- DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
- I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)
That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.
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That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.
That's not the issue here: Both mods override the same file. Whatever the loading order would be, only the last override loaded would be running.
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I know very little about java and SS/SS+/Nexerelin program's structure but wouldn't it be possible to have one of the mod's BattleCreationPlugin (ss+? nex? i think it's ss+ since it is also the one that is "allowed" to mess with hullmods due to "gentleman's modding rules"*) include a line that says something along the lines of:
"IF [mod that add stuff to capture points] is installed THEN load [bunch of stuff that allows the capture points to be added] ELSE keep going as if nothing happened"
And have the capture point thingamajig be a separate file (a plugin for a plugin)?
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I know very little about java and SS/SS+/Nexerelin program's structure but wouldn't it be possible to have one of the mod's BattleCreationPlugin (ss+? nex? i think it's ss+ since it is also the one that is "allowed" to mess with hullmods due to "gentleman's modding rules"*) include a line that says something along the lines of:
"IF [mod that add stuff to capture points] is installed THEN load [bunch of stuff that allows the capture points to be added] ELSE keep going as if nothing happened"
And have the capture point thingamajig be a separate file (a plugin for a plugin)?
If only that would be that simple...
Of course that's the general idea, but then SS+ would have to maintain much more complex version of its fleet creation plugin (not to mention the probable dozen of other places that mechanic will interact with), and both mods would be tied together every time one has to update. On top of that you can add a host of additional playtesting everytime, and you obtain something that is neither practical nor sustainable. SS+ is already extremely time consuming to maintain, and as histidine puts it:
DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
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That's not the issue here: Both mods override the same file. Whatever the loading order would be, only the last override loaded would be running.
I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
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I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
Short answer: not possible in any real-world context.
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I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
Short answer: not possible in any real-world context.
So: if Dark Revenant can't/doesn't want to implement Nexerelin support in SS+ (and i'm not going to ask for reasons), and pulling a Git (AFAIK it can mumbo-jumbo something something merge multiple edits together) isn't feasible then i wager that the only way to obtain the desired result would be if someone made a 3rd party mod that overrides CreateBattlePlugin (again) allowing for the behavior (and that has the added implications of: "can i go modify that stuff without one or more mod devs getting angry at me?)?
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The reason I couldn't implement it in SS+ is because I'd need to implement not just that little part of Nexerelin, but basically include half of Nexerelin inside my own mod. It's better to have an API hook I can call from my version to send the code path to Nexerelin's.
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The reason I couldn't implement it in SS+ is because I'd need to implement not just that little part of Nexerelin, but basically include half of Nexerelin inside my own mod. It's better to have an API hook I can call from my version to send the code path to Nexerelin's.
AKA the option #2?
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Another way to solve the issue at hand would be to make this planet capture plugin a separate mod that would not be compatible with SSP. So players would have to choose between Nexerelin+SSP or Nexerelin+Extras.
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An API hook inside Nexerelin that SS+ makes use of is probably manageable (and already has precedent, which is why Nexerelin fleets benefit from SS+ features).
Though I'd still need to work out the player-facing design prior to working on it. Draft idea (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign#markdown-header-invasion-mechanics-redux-tied-to-space-battle-outcome)
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I've had a look at your draft. It looks good.
Depending on market size, 0-4 space objectives are seeded around the map; capture them to boost our side
Okay, logically speaking... why doesn't the invader win the space battle and then worry about boots on the ground?
Maybe we can justify the whole thing by saying that points have to captured in order for the marines to be deployed at all. Basically they would represent entry points to the planet or station. The interesting aspect here is that the player would start with no marines deployed. And then capturing points would increase the rate at which marines get deployed. Which means that even if the player has over 9000 marines and the defender only has 1000, if the player doesn't control enough navigation points at once, and doesn't maintain control on them long enough to deploy a significant amount of marines, these 9000 marines could end up being beaten by the opposing force (because only a few hundred would be fighting at any given time).
It makes the whole thing no longer about bringing enough marines, but also being able to deploy them and support them well enough.
Regardless, I think your current approach is already great. :)
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Small fix update.
Nexerelin v0.7.4c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4c.zip)
Patch (0.7.4 -> 0.7.4c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.4c
* Replace Knight in Blackrock large military fleet start with Stenos
* Allow minPlanets/minStations to exceed max
* Fix commissions not being removed properly on low reputation
* Fix Ascalon not being invadable
* Fix Lieutenant start having wrong level in SS+
* Fix Neutrino being marked as incompatible with Corvus mode
* Update Tiandong dual interaction image handling
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Quick question, I noticed that with the recent changes to the intel screen in 7.2a, a large number of events, mostly the political ones, are no longer visible in the Intel screen. Any word on when that might be fixed in Nex?
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Quick question, I noticed that with the recent changes to the intel screen in 7.2a, a large number of events, mostly the political ones, are no longer visible in the Intel screen. Any word on when that might be fixed in Nex?
Just the Important tab, or all of the Intel screen? (If it's the former, just click the All tab. If the latter, cannot reproduce.)
In hindsight, invasion fleet events should probably be Important.
Diplomatic events that cause a hostile<->non-hostile change should also be too, but there's no way to control that from the Java code and I didn't feel like duplicating every entry in reports.csv. Maybe I'll decide what to do later.
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hello, may i have some suggestion what mods you guys use with this? ;D
i would like to know what mods could work with each other
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Histidine usually updates the list with every update or change, so you can see which mods it supports on the first post, under the "FAQ" button. Sometimes mods might miss from the list, like for example now ORI or Looters and Artefact from the current one, but if you check the mods, you see they say they are Nexerelin compatible or not. Keep in mind the following list shows which mods are compatible, but not all of them are updated.
Click it :D
Spoiler
What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):
- AI War v0.3c (http://fractalsoftworks.com/forum/index.php?topic=9427.0)
- Approlight v0.3.6a (http://fractalsoftworks.com/forum/index.php?topic=9688.0)
- Blackrock Drive Yards v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
- Citadel v0.8.3 dev (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
- Diable Avionics v1.2 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
- Flu-X v0.56 (http://fractalsoftworks.com/forum/index.php?topic=8902.0)*
- Interstellar Imperium v1.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
- Junk Pirates v2.4.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
- Knights Templar v0.9.5d (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
- Mayorate v0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
- Metelson Industries v0.7 (http://fractalsoftworks.com/forum/index.php?topic=8100.0)
- Neutrino Corp. v1.82 (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
- New Galactic Order v0.99 (http://fractalsoftworks.com/forum/index.php?topic=9402.0)
- Pegasus Belt Council v1.3 (http://fractalsoftworks.com/forum/index.php?topic=9666.0)
- P9 Colony Group 0.4.5 (http://fractalsoftworks.com/forum/index.php?topic=7430.0)*
- Scy Nation v0.98 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
- Shadowyards v0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
- Tiandong Heavy Industries v1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
*Does not support Corvus mode
Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!
The following mods are not supported:
Any mod that doesn't support Starsector 0.7a won't work!
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Found a bug you might want to know about since it isn't in the known bugs section. Basically I attacked a pirate planet for my own faction and my marines failed me. I was then able to get to the planet's opening screen (the one that asks you if you want to trade, refit ships, look at mission postings, ect.) by choosing the option "cancel" and then "back" even though the planet will not let me trade with them due to fighting nearby/being an enemy. Attempting to trade then resulted in whats on the image and I had to close the game since it did not give me any options after "you decide to" and there was no way to exit.
[attachment deleted by admin]
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I somehow managed to become hostile with my own faction ("the followers"). I'm not sure at what point did it happen though, I only noticed it by accident when my smuggling activity caused the relations to drop even further and they became inhospitable to me. Is there any log of relationship change against player somewhere? And it seems "the followers" aren't present in the "Factions" tab at all so I can't even see their relationship with me and other factions.
I loaded the previous save where the relationship with the followers was still at 100 (BTW, the only way I found to see your relationship with your own faction is via "Special functions" -> "Prisoner actions" -> "Repatriate prisoner").
In that save my faction has formed an alliance with Diable Avionics, probably because I was at "cooperative" with them - I was in their faction before leaving and starting my own.
What happened after that save is that I have attacked a Diable planet. The pact has dissolved, and looks like the relationship drop has happened at that point, with Diable *and* my own faction simultaneously.
Interestingly the newly captured planet doesn't want to trade with me, citing "my recent hostile actions around it" and it will be "many months" until the commotion dies down. How screwed up is it? :)
[attachment deleted by admin]
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Found a bug you might want to know about since it isn't in the known bugs section. Basically I attacked a pirate planet for my own faction and my marines failed me. I was then able to get to the planet's opening screen (the one that asks you if you want to trade, refit ships, look at mission postings, ect.) by choosing the option "cancel" and then "back" even though the planet will not let me trade with them due to fighting nearby/being an enemy. Attempting to trade then resulted in whats on the image and I had to close the game since it did not give me any options after "you decide to" and there was no way to exit.
Fixed in next version. The description helped me narrow it down, thanks :)
I somehow managed to become hostile with my own faction ("the followers"). I'm not sure at what point did it happen though, I only noticed it by accident when my smuggling activity caused the relations to drop even further and they became inhospitable to me. Is there any log of relationship change against player somewhere? And it seems "the followers" aren't present in the "Factions" tab at all so I can't even see their relationship with me and other factions.
Well, that sort of thing happens when you betray allies. But I made it not happen with the followers faction; you can use this fixed .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (also increases rewards from conquest missions) if you don't want to wait for next Nexerelin update before backstabbing your friends. (Drop in Nexerelin/jars, overwriting the existing file)
Can't do much about the already-captured planet locking you out, unfortunately. You can use Console Commands to remove the tag if you know how, but I'm too lazy to look the exact code up right now...
(Followers relationship with other faction is always the same as yours, barring bugs. If you really want to be able to see their relationship with you or others in intel screen easily, open Nexerelin/data/world/factions/player_npc.faction and set showInIntelTab to true)
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Thanks, but I already improved relations with my followers by spending an army of prisoners.
As I understand, "the followers" are supposed to be your personal faction, with you as the leader, but at the same time there is a hidden relationship meter with them, too (which can drop and improve as with other factions). Is there a way to see it without flipping showInIntelTab?
Also, is there a way to form and disband pacts manually?
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Hi! Just a quick suggestion - would it be possible for the followers to sell stuff depending on what you have conquered? So for example, if you conquer a Diable planet they start selling Diable ships and weapons, etc.
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I searched but couldn't find an answer - is it possible to increase market size at some planet/station, and if yes, how? I guess the station perks like industrial complex/supply workshop/recycling plant are predetermined and can't be built by the player? Likewise with the population...
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Can't do much about the already-captured planet locking you out, unfortunately. You can use Console Commands to remove the tag if you know how, but I'm too lazy to look the exact code up right now...
I just encountered another case of my planet locking me out. This time I approached it with the transponder off. There was a huge hostile invasion fleet orbiting it, and a tiny fleet with its transponder off circling the planet and the invasion fleet. I docked but couldn't do anything because "at least one followers patrol was tracking my movement". It appears that that tiny fleet was my faction patrol, but I couldn't even catch it to allow it to do its scan.
Even if I turn my transponder on, my stupid faction wouldn't allow me, its leader, to do anything on his own planet because of some tiny patrol (which, by the way, is happily flying around with its transponder off!). Frustrating to no end!
I understand all this stems from the fact that "the followers" are hacked to be "your" faction but in reality it's just a common faction with all its traits - it could become suspicious of you, it could even become hostile as evidenced by the hidden relationship meter.
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As I understand, "the followers" are supposed to be your personal faction, with you as the leader, but at the same time there is a hidden relationship meter with them, too (which can drop and improve as with other factions). Is there a way to see it without flipping showInIntelTab?
Well, you can check the relationship band (when it's positive) by going to the military base submarket and seeing if anything is unbuyable at least.
Also, is there a way to form and disband pacts manually?
At present, no (barring the CreateAlliance and LeaveAlliance console commands). This may be implemented in the future, but when I can't say.
I searched but couldn't find an answer - is it possible to increase market size at some planet/station, and if yes, how? I guess the station perks like industrial complex/supply workshop/recycling plant are predetermined and can't be built by the player? Likewise with the population...
There's indeed no player control over markets at present; this will probably have to wait for Starsector's industry update (generally expected to be the next major one, coming at the end of the year). I could put my own implementation in Nexerelin before then, but given the UI issues involved this is unlikely.
Can't do much about the already-captured planet locking you out, unfortunately. You can use Console Commands to remove the tag if you know how, but I'm too lazy to look the exact code up right now...
I just encountered another case of my planet locking me out. This time I approached it with the transponder off. There was a huge hostile invasion fleet orbiting it, and a tiny fleet with its transponder off circling the planet and the invasion fleet. I docked but couldn't do anything because "at least one followers patrol was tracking my movement". It appears that that tiny fleet was my faction patrol, but I couldn't even catch it to allow it to do its scan.
Even if I turn my transponder on, my stupid faction wouldn't allow me, its leader, to do anything on his own planet because of some tiny patrol (which, by the way, is happily flying around with its transponder off!). Frustrating to no end!
I understand all this stems from the fact that "the followers" are hacked to be "your" faction but in reality it's just a common faction with all its traits - it could become suspicious of you, it could even become hostile as evidenced by the hidden relationship meter.
If it has its transponder off it's likely not a patrol. Also, the followers by default don't care if you dock with your transponder off, even if a patrol is chasing you at that very moment (just tested this, though not with a recently captured planet). Did you change anything else in the config?
Yeah, the hacked-faction handling of the followers faction isn't the best. When Alex implements full support for your-own-faction assets I should at least be able to adjust it to work properly. Or I could attempt a refactor now to put things under player.faction, although this may not work right for a few iterations (or ever).
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If it has its transponder off it's likely not a patrol. Also, the followers by default don't care if you dock with your transponder off, even if a patrol is chasing you at that very moment (just tested this, though not with a recently captured planet). Did you change anything else in the config?
No, haven't changed anything except for the showInIntelTabn setting.
I just encountered another station with the same issue. You are right, it wasn't patrol but "a fast picket". It was flying with the transponder off. It wanted to scan me because I matched the profile of a suspected smuggler :)
Maybe the smuggler reputation carries over the station captures? because I certainly smuggled something off that station, to lower its stability before capturing it. I do not trade on the black markets on my own planets.
*edit* lol, it found a suspicious amount of cargo and the reputation with the followers dropped 5 points :)
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Just encountered this bug:
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Factions are: Hegemony, Tri-Tachyon
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.1919192
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Trying event: Prisoner Exchange
1458720 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1458726 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1459187 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:268)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:298)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:311)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:397)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:427)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:607)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I had just gotten out of a fight with the Luddic Path where I lost a ship. Free start, no bases of my own yet, no commission.
Thanks as always for the fun mod!
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Well, I suspect there is a bug related to smuggling at our own planets/stations. I just visited my own planet and bought some small things off its official market (I never trade at the black markets at my systems). Upon leaving I was hit with a reputation drop due to smuggling, see screenshot. I *was* smuggling there before the planet capture, but it was probably several months ago - can't find it in the event log for a cycle for some reason, though my leaving Diable faction *is* there. My suspicion level at that system is currently medium.
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Just encountered this bug:
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Factions are: Hegemony, Tri-Tachyon
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.1919192
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Trying event: Prisoner Exchange
1458720 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1458726 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1459187 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:268)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:298)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:311)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:397)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:427)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:607)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This is caused by an out-of-date Nexerelin version, try updating.
(this is me recommending Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) before Meso does)
Well, I suspect there is a bug related to smuggling at our own planets/stations. I just visited my own planet and bought some small things off its official market (I never trade at the black markets at my systems). Upon leaving I was hit with a reputation drop due to smuggling, see screenshot. I *was* smuggling there before the planet capture, but it was probably several months ago - can't find it in the event log for a cycle for some reason, though my leaving Diable faction *is* there. My suspicion level at that system is currently medium.
I don't know how long smuggling suspicion sticks around normally, but it isn't reset on market capture. I'll see if I can make it do so.
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Thanks for all your work on the mod, it's excellent despite these quirks!
I'm probably getting on your nerves already, but here's another bug probably related to some internal planet data not being reset after the planet capture.
I just captured a planet from the Sindrian Dictate. 2 days after the capture, the planet launched an executor fleet targeted at me. Despite being named "followers executors", the message in the log carries the Sindian Dictate flag, see the screenshot. I returned to the planet and lingered near it for a few days but didn't see any fleet.
[attachment deleted by admin]
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Thanks for all your work on the mod, it's excellent despite these quirks!
I'm probably getting on your nerves already, but here's another bug probably related to some internal planet data not being reset after the planet capture.
I just captured a planet from the Sindrian Dictate. 2 days after the capture, the planet launched an executor fleet targeted at me. Despite being named "followers executors", the message in the log carries the Sindian Dictate flag, see the screenshot. I returned to the planet and lingered near it for a few days but didn't see any fleet.
I've had this happen multiple times. I think it's triggered by conquering a planet preparing a kill fleet, which means this only shows up when the enemy faction is vengeful. I usually ignore it, absolutely nothing happens.
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Well, it seems that *any* trade I do with the followers is considered smuggling. I just completed a mission involving harvested organs netting 1.1 million at Sagan. I got 185k experience and also -3 rep hit with the followers, see the screenshot.
*edit* Looks like there is something deeply wrong with the followers faction in my game. I saw a followers mercantile convoy running from the followers detachment (assault). And another followers fleet (patrol) "maintaining contact" with the same mercantile convoy. They converged near the followers planet, then circled near each other but didn't fight. The mercantile convoy descended to the planet and the patrol started to pursue the followers mining fleet that was hanging out nearby. The fleet fled to the planet as well. The patrol then switched to pursuing the first followers detachment (assault) which was standing down from patrol duty. The patrol still circled it when I left the scene after a day or two.
Have they gone rogue on me? :)
[attachment deleted by admin]
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Well, it seems that *any* trade I do with the followers is considered smuggling. I just completed a mission involving harvested organs netting 1.1 million at Sagan. I got 185k experience and also -3 rep hit with the followers, see the screenshot.
*edit* Looks like there is something deeply wrong with the followers faction in my game. I saw a followers mercantile convoy running from the followers detachment (assault). And another followers fleet (patrol) "maintaining contact" with the same mercantile convoy. They converged near the followers planet, then circled near each other but didn't fight. The mercantile convoy descended to the planet and the patrol started to pursue the followers mining fleet that was hanging out nearby. The fleet fled to the planet as well. The patrol then switched to pursuing the first followers detachment (assault) which was standing down from patrol duty. The patrol still circled it when I left the scene after a day or two.
Have they gone rogue on me? :)
Clearly you've somehow managed to start a civil war. ;D
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...
This is caused by an out-of-date Nexerelin version, try updating.
(this is me recommending Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) before Meso does)
...
[/quote]
Hrrrm... I am 99% sure I have the latest version, but I will do a clean re-install of Nexerelin just to be sure.
[Edit]
Ah - there was an old version also kicking around in the mods folder, which was fooling version checker. Weird.
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@figvam: Sounds like followers got made hostile to themselves during the original bug with the alliance. Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) normally doesn't let you set a faction's relationship with itself, but you can do this (copy and paste):
runcode Global.getSector().getFaction("player_npc").setRelationship("player_npc", 1)
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Thank you. I can't really test if it works at the moment since I'm now crashing consistently a few seconds after my last save. Could it be because I eliminated the Pirate faction?
149792 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
150035 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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How does Nexerelin handle the tech level of player-owned markets if they haven't accepted a commission from or joined another faction? What ships are you going to find for sale?
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I can't really test if it works at the moment since I'm now crashing consistently a few seconds after my last save. Could it be because I eliminated the Pirate faction?
149792 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
150035 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It looks like it crashes because the pirate markets are gone, yeah. You can use setmarketowner <some random small market> pirates in the console to give the pirates a market, and not take procurement missions in the future. I'll poke Alex about this, or else just fix it locally.
How does Nexerelin handle the tech level of player-owned markets if they haven't accepted a commission from or joined another faction? What ships are you going to find for sale?
The followers faction currently doesn't have any special handling for ship availability based on player relationships. It uses the lists in player_npc.faction (copypasted from independents... and never updated for 0.7.2a, now that I think about it) if SS+ is off, or a set from allowed SS+-supported factions if SS+ is on (look in Starsector Plus/nexerelin_options.json). Though I think ships of trading partners can appear in markets as well (at least I think this is a vanilla feature).
People have suggested things like unlocking new ships in the followers market from capturing planets/stations. I may or may not implement something like this in the future.
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Oh, so I can straight up select which faction's ships and weapons will show up in the ship market, so I can buy hegemony battleships without a commission if I own someplace, or blackrock if I set that option to be enabled as well?
If that's the case then I need to think about finding a place to take over because I have a lot of money that I want to buy an onslaught with and I don't want to throw myself into having half the galaxy hate me by accepting a commission with the hegemony.
I was half thinking that there'd be some kind of method whereby you could use agents to steal other faction's technologies, or if you take over a place that produces one faction's equipment it'd just keep merrily producing it despite being under new management.
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It looks like it crashes because the pirate markets are gone, yeah. You can use setmarketowner <some random small market> pirates in the console to give the pirates a market, and not take procurement missions in the future. I'll poke Alex about this, or else just fix it locally.
Is it because the Pirate faction is special? Will eliminating some other faction cause this?
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Can someone confirm whether you can buy battleships (of any kind) at player owned markets? Does it need to be a market that's tagged as "Military"?
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Will eliminating some other faction cause this?
No
Can someone confirm whether you can buy battleships (of any kind) at player owned markets? Does it need to be a market that's tagged as "Military"?
Battleships won't appear in open markets (I figure this is obvious), although superfreighters will. It's also exceedingly unlikely (though presumably not impossible) that they'll appear in black markets. There should always be one in a military market in non-SS+ if the population is high enough.
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I've never ever seen one for offer in a black market. Cruisers yes but battleships no. Sigh. Well I guess I can just buy up a few more cruisers and try to do some of the IBB missions and maybe capture myself one of the special battleships that way.
I wish there was a method of getting battleships without commissions, or resigning commissions without having to take another one. I'd even accept being automatically put to suspicious levels of reputation if you do resign early, rather than having to either get yourself down to hostile (by attacking your faction), or taking another commission with a faction that you have a low reputation with and running around with your transponder off.
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If you're shopping at a market of the followers faction or the independents, you don't need a commission.
Prism Freeport's high-end seller also doesn't care about commissions (or relationship level), though stuff there is really expensive.
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Urgh my stupid head just put two and two together at last. Battleships are only available through faction trading menus, faction markets are only available at markets that have (Military) on them, items available in markets depend on the owning faction. I just tested and Battleships do show up at the one independent market with a faction menu that exists, and if I conquered a market that had a faction market then it would have ships and weapons available within it depending on the settings in the player faction options file.
Time to go get me a battleship then knock off a pirate market with a faction. Sorry for taking so long to get this.
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... How do I stop my followers from randomly allying with people?
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Blow them up?
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Did you disable covert ops for the Followers faction?
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Managed to find the followers diplomacy option hidden away somewhere and turn it off, so hopefully that will affect my current game.
EDIT: It doesn't. Going to have to revert to an earlier savegame from before I founded the followers faction.
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Is this intended that in Corvus mode Starlight Cabal starts at 0 relations with every faction?
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Managed to find the followers diplomacy option hidden away somewhere and turn it off, so hopefully that will affect my current game.
EDIT: It doesn't. Going to have to revert to an earlier savegame from before I founded the followers faction.
May be too late now, but it'd be easier to just use leavealliance player_npc in console.
Is this intended that in Corvus mode Starlight Cabal starts at 0 relations with every faction?
No... well. Will be fixed in next version.
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May be too late now, but it'd be easier to just use leavealliance player_npc in console.
I set followers diplomacy to false and I still just ended up in an alliance out of nowhere.
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Since I know y'all are dying to play the new SS+...
Nexerelin v0.7.4d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4d.zip)
(no patch available for file cleanliness reasons)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.4d
* Prism Freeport updates/improvements
* Cycle only half the stock on market refresh, instead of all
* Add ship and weapon blacklists
* Tariff goes down as relationship with independents goes up
* High-end seller becomes inaccessible if relationship is neutral or worse
* No longer sells Templar weapons (again)
* Nexerelin doesn't spawn its own Prism Freeport if SCY does (i.e. in Corvus mode)
* Update SS+ compatibility
* Update followers faction ship list (non-SS+) to 0.7.2a
* Conquest mission: Reward increased (base 2^size -> 3^size); add mult to config
* Move exerelin_config.json to root folder
* Add config option to keep followers from auto-joining alliances (untested)
* Non-Corvus mode uses a smaller version of the vanilla lobster pens condition (fixes super cheap luxury goods)
* Fix bugs from setting factions at start to anything other than "all", including salaries not being paid
* Fix turning hostile to player_npc when betraying an ally
* Fix interaction dialog getting stuck from exception after failed invasion
* Fix Starlight Cabal not being hostile to anyone in Corvus mode
Note: As stated in the patch notes, exerelin_config.json is now in the mod's base folder (Nexerelin/).
Report bugs, etc.
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Love the mod! Thanks!
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(http://s20.postimg.org/971j9y1gt/nexelerin_yiss.png)
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Am I the only one having downloading issues? It makes it to 10% and drops the download. SS+ is nearly twice the size and went through with no issues.
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I am getting crashes no matter what I do it seems. After wading though out of date mods to copying jre7 and fixing vmparams I've finally got into the game itself.
And it still doesn't work.
I'm assuming it must be Nexerelin, it has to be. It's the only mod that I've added NEW and not just updated.
I can launch the game just fine AND navigate the faction selection menu. Once I'm done and the game tries to actually play, it crashes, and this is the end of the log.
540170 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
540175 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
540671 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
540678 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
541164 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
541178 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
541662 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
541663 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
542165 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
542181 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
542663 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
542667 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
543166 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
543168 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
543668 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
543676 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
544167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
544171 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
544675 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
544717 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
545167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
545175 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
545668 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
545682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
546167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
546176 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
546669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
546677 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
547169 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
547180 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
547671 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
547681 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
548175 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
548183 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
548673 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
548682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
549184 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
549201 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
549669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
549683 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
550171 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
550185 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
550669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
550671 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
551174 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
551189 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
551680 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
551689 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
552184 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
552193 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
552686 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
552692 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
553171 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
553176 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
553674 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
553678 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
554179 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
554182 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
554682 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
554696 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
555173 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
555180 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
555679 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
555682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
556183 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
556197 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
556688 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
556697 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557194 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
557198 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557677 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
557682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557963 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
557963 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
557964 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Loading backgrounds
557964 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Resetting vars
557965 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
557966 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
557968 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
557968 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
557969 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
557969 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
557970 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
557970 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
557971 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
557972 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
557972 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
557973 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction approlight
557973 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
557973 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction bushi
557973 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/cabal.json]
557974 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction crystanite
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction diableavionics
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction exigency
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction exipirated
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction firestorm_federation
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction hiigaran_descendants
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction infected
557974 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
557975 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction kadur_theocracy
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction insurgency
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction Lte
557976 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction metelson
557977 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction new_galactic_order
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction nil
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction noir
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction oculus
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction ori
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction pn_colony
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction PTech
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction rori
557977 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction patnavy
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction pbc
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction scion
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction SCY
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction shadow_industry
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction spire
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction darkspire
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction sun_ice
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction sun_ici
557978 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
557979 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
557979 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tiandong.json]
557980 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction valkyrian
557984 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/marketConfig.json]
558279 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
558284 [Thread-4] INFO exerelin.campaign.PlayerFactionStore - Stored player faction ID as player_npc
558284 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Adding scripts and plugins
558302 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/diplomacyConfig.json]
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Official Aid
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Philanthropy
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cultural Boom
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cooperation Deal
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Major Cooperation Deal
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Helped Foil Terror Plot
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradited
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Prisoner Exchange
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Antiwar Protests
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Star-crossed Lovers
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomatic Blunder
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Failed Deal
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding Jilted
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Political Funding Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Xenophobia
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradition Refused
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Spy Ring Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Sabotage Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Supporting Rebels
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomat Crime Ring
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Privateering
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Shots Fired
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Ceasefire
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Peace Treaty
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Expansion
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Minority Persecuted
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Majority Persecutes
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Priest Scandal
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Condemn Treatment of Dissidents
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Anti-Corporation Movement
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Technology Stolen
558310 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/agentConfig.json]
558313 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/allianceNames.json]
558314 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
559575 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:63)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Any help would be vastly appreciated because I am simply out of patience.
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Looks like a conflict with Citadel, try disabling that mod.
The music issues are caused by the Mayorate, but it doesn't affect gameplay aside from occasionally CTD'ing at the main menu..
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Yeah that seems to have done the job. Ill just have to go without Citadel for now.
I'll miss the Mako but I'll live.
Thanks.
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dont take away my second freeport!
thinking of it, i could use a few more of those, im ok with the steep prizes, as long as im not forced to wander the universe for 10s of hours to find the ship i want.
is there by any chance a way to spawn more of those like with the omnifactorys?
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Yeah that seems to have done the job. Ill just have to go without Citadel for now.
I'll miss the Mako but I'll live.
Thanks.
Citadel is a greet mod but until the Hiatus ends I just wouldn't bother with it. I like the ships but dem crashes aren't worth.
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All the unupdated mods are hurting my soul... :'(
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Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?
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Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?
Not only that, they can even become hostile to you if they decide to form an alliance and you attack an ally. Look up my posts a page or two back.
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Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?
Not at present. You can circumvent it with "freeMarket":true in Nexerelin/data/config/exerelinFactionConfig/player_npc.json, but this has some side effects and won't work in Corvus mode.
I may look into a more sophisticated solution.
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Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
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Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
Both are exactly the same. As in, they have the exact same code now.
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Hey. Seems the option to disable unauthorized follower alliances does not work - made a new game with auto join alliances set to false and the alliance grace period set to 1, transferred the save data with high reputation in hegemony and they allied by the first month. Maybe diplomacy is a t fault, haven't tried that yet.
Kinda sad, I wanted to have a "friend of all" playthrough.
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I have a question for Nexerelin users: Which starting settings do you prefer, and have you found any 'game-modes' that are fun?
I've had some luck with a short-game that uses only a single solar system, filled with the maximum number of planets and stations. Working towards system dominance as a member of a single faction, or playing them against each other to secure victory for yourself - this game usually only lasts a few hours, as one faction invariably snowballs to victory. If the Templars show up, it probably won't last long.
Another mode involved populating the maximum number of empty star-systems, then focusing on mining, piracy, and boarding as the main sources of income and acquisition. This mode can be somewhat unforgiving when it comes to being stranded in a system, though.
How do you all use Nexerelin?
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Corvus mode + Starfarer mode + Iron mode.
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More fixes. Get 'em while they're fresh!
Nexerelin v0.7.4e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4e.zip)
Patch (0.7.4d -> 0.7.4e) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.4e_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.4e
* Use SS+'s doctrine hax for patrol, invasion, strike, defense and response fleets if SS+ is present (big fleets prefer big ships over small ones)
* ICE exiles can't launch or be targeted by invasions
* Reset smuggling suspicion on market capture
* Followers patrols will chase player for smuggling suspicion, but won't actually perform the scan
* Battles from refusing to submit to a smuggling suspicion scan won't cause warmonger event
* All invasion fleet events are tagged as important
* Add Blackrock's obsidianBG (2).jpg background (was deleted from BRDY; fixes crash on entering system)
* Failsafe for DiplomacyManager crash if a battle has no winner and/or no loser
* Fix boss ships not being consistently cleaned up and piling up in store
* Fix prismUseIBBProgressForBossShips config setting
* Fix followers auto-forming alliances when told not to
* When adding Nexerelin to an existing game, replace other CoreScripts with Nexerelin's own
How do you all use Nexerelin?
I play with fairly standard settings, but mixing and matching the faction set for variety. Either Corvus mode or a procedural Sector with 6-10 populated systems, usually with Starfarer mode on. Prism Freeport is pretty much always on, Omnifactory always off.
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where find this starsector hax doctrine for ss+ ?
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Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
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Omnifactory always off.
You have the patient of a saint my man.
Loving the mod so far. Nexerelin + SS+ and of course all the faction mods (Blackrock, Scy, Shadowyards, Imperium, Knight's ***, Junk Pirates and Neutrino) is heaven. Or hell, depending on the perspective.
Here's a SS from my current fleet (not shown are 25 wings of assorted fighters and bombers)
(http://i.imgur.com/hqVaPNR.jpg)
I'm yet to tackle the Templar BB fleet.
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where find this starsector hax doctrine for ss+ ?
It's built-in, the player doesn't do anything. If you want to see the code: here (https://bitbucket.org/Histidine/exerelin/src/2cbcca1924df1d0a220b18df38c80fc349a117a2/jars/sources/ExerelinCore/exerelin/utilities/ExerelinUtilsFleet.java?fileviewer=file-view-default#ExerelinUtilsFleet.java-95)
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
No way. Though you can control which factions' stuff the followers get with Starsector Plus/nexerelinOptions.json.
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Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
There IS a rather hack-y way to do it.
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.
Their loadout will still be randomized; in order to change that, you'll have to edit entry within ssp_fleetinjector and ssp_submarketutils (which means you'll have to recompile the jar).
Alternatively, you can make each variant you've created as a separate hull with built-in weapons. Whether that's worth the effort is up to you.
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Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
[...]
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.
[...]
Thats basically exactly what I was looking for. Much obliged!
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I'm playing 0.7.1a ('cuz Tiandong) and...
What? Follower hit-fleet?
[attachment deleted by admin]
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You can play tiandong with 0.72a with the hotfix at page 8 i believe in the THI thread.
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Question: I have add a other faction(not playable) in my mod, then add faction.json and also in mod_factions.csv(i have put correct ) , but in game, this faction have 0 planets, i think, this is a very simple problem to fix, but i do not found... (i need add a thing for a not playable faction in rule.csv?)
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.
Thank you.
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the modfaction.csv file is case sensitive, maybe you added/left out a capital letter somewhere?
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.
Did you remember to add starting ship options in your faction.json file?
"startShipsSolo":["exo_shinyo_a"],
"startShipsSoloSSP":["exo_shinyo_a"],
"startShipsCombatSmall":["exo_jukai_a", "exo_kaiten_a", "exo_shinyo_a"],
"startShipsTradeSmall":["exo_ubasute_a", "exo_dozaemon_a", "exo_dozaemon_a"],
"startShipsCombatLarge":["exo_aokigahara_a", "exo_fukuryu_s", "exo_kairyu_s"],
"startShipsTradeLarge":["exo_yamikin_m", "exo_ubasute_a", "exo_ubasute_a"],
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1) i have already put correct : colosses is the id of my faction and name of my file.
citadeldefenderscolossescrystanite
So, this is not that...
2)
This is not that. He do not finish read my file, i believe. (Because, default ship is in rule.csv)
Spoiler
{
"uniqueModClassName":"data.scripts.world.artefactModPlugin", # String
"playableFaction":true, # Boolean
"corvusCompatible":true,
"isPirateNeutral":"false", # Boolean
"crewExpereinceLevelIncreaseChance":0.1, # Double, 0 - 1.0
"baseFleetCostMultiplier":1.0, # Double
"spawnPatrols":"true",
"customRebelFaction":"", # String
"customRebelFleetId":"", # String
"rebelFleetSuffix":"Crazy", # String
"positiveDiplomacyExtra":0, # Integer
"negativeDiplomacyExtra":0, # Integer
"factionsLiked":["Lte"], # String array
"factionsDisliked":[], # String array
"alignments":{
"corporate":0.5,
"technocratic":2.5,
"militarist":1,
"diplomatic":0, },
"startShipsSolo":["Noir_Fantome_Fantoma"],
"startShipsSoloSSP":["Noir_Fantome_Fantoma"],
"startShipsCombatSmall":["Noir_Fantome_Fantome", "Noir_Fantome_Fantoma", "Noir_Soul_Soul"],
"startShipsTradeSmall":["Noir_Ombre_Ambre", "Noir_Spectre_wing", "Noir_Soul_Saul"],
"startShipsCombatLarge":["Noir_Ghast", "Noir_Farfadet_Farfadet", "Noir_Fantome_Fantome"],
"startShipsTradeLarge":["Noir_Soul_Saul", "Noir_Soul_Soul", "Noir_Farfadet_Farfadot"],
}
He add faction "lte" like a friend (in file lte, i have not add, so he read this file)
And faction exist, with planets, etc. (Contrary to my first problem)
Thank you.
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citadeldefenderscolossescrystanite
If that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Anyway, non-playable factions don't get markets (except for independents, who are hardcoded). Maybe I'll add a config option for this, but no promises.
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.
Seems I forgot to change the rules.csv entry in Nexerelin. You can fix it by looking for
NGCSetPlayerFaction "noir"
NGCAddShipAndComplement "Noir_Fantome_Fantoma"
AddText "Added Fantome-class frigate" textFriendColor
FireBest ExerelinNGCStep4
and changing it to
NGCSetPlayerFaction "noir"
FireBest ExerelinNGCStep3
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citadeldefenderscolossescrystanite
If that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Anyway, non-playable factions don't get markets (except for independents, who are hardcoded). Maybe I'll add a config option for this, but no promises.
Ok, but if i want see ship (in merc fleet or pirate fleet) of this non-playable faction, i need add a other option except put false in playable or not? (I talk this option: "spawnPiratesAndMercs":false, this is that?)
After, i have the linebreak with a good copy/paste here:
Spoiler
faction
citadeldefenderscolosses
crystanite
But after repair, i have always no planets, like you say.
For noir, this is that, thank you.
I can suggest you for add a option "maxStartPlanet":3 #Integer , optional ? Or a other thing(a percentage, maybe) for limit number of planets... because Looters who is a small pirate faction, have more planets than pirates or vanilla faction... (this is not logic for me). After, i see that only if i play with very low many mods, so maybe useless.
After, this is not very important for this faction colosses, i can just put corvus : false. Thank you
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Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
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Ok, but if i want see ship (in merc fleet or pirate fleet) of this non-playable faction, i need add a other option except put false in playable or not?
Without SS+: add the ships to the .faction ship role lists; Hiigarans does this for its pirate ships
With SS+: probably not gonna happen
I can suggest you for add a option "maxStartPlanet":3 #Integer , optional ? Or a other thing(a percentage, maybe) for limit number of planets... because Looters who is a small pirate faction, have more planets than pirates or vanilla faction... (this is not logic for me). After, i see that only if i play with very low many mods, so maybe useless.
I might see about adding a config for this. (I'll need to work out a revision to the code that assigns a faction to each market first)
Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)
What settings in particular are you using? I've found I can usually expect sub-100 prices for supplies at the start of the game within 1-2 restarts, in a "typical" Sector (6-8 systems, default planet/station count, some mod factions but not more than six or seven).
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Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)
What settings in particular are you using? I've found I can usually expect sub-100 prices for supplies at the start of the game within 1-2 restarts, in a "typical" Sector (6-8 systems, default planet/station count, some mod factions but not more than six or seven).
[/quote]
Thanks :) I'm currently running nexerilin, blackrock, diable, and interstellar imperium. 6 systems, no empties, max 12 planets/6 stations per system. omni and prism enabled. playing as bdy, our main station in exerilin is stability 7 with plenty of supplies, but they cost over 600 creds after tarrif. :/ kinda stuck, I can't make enough money mining to cover the crew/supplies to keep mining, or afford fuel to outrun pirates.
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Oops, just re-noticed that Nexerelin has its own copy of commodities.csv with an entry for supplies (and fuel). Also it'd be easier to just set the variability column to 0 (this is supposed to make the price ignore supply/demand).
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209807 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm not sure where the cause is from, but am I correct in assuming that the game's trying to find a non-existent hullmod while trying to generate the map?
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if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
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if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
EDIT: Oh, NGO has variants that use SS+ hullmods. Hmm.
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if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+
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if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+
Yeah, just noticed while looking through the variants.
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By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
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By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
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By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
Thanks.
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I have a question that has been anwsered somewhere on this thread or on some other mod but i cant find it. Is is possible to rename the followers faction and change picture and also make it show up on the faction list like any other faction? Like nemo did. :o ???
EDIT: Fixed a few typos
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Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
Yeah i really want to option to bring back the prism in the center of Corvus.
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What is up with Barad A?
I keep noticing that whenever I'd start a new Corvus mode game and started hunting down pirates in the system, Barad A would eventually start pumping out giant patrol fleets at an ridiculously fast rate, resulting in the system getting overrun by the pirates before the starting Jangala bounty event ends proper.
Case in point, I've started one such game and immediaetly proceeded to capture both of the Barad's moons. Alongside with raking in obscene amounts of bounty cash, below are depictions of all the fleets that spawned from Barad A barely an ingame week from capture:
Spoiler
(http://i66.tinypic.com/2j5lwmg.png)
(http://i65.tinypic.com/2e5l475.png)
(http://i67.tinypic.com/23m54iu.png)
(http://i64.tinypic.com/2d8gjdy.png)
(http://i63.tinypic.com/abm5pu.png)
Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.
Also, not depicted: The former has level 7 officers in its fleet, while the latter levels 14-17-ish in theirs.
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What is up with Barad A?
...
Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.
I think it's because there's a third market, Secret Pirate Base, that you get once you've captured both Barad A and B. So when you capture Barad A / B, you only capture one market, and it behaves as such. When you capture both A and B, you get the secret base as well, possibly causing such a huge influx of patrols. Additionally, I know one of the Barads is size 2, and the other size 3, and I believe the secret base is size 3 as well.
I don't actually know though, it's just a shot in the dark.
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What is up with Barad A?
I keep noticing that whenever I'd start a new Corvus mode game and started hunting down pirates in the system, Barad A would eventually start pumping out giant patrol fleets at an ridiculously fast rate, resulting in the system getting overrun by the pirates before the starting Jangala bounty event ends proper.
Case in point, I've started one such game and immediaetly proceeded to capture both of the Barad's moons. Alongside with raking in obscene amounts of bounty cash, below are depictions of all the fleets that spawned from Barad A barely an ingame week from capture:
Spoiler
(http://i66.tinypic.com/2j5lwmg.png)
(http://i65.tinypic.com/2e5l475.png)
(http://i67.tinypic.com/23m54iu.png)
(http://i64.tinypic.com/2d8gjdy.png)
(http://i63.tinypic.com/abm5pu.png)
Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.
Also, not depicted: The former has level 7 officers in its fleet, while the latter levels 14-17-ish in theirs.
How did you manage to conquer those markets so early in game, can you elaborate a bit more? I'm interested in trying it out myself.
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How did you manage to conquer those markets so early in game, can you elaborate a bit more? I'm interested in trying it out myself.
Starting skills: Ordnance Expertise 10, Damage Control 5 (Or Evasive Action 5), Helmanship 10, Power Grid Modulation 10.
Bought 90 marines and a Mercury shuttle from Jangala, you could buy way less but it doesn't matter since it's your only expense atm (and you start w/ 250k credits).
You should only encounter the response fleets when attempting to capture the markets, though that shouldn't be a worry since you will be hopelessly outnumbered anyway - and yes, you can slug these out before your CR timer runs down w/o Hardened Subsystems.
Deploy the Eagle only, and hold postition. When the enemy starts pouring in, backpedal to the edge of the battlespace (take care not to retreat from the battle itself, and make sure you start pulling back before you get swarmed).
(Ideally, retreat to a corner of the map, but I've just reversed straight to the bottom and it worked for me. Pirates are very weak after all.)
This should severely limit the number of enemies that attack you at once, thus making it easier to slug it out. Just don't forget to prioritize fighters and bombers i.e. you should always take them down before they have a chance to unload their ordnance. If you have Evasive Action 5 and a Reaper salvo is underway you can easily fire up Maneuvering Jets, dodge two and soak up/shoot down the last one.
After this I've also captured Jameson Orbital from the JP/ASP/PACK mod, so I can have proper military fleets. Currently bounty hunting and trying to decide which faction I should join.
-
Compatibility with the SS+ descendant mods, and a new feature:
Spoiler
(http://i.imgur.com/LrnkYny.png)
Nexerelin v0.7.5
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5.zip)
Patch (0.7.4e -> 0.7.5) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.5
* Compatibility with DynaSector, Ship/Weapon Pack, Underworld
* Backward compatibility with SS+ 3.4.0 maintained, but any future releases of SS+ will likely have irregular behavior if the descendant mods are not also present
* II's Olympus-T and Olympus-X can be used on markets to inflict major stability damage and destroy commodity stockpiles
* This will cause relationship penalties with any factions not at war with the target
* Agents, saboteurs and prisoners cannot be used on Templars
* Own faction/free start starting frigate is Centurion instead of Monitor
* Hammer-class Torpedoes can be used for mining
* Cabal submarkets more common
* Invasions destroy some commodity stockpiles
* Military bases make more marines, fewer agents/saboteurs
* Reduce chance of markets picking military base as special condition
* Increase agent/saboteur decay (0.5 -> 0.8)
* Supply workshop makes fewer hand weapons
* Fix Prism Freeport selling some ships it shouldn't
* Fix start ship selection for Artefact (noir)
* Fix invasion fleet event icon in Intel screen list, tweak text
* Change faction elimination, respawn messages
-
Will you be integrating any of the campaign changes from the now-defunct SS+?
-
Oh my!
(insert obligatory "i've become death, etc, etc" here)
Should i assume that at a later date the MIRV version will become a "sabotage defense fleet" on steroids?
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after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.
- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5
I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.
Crash:
Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
Check starsector.log for more info.
I have no idea what to do.
-
You didn't delete the old folder. Reinstall the mod and it will work.
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You didn't delete the old folder. Reinstall the mod and it will work.
I did delete the old folder. And i deleted the one now again, reinstalled it, put it in the mod folder and still doesnt work.
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Will you be integrating any of the campaign changes from the now-defunct SS+?
Probably not, it's outside the purview of Nexerelin. It would make more sense to release a new version of the slimmed-down SS+.
Should i assume that at a later date the MIRV version will become a "sabotage defense fleet" on steroids?
It already works that way, just fire it in combat with the defense fleet.
... ;D
after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.
- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5
I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.
Crash:
Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
Check starsector.log for more info.
I have no idea what to do.
Mobile Headquarters is a hullmod from SS+ that was removed in the new Ship/Weapons Pack. The only way I can see this crash occurring is playing New Galactic Order without SS+, as NGO references the hullmod.
-
after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.
- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5
I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.
Crash:
Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
Check starsector.log for more info.
I have no idea what to do.
Mobile Headquarters is a hullmod from SS+ that was removed in the new Ship/Weapons Pack. The only way I can see this crash occurring is playing New Galactic Order without SS+, as NGO references the hullmod.
Ah, that fixed everything. Thank you!
-
hey guys do you know how to disable alliances? making it free for all for factions?
-
hey guys do you know how to disable alliances? making it free for all for factions?
I think you'll either have to disable it through a file settings, or use the Console Commands and manually set all the factions relations with each other to neutral (tediously long, and it works by plus/minus so you'll have to keep track of how many points are present).
-
I've tried looking for the answer to my question, but couldn't find it.
The question is, 'How do I name my faction?'
Also, 'If I started off in a faction, can I set up my own faction if I leave that faction itself?'
Thanks ahead for taking your time to answer this!
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hey guys do you know how to disable alliances? making it free for all for factions?
I think you'll either have to disable it through a file settings, or use the Console Commands and manually set all the factions relations with each other to neutral (tediously long, and it works by plus/minus so you'll have to keep track of how many points are present).
do you know what's the file name?
-
There isn't an easy toggle for alliances at present. Though if you make everyone vengeful to everyone else with a simple for loop (use Console Command's runcode), they won't be forming alliances for a long time at least.
LeaveAlliance <faction> also allows forcible dissolution of any alliances that form.
The question is, 'How do I name my faction?'
See here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626) for changing the followers ("your") faction
Also, 'If I started off in a faction, can I set up my own faction if I leave that faction itself?'
The followers faction is considered yours (e.g. you conquer planets for it) any time you're not in another faction.
-
Is it possible to buy top tier military ships/weapons from allied factions' military market?
I'm not quite seeing them as "alliance" if they aren't selling me any goods.
Also, it's odd claiming certain faction victorious than claiming entire alliance winning.
-
So I just had a Cabal dude tell me that "[their] base is at .". Are Starlight Cabal things kinda broken or could it be due to another mod?
-
It just spits out an empty string? Huh.
Try visiting every Tri-Tachyon world - do any of them have a Cabal market? If not, Nex has a problem.
-
Will do.
Oh, I also ran into this utterly bizarre one-off crash while creating a fresh Tri-Tach file for testing since my other playthrough doesn't have Tri-Tach spawned:
656270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC_255,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Theocracy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pbc,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC_255,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Theocracy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pbc,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.?0000(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.update(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It's not related if I'm reading it right (looks like it tried to find some SSP Arcade related thing in DynaSector's files), but still figured I should mention it. Will update about Cabal stuff in a bit.
E: Alright, looks like Cabal stuff works right on the Tri-Tach save, or at least I think it does since the exchange is showing up. It might have just been because the other save didn't have any Tri-Tach stations.
-
Is there a way to get allies to sell top-tier gear to you? thx.
-
Omnifactory always off.
You have the patient of a saint my man.
Loving the mod so far. Nexerelin + SS+ and of course all the faction mods (Blackrock, Scy, Shadowyards, Imperium, Knight's ***, Junk Pirates and Neutrino) is heaven. Or hell, depending on the perspective.
Here's a SS from my current fleet (not shown are 25 wings of assorted fighters and bombers)
(http://i.imgur.com/hqVaPNR.jpg)
I'm yet to tackle the Templar BB fleet.
I'm still in my initial play through of nexrelin so consider this a newbie question:
How in the world did you get that fleet? A million years of grinding? Spamming agents and blowing stuff up? Having 1000 marines? All of those hax you have hidden somewhere?
-
Is it possible to buy top tier military ships/weapons from allied factions' military market?
I'm not quite seeing them as "alliance" if they aren't selling me any goods.
Is there a way to get allies to sell top-tier gear to you? thx.
Use DynaSector, or see this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg186955#msg186955)
Also, it's odd claiming certain faction victorious than claiming entire alliance winning.
Yeah, that's a leftover from before formal alliances existed (it counts as "ally" if relationship is friendly or better).
I could require a formal alliance, but that might make games take too long to finish up (can't just drop a bunch of prisoners on any remaining factions and be done with it).
-
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)
-
Some fixes. May have erratic behaviour with SS+, please report bugs.
Note! If you're still playing with Starsector Plus 3.4.0, it's probably better to skip this update and stick with Nexerelin 0.7.5 for a while.
Nexerelin v0.7.5b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b.zip)
Patch (0.7.5 -> 0.7.5b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.5b
* Better conquest mission availability
* Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
* Remove mission if issuer is no longer hostile to target
* Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
* Compatibility with future SS+ versions
* Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
* Sabotage reserve fleet: effect on security level 0.25 -> 0.4
* Sector gen: remove mandatory asteroid belts; only 50% chance of Lagrange asteroids for gas giants
* Fix background image crash when using Ship/Weapon Pack
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)
You're visiting their military markets, correct? (You still need to have good relations with them to access better equipment, alliance just waives the commission requirement)
-
Some fixes. May have erratic behaviour with SS+, please report bugs.
Note! If you're still playing with Starsector Plus 3.4.0, it's probably better to skip this update and stick with Nexerelin 0.7.5 for a while.
Nexerelin v0.7.5b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b.zip)
Patch (0.7.5 -> 0.7.5b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.5b
* Better conquest mission availability
* Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
* Remove mission if issuer is no longer hostile to target
* Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
* Compatibility with future SS+ versions
* Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
* Fix background image crash when using Ship/Weapon Pack
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)
You're visiting their military markets, correct? (You still need to have good relations with them to access better equipment, alliance just waives the commission requirement)
Yes, I just didn`t know you needed a full formal alliance to be able to buy the equipment, in the alliance page it mentions alignment, is there a easy way to find the alignments exactly? thx.
-
Nexerelin/data/config/exerelin/exerelinFactionConfig
The faction .json files have their alignments listed near the bottom.
-
Is it just me, or does approachlight have no alignments, is this intended, does this mean they can never be allied to?
-
Forming an alliance for a particular alignment requires +1 on one side and a non-negative value on the other side, or +0.5 on both sides.
Joining an alliance just requires the new member to not have have a negative value for that alignment.
I didn't set alignments for Approlight because I wasn't sure what their lore is like. Originem can post appropriate alignment values and I'll put them in.
-
with the new version 0.7.5b I get a Fatal Null error on creating a game. with this in the changelog.
162533 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1799)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:681)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
*commits sudoku*
Note! If you're still playing with Starsector Plus 3.4.0, it's probably better to skip this update and stick with Nexerelin 0.7.5 for a while.
Nexerelin v0.7.5c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5c.zip)
Patch (0.7.5 -> 0.7.5c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.5c
* Fix sector generation crash
* 40% chance of system primary having a guaranteed asteroid belt (was 100%, then 0%)
* Fix possible SS+-related crash
-
Forming an alliance for a particular alignment requires +1 on one side and a non-negative value on the other side, or +0.5 on both sides.
Joining an alliance just requires the new member to not have have a negative value for that alignment.
I didn't set alignments for Approlight because I wasn't sure what their lore is like. Originem can post appropriate alignment values and I'll put them in.
Is there a way I can add alignment? thx.
-
You can copy a table from another faction's config into the Approlight one, then edit it. Allowed alignments are: corporate, technocratic, militarist, diplomatic, ideological
-
I have been trying to setup aa .faction file for use as the play faction (modified playernpc.faction) and I got this error:
pastebin: http://pastebin.com/m3uh4yFt
-
And the .faction:
pastebin: http://pastebin.com/n39gSqHp
Any idea why this is broken?
-
You don't need the mods/Portrait pack/ part, it's just e.g. "graphics/portraits/prt_91.png"
Also, use Pastebin (http://pastebin.com/) or at least spoiler tags for long things like this.
-
k i'll update it for pastebin rn
-
Thanks to the custom names, now i can "conquer" Gensokyo.
-
A quick bit of advice or help would be appreciated.
I'm having a bit of frustration removing the three of the built in factions for Nexerelin: The Luddic Church, Luddic Sect, and Sindrin. I've followed the FAQ and removed them from the bottom of the "Exerelin_config' text file (which was strangely in the main mod folder and not the config folder) to no success. I also copied a version over to the FAQ's file location, neither have an effect.
Starting a new game still has the three factions present in the "Intel" screen. I've also tried other approaches like removing any files I can find in the mod associated with the factions to try and error them out of the game.
At a loss now on how to find a solution so I'm hoping someone here has had a similar experience or answer to what I must be doing wrong?
Thank you either way for making an old pilot fulfill some dreams.
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A quick bit of advice or help would be appreciated.
I'm having a bit of frustration removing the three of the built in factions for Nexerelin: The Luddic Church, Luddic Sect, and Sindrin. I've followed the FAQ and removed them from the bottom of the "Exerelin_config' text file (which was strangely in the main mod folder and not the config folder) to no success. I also copied a version over to the FAQ's file location, neither have an effect.
Starting a new game still has the three factions present in the "Intel" screen. I've also tried other approaches like removing any files I can find in the mod associated with the factions to try and error them out of the game.
At a loss now on how to find a solution so I'm hoping someone here has had a similar experience or answer to what I must be doing wrong?
Thank you either way for making an old pilot fulfill some dreams.
Ummmm You DO know that those are vanilla SS factions right?
-
A quick bit of advice or help would be appreciated.
I'm having a bit of frustration removing the three of the built in factions for Nexerelin: The Luddic Church, Luddic Sect, and Sindrin. I've followed the FAQ and removed them from the bottom of the "Exerelin_config' text file (which was strangely in the main mod folder and not the config folder) to no success. I also copied a version over to the FAQ's file location, neither have an effect.
Starting a new game still has the three factions present in the "Intel" screen. I've also tried other approaches like removing any files I can find in the mod associated with the factions to try and error them out of the game.
At a loss now on how to find a solution so I'm hoping someone here has had a similar experience or answer to what I must be doing wrong?
Thank you either way for making an old pilot fulfill some dreams.
Yeah, those are vanilla factions. have you tried checking out the builtInFactions list?
-
Thanks for the replies.
While I do understand the three factions I listed are in the base game/are vanilla factions. The FAQ gave me the impression that I could actually remove them from spawning at all in the game via the "Buildinfactions" list. (Do they get removed but simply still have a tab/presence in the intel-factions tab?)
If that line in the FAQ does not mean it actually removes them, would someone share what it effects?
I'm simply looking for a way to have less vanillia faction clutter for Nexerelin (To make modded faction assets/ship more frequently encountered) so that Hegemony, Tritacion, Pirates, and Independents, are the only vanilla factions present from the base game when the Nexerelin universe is created. (IE: just removing the Sind and Church factions)
If this can't be done and I'm just mis-reading things, then sorry for the trouble, but if there is a simple way (I don't want to be a big bother here) to create what I described I'd be extremely grateful.
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Turns out doing things that way is slightly bugged; the "don't show faction in intel tab if dead" behavior will skip over the faction if it's not specified in either the built-in or mod faction lists. So they won't spawn, but they'll still appear in the intel screen.
Instead of removing them from the builtInFactions list, edit the faction config and set playableFaction to false. I'll amend the OP instructions accordingly, thanks!
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Turns out doing things that way is slightly bugged; the "don't show faction in intel tab if dead" behavior will skip over the faction if it's not specified in either the built-in or mod faction lists. So they won't spawn, but they'll still appear in the intel screen.
Instead of removing them from the builtInFactions list, edit the faction config and set playableFaction to false. I'll amend the OP instructions accordingly, thanks!
Thank you so very much, this is exactly what I was hoping to achieve. The Tabs staying in the Intel screen are so minor they are negligible. Really appreciate the reply.
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A question about the player faction, are there any guides or such on how to expand the portraits the people in it will use, and alter the ships that fleets will be composed of? I'd like to change them to be something similar to the Junk Pirates or such for a gimmick playthrough I plan on, using some of the ships and whatnot from mods, but I'm not sure how to go about safely doing that without causing issues.
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Will there gonna be new hyperspace maps or is it gonna be only one? the one currently available looks pretty cramped, especially with 24 stars.
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Is IBB working when using S/W Pack instead of SS+? Haven't seen a single posting yet, I've been playing for a few hours.
Legacy IBB btw.
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Using the versions just previous to this latest round of bugfixes, I saw a posting but haven't taken it.
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Oops, late replies:
A question about the player faction, are there any guides or such on how to expand the portraits the people in it will use, and alter the ships that fleets will be composed of? I'd like to change them to be something similar to the Junk Pirates or such for a gimmick playthrough I plan on, using some of the ships and whatnot from mods, but I'm not sure how to go about safely doing that without causing issues.
Portraits are defined in Nexerelin/data/world/factions/player_npc.json. (Portrait Pack doesn't affect them at present)
Ship variant choices for non-DynaSector are also stored there.
For DynaSector, full control over the ship choices will likely require more-trouble-than-it's-worth editing of the files in DynaSector\data\factions. But you can have the followers automatically use different tech from the DS-integrated factions with DynaSector/nexerelinOptions.json.
Will there gonna be new hyperspace maps or is it gonna be only one? the one currently available looks pretty cramped, especially with 24 stars.
It's actually just the vanilla hyperspace map rotated 180º; the spots are picked from vanilla star locations + the ones listed in this post (http://fractalsoftworks.com/forum/index.php?topic=9760.msg169327#msg169327). I could draw a bunch of maps and have it randomly pick one, but that's too much work right now.
Is IBB working when using S/W Pack instead of SS+? Haven't seen a single posting yet, I've been playing for a few hours.
Legacy IBB btw.
I haven't tried a full game yet, but Nexerelin doesn't touch the IBB handling and I don't know of SWP caring if Nexerelin is running either.
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Scratch that, I was just unlucky.
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Got to say it awesome mod how have i not tried this earlier ,adds quite a lot to the game .
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Histidine,
I'm expanding on planetNames.json, and after much trial and error I'm getting the feeling that ExerelinSectorGen.java is completely ignoring the planetNames.json file, despite stating the default names will be overridden by any custom names. Even the additional names that existed before I started altering the file don't seem to be considered during generation.
I don't have enough expertise to say why this is happening, but once the solution is found, I'll pass along my updated planetNames.json for you to look over and cannibalise.
- G
Edit: I'm getting multiple instances of an error during generation that comes directly after a reference to planetNames.json.
106135 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
106136 [Thread-4] ERROR exerelin.campaign.SectorManager - org.json.JSONException: Expected a ',' or ']' at 3394 [character 178 line 39]
270289 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
270289 [Thread-4] ERROR exerelin.campaign.SectorManager - org.json.JSONException: Expected a ',' or ']' at 3405 [character 40 line 34]
89249 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
89249 [Thread-4] ERROR exerelin.world.ExerelinSectorGen - org.json.JSONException: Expected a ',' or ']' at 3397 [character 40 line 30]
Interestingly enough, they all reference different offsets. Could this have something to do with the names not registering?
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Check the JSON formatting; a good text editor can do it, or use an online tool like this (https://jsonformatter.curiousconcept.com/) or this (http://jsonlint.com/). (Get rid of any #comments first, they're not generally supported outside of Starsector)
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That's done the trick, Histidine! I got so caught up in the red herrings that I couldn't see it was my error - I'd make a terrible programmer.
On the upside, the new names are working a treat. Thank you.
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How do you increase how many fleets exist? Its a little empty right now, and before you could change the number of fleets.
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love Nexerlin but i noticed a couple of issues...
* by the time i get to Level 30-35, the game is almost over as one faction is running over the sector.
maybe the other factions should go to Yellow Alert when one faction captures a planet.
if the same faction capture a second planet, the other factions should go to Red Alert and all join forces until the situation is settled.
they obviously don't care that one faction control 2/3 of the map. ;)
* when a Planet that has Cabal store is captured, there's no more Cabal ships to buy.
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So does anyone know how to increase fleet quantity?
Please? I'm serious!!!
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Almost every single faction is putting up missions for one or two Templar Flux Cores, and nearly none for other goods. Is this a bug or just an anomaly of code due to the cores being so incredibly rare?
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Almost every single faction is putting up missions for one or two Templar Flux Cores, and nearly none for other goods. Is this a bug or just an anomaly of code due to the cores being so incredibly rare?
Sort of an anomaly, yeah. (http://fractalsoftworks.com/forum/index.php?topic=10002.0) You can make it go away by opening Templars/data/campaign/commodities.csv and adding nonecon to the tags column.
So does anyone know how to increase fleet quantity?
More strike/invasion fleets: Nexerelin/exerelin_config.json -> reduce pointsRequiredForInvasionFleet
More patrols: starsector-core/data/config/settings.json -> reduce averagePatrolSpawnInterval
Anything else: figure it out yourself
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Almost every single faction is putting up missions for one or two Templar Flux Cores, and nearly none for other goods. Is this a bug or just an anomaly of code due to the cores being so incredibly rare?
SS+, among other things, fixes procurement missions.
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I thought SS+ was deprecated now with DynaSector existing. Either way I'm gonna just edit the templar file and remove it from the list.
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SS+ is not deprecated. DynaSector is not SS+.
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A simple suggestion - can we make Construction Rigs have moderate levels of mining power?
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A simple suggestion - can we make Construction Rigs have moderate levels of mining power?
Then wouldn't they be de-construction rigs? : )
I endorse this, because anything that fleshes out mining further is a win in my books.
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On that topic and on the topic of possible future tech mining stuff.
Could be possible to implement a system where either by using various operatives to network one's way in into a faction archives, or by attacking a fleet transporting tech, or simply conquering the planet and hoping they didn't manage to press the "delete" button (or just a random chance whenever you blow up a fleet) to obtain the blueprints for a faction's stuff?
They could either be returned to your planet allowing you to add such stuff into the market (sort of a Omnifactory-lite) or sold to another faction allowing them to use other factions tech.
This could be expanded into a whole behind-the-scenes thing where espionage takes place and possibly combined into the market-conquering stuff that normally happens, stuff like sabotaging a planet to deny the production of certain ships either for some time or until a tech-fleet comes carrying a backup copy, or two planets at war ending up using ships salvaged/stolen from the enemy.
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Could be possible to implement a system where either by using various operatives to network one's way in into a faction archives, or by attacking a fleet transporting tech, or simply conquering the planet and hoping they didn't manage to press the "delete" button (or just a random chance whenever you blow up a fleet) to obtain the blueprints for a faction's stuff?
Dynasector / Starsector both kind of already have this system in place for Nexerrelin, however the player has to do it themselves. I believe there's a text file somewhere in either of those mods you can edit that gives you faction whatever tech you want - the higher the number for that tech, the more 'weight' it has in your own faction, the more likely you're going to see that tech in your faction markets. So you can customize your faction to be, say, entirely Blackrock or entirely Diable, or perhaps you can do the whole 'every single time I conquer a market I add that amount of tech points from that faction to mine' thing.
The system you are proposing; I reckon it'd probably be a bit too difficult to engineer properly, especially when the player can kind of already do it manually kind of.
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Dynasector / Starsector both kind of already have this system in place for Nexerrelin, however the player has to do it themselves. I believe there's a text file somewhere in either of those mods you can edit that gives you faction whatever tech you want - the higher the number for that tech, the more 'weight' it has in your own faction, the more likely you're going to see that tech in your faction markets. So you can customize your faction to be, say, entirely Blackrock or entirely Diable, or perhaps you can do the whole 'every single time I conquer a market I add that amount of tech points from that faction to mine' thing.
The system you are proposing; I reckon it'd probably be a bit too difficult to engineer properly, especially when the player can kind of already do it manually kind of.
Forgive me if this is impossible, but would it be possible to use the NexerelinOptions.json file as the default weight, then apply modifiers to this based on what happens in the player's game?
The player wipes out a high level Tri-Tachyon fleet, gaining +0.05 weight towards TT. The player eliminates BRDY from the sector, causing their weight to fall a dramatic 0.5. The player reaches cooperative reputation with the Hegemony, and gains +0.2 weight.
This would need some tweaking to differentiate between purchasable ships, and ships that would spawn as part of the faction's fleet, but I'd like to say it could be done - but here's me with meagre programming skill, promising the heavens.
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Just got an error while entering hyperspace:
2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ResponseFleetManager.generateResponseFleet(ResponseFleetManager.java:107)
at exerelin.world.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:184)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:127)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hi there.
I was wondering, how could I edit the files to generate a larger sector?
More specifically, the amount of stars present.
Say... 36, or 48.
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Just got an error while entering hyperspace:
2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ResponseFleetManager.generateResponseFleet(ResponseFleetManager.java:107)
at exerelin.world.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:184)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:127)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Should be fixed for next version. Though it'd help if I knew which faction mods were installed; one or more of them might require special handling.
Hi there.
I was wondering, how could I edit the files to generate a larger sector?
More specifically, the amount of stars present.
Say... 36, or 48.
In Nexerelin/data/campaign/rules.csv, search for ExerelinNGCNumSystems and ExerelinNGCNumSystemsEmpty. You should find the rows with the options to set the number of star systems; add/replace one option with the desired large number. (Note: not guaranteed to be fun or playable)
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Somebody knows where i can change number of officers generated in
galaxy known sector in this mod? I playing with all compatible mods aside of Citadel and they are VERY rare. And i really prefer to play with them from near the start, instead of using AI module from this helpfull Autonomous Ships mod by hqz. Too bad i can't just capture and torture into submission or buy loyality of some enemy officers :'(
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I'm really enjoying this mod's mechanics, but I can't help but feel that mining just isn't good enough to make up for the supply consumption. Are there ships/weapons I could use to help out with that?
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I'm really enjoying this mod's mechanics, but I can't help but feel that mining just isn't good enough to make up for the supply consumption. Are there ships/weapons I could use to help out with that?
Most helpfull thing that you can do - storage your battlefleet on some station while you going to mining.
Also, quick-help for mining can be found on first page
https://bitbucket.org/Histidine/exerelin/wiki/Mining
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Most helpfull thing that you can do - storage your battlefleet on some station while you going to mining.
Also, quick-help for mining can be found on first page
https://bitbucket.org/Histidine/exerelin/wiki/Mining
I presume that I would have to own the station myself, as opposed to a faction or faction that I have a commission with?
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I presume that I would have to own the station myself, as opposed to a faction or faction that I have a commission with?
It's absolutely didn't matter so long that it's not your enemies. You just need to pay 5k to unlock storage on this planet/station.
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It's absolutely didn't matter so long that it's not your enemies. You just need to pay 5k to unlock storage on this planet/station.
I feel like an absolute fool for not realizing that I could also store ships lol. Thanks.
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A side benefit of mining is that it trains up your crew. You can buy a bunch of green crew and sell them off when they become elite. Even after buying more greens to replace the casualties you will have from mining accidents, this will help boost your income.
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Good afternoon, I was looking at this and I wanted to know how I can make it work for me. If I choose to start on a faction then leave and create my own. Can I take over stations and planets? Build relations with other alliances? What functions does it have at the moment? Thanks! The link on the front page to alliances does not really say much.
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Good afternoon, I was looking at this and I wanted to know how I can make it work for me. If I choose to start on a faction then leave and create my own. Can I take over stations and planets? Build relations with other alliances? What functions does it have at the moment? Thanks! The link on the front page to alliances does not really say much.
- Yes
- Yes
- It's mostly similar to normal factions. The most significant differences I can think of right now: it doesn't use agents or saboteurs on its own (can be changed in Nexerelin/exerelin_config.json); you can't be kicked out of the faction from too-low reputation; and the DynaSector config (DynaSector/nexerelinOptions.json) can be edited to make it use/sell ships and weapons from all DS-supported factions.
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Ive noticed that the planets stations build themselves up, traits and facilities can I purchase these if I run my own faction?
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Ive noticed that the planets stations build themselves up, traits and facilities can I purchase these if I run my own faction?
Nope. Not in this verion, at least. They ever generated on start or they are dynamic and depends on events in current solar system. You can control second type a little, but you can't build anything at all. Most that you can is summon fleet.
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So I've been generating random sectors to play in, and experienced an oddity. I've been running the map generation function, and I keep getting six stars staying right on top of each other. It's playable, but inconvenient from a perspective of using the intel tab to find out what's in each system. I'm running the Starsector & co. set of mods and some compatible factions, but nothing that should have an effect on map generation.
Settings: 16 stars, maximum possible planets and stations, zero empty stars, omnifactory random, prism freeport
Screenshot (https://s9.postimg.org/c5ojtftcf/screenshot000.png).
Is there a trick I'm missing?
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So I've been generating random sectors to play in, and experienced an oddity. I've been running the map generation function, and I keep getting six stars staying right on top of each other. It's playable, but inconvenient from a perspective of using the intel tab to find out what's in each system. I'm running the Starsector & co. set of mods and some compatible factions, but nothing that should have an effect on map generation.
Settings: 16 stars, maximum possible planets and stations, zero empty stars, omnifactory random, prism freeport
Screenshot (https://s9.postimg.org/c5ojtftcf/screenshot000.png).
Is there a trick I'm missing?
Only thing that I can think of is that those are REALLLLY close binary star systems
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Those aren't binary systems (such are clearly identifiable with the "<star name> B" names). I assume it's failing to use the extended positions list somehow, although why it'd do that I have no idea; will have to debug.
EDIT: Can't reproduce on Nexerelin v0.7.5c+ dev
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Those aren't binary systems (such are clearly identifiable with the "<star name> B" names). I assume it's failing to use the extended positions list somehow, although why it'd do that I have no idea; will have to debug.
EDIT: Can't reproduce on Nexerelin v0.7.5c+ dev
I went and re-downloaded and reinstalled, that seems to have fixed it. Something must have gone wrong with my recent download. Sorry for bothering you, and thank you for looking.
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so far i've been splashing around in the kiddie pool..... finally decided to take the plunge: activated nexerelin
started a new game got all the way through the menu and started a game and crash
909239 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
909248 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
help?
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so far i've been splashing around in the kiddie pool..... finally decided to take the plunge: activated nexerelin
started a new game got all the way through the menu and started a game and crash
909239 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
909248 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
help?
Can you post the list of mods you've loadedwith Nexerelin? It'll help a bit.
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[Audio Plus]
[Autosave]
[Blackrock Drive Yards]
[Combat Chatter]
[Common Radar]
[DIABLEAVIONICS]
[DynaSector]
[GraphicsLib]
[Interstellar Imperium]
[JP_RC_255]
[LazyLib]
[mayorate]
[Nexerelin]
[Portrait pack]
[SCY]
[shadow_ships]
[Ship and Weapon Pack]
[shippack]
[Starsector Plus]
[Steiner Foundation]
[Templars]
[Tiandong Heavy Industries 1.1]
[TwigLib]
[Underworld]
everything works when nexerilin is turned off
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I would say that the cause is likely to be the "ship pack" mod
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I have been playing a Corvus mode game with Ship Pack and a larger setup and I have been playing for hours without an problem. Just mentioning this because borgrel says that it crashes on start.
I only do not have Autosave and I am using Java 7 if that matters.
-
Ship Pack is incompatible with Nexerelin's non-Corvus mode.
-
same problem with ship pack turned off
*edit* corvus mode seems to work just fine ..... started a game successfully but havent played yet.
(with all mods enabled, even ship pack)
out of curiosity ....... why is ship pack incompatible?
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out of curiosity ....... why is ship pack incompatible?
It doesn't check for Nexerelin (see the instructions in this thread's OP) before trying to spawn the station in Corvus star system, which likely doesn't exist.
- Quick fix: Just don't spawn if it can't find Corvus
- Better: Look for Exerelin star system as a fallback (can still break if user renames the Exerelin system)
- Best of all: Pick a random planet (preferably an uninhabited one in an inhabited system) and spawn in its orbit
(If you know modding you can just open the script file data/scripts/world/ShipPackSectorGen.java and apply the fix to your local copy)
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/me looks embarrassed
i thought you were talking about dark revenent's ship pack .... not the amateurs' ship pack, i tried disabling the wrong one ... no wonder it didnt work
and i was confused because revenant is one of the best modders here.
i'm not surprised a new untested mod doesn't work with a complex system like nexerelin
oops and thanks histidine
(i have a comp sci degree but i'm more familiar with java than java scripting however i'm planning on a mod after the next update happens i got a few crazy ideas .... is there an IRC channel for starsector or some other more interactive method of communication than a forum for when i do dip my toe in?)
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i've played 2 games in a row now
1 as knight templar (man its difficult to play without cargo space and inflated supply use, its was well balanced) and 1 as blackrock
in both games the knights templar were the first faction driven from exerelin
in the game where i was playing as KT, the invasion fleet flew in circles around the planet for a day or so, being chased by the response fleet and patrols and then after a short time they just lost interest ....... the invasion fleet sat on 1 side of the planet offloading marine while the response fleet sat on the opposite side, ignoring it
is this problem a side effect of how slow the KT fleets are?
why did the response stop chasing the invasion fleet? (and why did it stop so quickly?)
will making response fleets use emergency burn if their target is an invassion fleet aimed at their planet fix this without breaking other things?
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Yeah, getting the Templar strategic balance right between "pathetic" and "steamroll doom machine" has always been a bit of a pain. I guess I could just up their invasion defense again...
in the game where i was playing as KT, the invasion fleet flew in circles around the planet for a day or so, being chased by the response fleet and patrols and then after a short time they just lost interest ....... the invasion fleet sat on 1 side of the planet offloading marine while the response fleet sat on the opposite side, ignoring it
is this problem a side effect of how slow the KT fleets are?
why did the response stop chasing the invasion fleet? (and why did it stop so quickly?)
A newly spawned response fleet will chase the invader that triggered it for 3 days, any already-existing patrol/response fleets will chase for two. This should be more than enough to catch the invasion fleet, and if it somehow doesn't get caught manages to get through, it'll attract any remaining defenders again every 0.25 days. But they won't actually attack if they're too weak.
Without a save to debug I can't say why the scenario you describe happened, sorry :(
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Yeah, in different plays, since 0.6.5.2a to now, Templar would either get extinct right away or they would be "terrorizing" the whole galaxy, not leaving anything alive. You have to love these guys =)
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Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
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Histidine:
Could you please change the menu system?
Since every menu has a random number of options (and that number changes during the course of the game for faction menues for eg) could you please either change the 'back' menu option to always be '0' or add escape as a secondary valid keystroke please
This is especially necessary at 1360x768 resolution where options below 8 are not visible (and you cant tell if 9 or 0 is 'back')
Thaago,
do u start as part of a faction?
the commission bounty payments and monthly salary should be MORE than enough to completely cover supplies costs, even at higher prices for supplies
also, try moving do a different planet as your base, your faction HQ gets +2 stability which means more expensive goods. U'll have fewer weapon and ship choices at a smaller faction planet, but much cheaper supplies and it seems thats ur problem at the start
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I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
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Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
Do you have Mayorate installed? It is a possible bug that their Planetary AI Core market condition can cause an economic deathspiral, rapidly pumping up the cost of supplies to ridiculous levels.
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I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
heh thats funny, in my current playthrough supplies are around 18c but fuel costs 250c which means moving around costs a fortune but blowing stuff up always makes a profit which is always fun.
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...
Thaago,
do u start as part of a faction?
the commission bounty payments and monthly salary should be MORE than enough to completely cover supplies costs, even at higher prices for supplies
also, try moving do a different planet as your base, your faction HQ gets +2 stability which means more expensive goods. U'll have fewer weapon and ship choices at a smaller faction planet, but much cheaper supplies and it seems thats ur problem at the start
Normally I would absolutely agree with you! Started as a Hegemony captain, did ok as long as I had frigates as every fight gave more supplies than I used. But when I upgraded to destroyers....
I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
Totally this! When the game started my jaw dropped - I've never had them above 200 before, and they usually settle down. I decided to try as a challenge, but couldn't hack it. (moderate damage to an enforcer is worth more in supplies than buying an entire new Enforcer! Flying from one system to another was enough down time that the supply cost was equivalent to a frigate for my 2 destroyer + 3frigate fleet. Just crazy.)
Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
Do you have Mayorate installed? It is a possible bug that their Planetary AI Core market condition can cause an economic deathspiral, rapidly pumping up the cost of supplies to ridiculous levels.
Nope! The only faction mod was Templars to give a boss challenge. Although I might remove them because they spam out all the contracts with flux core missions... its a pity because I like having a faction around that my default reaction to is "AHH RUN AWAY"
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I have a small question, I am currently working with the Tri-Tachyon but I plan on splitting off and creating my own faction(which I can do right?) by capturing my own station, can I capture this station while being part of the TT, and have it be mine, or should I leave the faction then try to capture it?
Edit: found out on my own, but it would be nice to be able to name your faction, instead of it just being the followers. and how does it determine what kind of ships I get? I've really just been rollin' around this entire time with TT and Sky ships, whit a lot of Diable avionics missiles. But currently I just have a bunch of generic ships for sale at my station.
Edit 2: how do you get your faction to join alliances?
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You'll have to leave the faction first, otherwise when you conquer it the planet goes to the Tritachies.
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Edit: found out on my own, but it would be nice to be able to name your faction, instead of it just being the followers.
You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.
Works pretty well with notepad++ or some such.
and how does it determine what kind of ships I get? I've really just been rollin' around this entire time with TT and Sky ships, whit a lot of Diable avionics missiles. But currently I just have a bunch of generic ships for sale at my station.
As far as I know the ships available for sale depend on the original owner of whatever you conquered, so if you want Tri-Tachyon or Sky ships you'd have to take one of their bases.
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how does it determine what kind of ships I get?
You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.
(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)
Edit 2: how do you get your faction to join alliances?
By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
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how does it determine what kind of ships I get?
You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.
(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)
Edit 2: how do you get your faction to join alliances?
By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
Can I do to a game that is currently going?
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Everything I mentioned is (or at least should be) changeable mid-game, yes.
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Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
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Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Did you perhaps have attempted an attack on the pirates before hand but failed? As far as I know, if a attack on a market fails, that faction will send a lot of large fleets to flood the system where the failed attack had occurred.
Another probability is vengeance fleet, but I think that feature was removed recently.
Which station in which system were you after anyway?
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Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Did you perhaps have attempted an attack on the pirates before hand but failed? As far as I know, if a attack on a market fails, that faction will send a lot of large fleets to flood the system where the failed attack had occurred.
Another probability is vengeance fleet, but I think that feature was removed recently.
Which station in which system were you after anyway?
Nope, no failed attack on my part, in fact it was my first attack on any pirate station at all.
If someone else attacked and failed before it didn't show up in the reports either.
In this case it was Barad B (spelling?) in the Corvus system.
During the same game I conquered Sphinx from the Hegemony which was then in turn conquered by Tri-Tachyon. When I visited the system later to try and take my station back the place was absolutely riddled with Hegemony and Tri-Tachyon detachments, but with both of those being major powers (and fielding fleets that are actually worth fighting) I considered that rather fitting.
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how does it determine what kind of ships I get?
You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.
(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)
Edit 2: how do you get your faction to join alliances?
By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
I set Diable, Tachyon, and SCY, to 1.0 with the Dynasector config file, but it still seems to mostly just using random ships. and how do I change the fleet composition in the faction file? there are ships with numbers following them. but I am scared to change anything there since I don't know how to add or remove ships and change how rare they are.
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Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
It should be mostly identical to vanilla, except the "spawn more patrols if existing patrols are getting whacked" thing is actually significantly toned down.
Someone else reported a similar issue before (http://fractalsoftworks.com/forum/index.php?topic=9175.msg187241;topicseen#msg187241), although it was Barad A in that case. I can't say I have a clue what could cause such a thing unfortunately, although I plan to implement a safety against the suspected possibility of the code doing something like adding multiple patrol spawn scripts to the same market, and maybe do some debugging in general.
I set Diable, Tachyon, and SCY, to 1.0 with the Dynasector config file, but it still seems to mostly just using random ships. and how do I change the fleet composition in the faction file? there are ships with numbers following them. but I am scared to change anything there since I don't know how to add or remove ships and change how rare they are.
The numbers in the .faction file after the ship variants are weightings. You can add new variants and change their frequency easily. It doesn't do anything with Dynasector though.
For DS, bear in mind that factions can also use stuff from outside their faction (and remember that markets don't update immediately; try using the ForceMarketUpdate console command).
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Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Someone else reported a similar issue before (http://fractalsoftworks.com/forum/index.php?topic=9175.msg187241;topicseen#msg187241), although it was Barad A in that case. I can't say I have a clue what could cause such a thing unfortunately, although I plan to implement a safety against the suspected possibility of the code doing something like adding multiple patrol spawn scripts to the same market, and maybe do some debugging in general.
I think that problem has more to do with there being three pirate markets which each pump out a patrol, although there's technically only two markets (as the secret pirate base switches depending on who owns Barad A and B), but all three, I think, are kind of - sort of counted as one market (As an overall Barad market). So if you invade Barad A, you get the response fleets from A, B and secret base. Do you think that maybe the patrol script searches for 'Barad' to spawn stuff, but doesn't factor in there's two/three markets, so you get pulses of pirate patrols?
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I'm trying to make my ship pack compatible with Nexerelin, and I'm wondering how I can gaurantee the faction will be friendly to whatever faction the player chooses to start with? I've made a json and csv file in data/config/exerelinFactionConfig, set up factionsLiked and it seemed to work at first, but it looks like during the initial simulation your faction has a chance of becoming unfriendly with the ship pack faction (independent shipyards). How could I solve this?
(This is needed so player can buy ships from the station)
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I'm trying to make my ship pack compatible with Nexerelin, and I'm wondering how I can gaurantee the faction will be friendly to whatever faction the player chooses to start with? I've made a json and csv file in data/config/exerelinFactionConfig, set up factionsLiked and it seemed to work at first, but it looks like during the initial simulation your faction has a chance of becoming unfriendly with the ship pack faction (independent shipyards). How could I solve this?
Is the faction supposed to behave like a "normal" faction (can be selected at start, can invade and be invaded, etc.)?
If not, set playableFaction to false in the Nexerelin faction config, that should be sufficient.
(Else you'd probably have to run an EveryFrameScript to clamp the relationship till I add special handling on my side, yuck)
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Thanks for the fast reply! I already have that set to false.
code for the faction file in data/config/... currently:
Spoiler
{
"uniqueModClassName":"data.scripts.cyansShipPackModPlugin", # String
"playableFaction":false, # Boolean
"corvusCompatible":true,
"showIntelEvenIfDead":true,
"noHomeworld":true,
"crewExpereinceLevelIncreaseChance":0.0, # Double, 0 - 1.0
"baseFleetCostMultiplier":1.0, # Double
"customRebelFaction":"", # String
"customRebelFleetId":"", # String
"rebelFleetSuffix":"Rebels", # String
"positiveDiplomacyExtra":0, # Integer
"negativeDiplomacyExtra":0, # Integer
"factionsLiked":["player_npc","tritachyon","hegemony","independent"], # String array
"factionsDisliked":[], # String array
"alignments":{
"diplomatic":0.5,
"militarist":0.5,
},
}
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I just remembered that unless you put every single faction in factionsLiked it's probably not going to work when the player picks a faction not in the list.
Well, making the faction non-playable disables diplomacy events and such for it, and you can get the starting player faction from Nexerelin code and set shipyards' relationship with it once the game starts. But it occurs to me that making the player relationship persistently good (including after things like joining/leaving faction etc.) is likely going to be a lot of work, unless your faction is friendly to everyone.
It's probably easiest if I just code something on my side. (ID is still shippackfaction?)
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I am willing to settle with having the faction friendly with everyone if that's the simplest solution.
ID is indeed still shippackfaction, should I have changed it to have a prefix? If so, I don't mind changing it.
If it isn't much work I would appreciate it if you can do something on your end.
Thanks again for the replies and being welcoming and accomodating after I swooped in out of nowhere with the mod.
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Hi there :D I have some stupid questions. I would like factions to respawn faster and infinitely, I would lie to play a never ending game xD plus it would be easier for me to farm weapons and ships. Sometimes I wonder why some mod factions take so long to come back, I guess their respawn fleet got killed before they could take over a station and come back into a sector. I found those lines and edited them this way:
"factionRespawnInterval": 30, # will spawn an invasion fleet for a randomly selected not-alive faction this often
"maxFactionRespawns": 1, # factions can respawn this many times (not counting initial entry into sector); <0 = unlimted
to
"factionRespawnInterval": 3, # will spawn an invasion fleet for a randomly selected not-alive faction this often
"maxFactionRespawns": 100, # factions can respawn this many times (not counting initial entry into sector); <0 = unlimted
Is the faction respawn interval in months ? ^^ And as <0 = unlimted, if I keep 1 instead of 100, will the factions still respawn infinitely ?
Thanks by advance for answering me :) Let's get back to pew pew stuff xD
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Respawn interval is in days.
And as <0 = unlimted, if I keep 1 instead of 100, will the factions still respawn infinitely ?
Sorry, not sure what you mean by this. If you want to give factions infinite respawn chances, just set maxFactionRespawns to -1.
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Oh thanks :D Well I'm just bad at math haha. -1 it will be then, that's what I was looking for. 30 days is quite a good respawn interval, sweet !
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Histidine. Whether it is possible to increase quantity invasion fleets and size of the all fleets for separate fraction? Whether it is possible to make so that at start there were only 2 fractions?
I would like to choose the fraction and to play against the chosen fraction of the opponent on an equal footing having organized thus real war. And in this war fighting has to be more active.
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Whether it is possible to increase quantity invasion fleets and size of the all fleets for separate fraction?
There isn't a way to make all fleets bigger at present (other than modifying the config files for every faction), but you can make invasion fleets appear more frequently by changing pointsRequiredForInvasionFleet in Nexerelin/exerelin_config.json.
It might also be helpful to set minWarWearinessForPeace to something like 999999999 to make the war go on forever.
Whether it is possible to make so that at start there were only 2 fractions?
In Nexerelin/data/campaign/rules.csv, look for the row starting with ExerelinNGCNumFactions3 (it's row 62 in my local version).
Make a copy of this row and change all the 3s to 2s. Add exerelinNGCNumFactions2:Two to the cell in the row ExerelinNGCNumFactionsMenu above it, options column.
Select this option during the new game config.
(Pirates and independents will still exist in the game)
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Whether it is possible to increase quantity invasion fleets and size of the all fleets for separate fraction?
There isn't a way to make all fleets bigger at present (other than modifying the config files for every faction), but you can make invasion fleets appear more frequently by changing pointsRequiredForInvasionFleet in Nexerelin/exerelin_config.json.
It might also be helpful to set minWarWearinessForPeace to something like 999999999 to make the war go on forever.
Whether it is possible to make so that at start there were only 2 fractions?
In Nexerelin/data/campaign/rules.csv, look for the row starting with ExerelinNGCNumFactions3 (it's row 62 in my local version).
Make a copy of this row and change all the 3s to 2s. Add exerelinNGCNumFactions2:Two to the cell in the row ExerelinNGCNumFactionsMenu above it, options column.
Select this option during the new game config.
(Pirates and independents will still exist in the game)
Whether it is possible to clean somehow "independents" or to make their planets captured for Ai fleets and hostile to all? Whether it is possible to set a certain fraction of the opponent somehow? That she wasn't random.
...other than modifying the config files for every faction
- How to make it?
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Whether it is possible to clean somehow "independents" or to make their planets captured for Ai fleets and hostile to all? Whether it is possible to set a certain fraction of the opponent somehow? That she wasn't random.
Not at present, unfortunately. Maybe in next version.
(In the meantime, if you don't mind a little work, you can use the console command setmarketowner <market name or ID> <new faction> to give the independent markets to one of the other factions at start)
...other than modifying the config files for every faction
- How to make it?
Example from Templars config:
"invasionFleetSizeMod":-0.25,
"responseFleetSizeMod":-0.15,
"patrolSizeMult":0.7,
To make patrols larger than normal, set patrolSizeMult to >1 (e.g. 2 means double size patrols).
To make invasion and response fleets larger, set invasionFleetSizeMod and responseFleetSizeMod to a positive number (0.5 means 50% larger).
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Example from Templars config:
???: (json)
"invasionFleetSizeMod":-0.25,
"responseFleetSizeMod":-0.15,
"patrolSizeMult":0.7,
To make patrols larger than normal, set patrolSizeMult to >1 (e.g. 2 means double size patrols).
To make invasion and response fleets larger, set invasionFleetSizeMod and responseFleetSizeMod to a positive number (0.5 means 50% larger).
It can be changed directly during the game?
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It'll affect ongoing games, yes.
...Although due to a bug, patrolSizeMult doesn't actually do anything unless the faction doesn't normally spawn patrols in vanilla. Oops.
Well that's another reason to release the next version soon (maybe next weekend).
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It'll affect ongoing games, yes.
...Although due to a bug, patrolSizeMult doesn't actually do anything unless the faction doesn't normally spawn patrols in vanilla. Oops.
Well that's another reason to release the next version soon (maybe next weekend).
I hope it will work for Pirates, Templars and all vanila faction or most popular mods.
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Wow it's been five months since the last update? Anyway, here are some accumulated fixes and improvements:
Nexerelin v0.7.6
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6.zip)
Patch (0.7.5c -> 0.7.6) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.6
* Faction updates/handling for: Exigency, ApproLight, Metelson, Ship Pack
* Mining adjustments/fixes:
* Add SCY planets
* Asteroids give a bit more ore, a bit safer to mine
* Fix exhaustion rate for planet types not being used
* Fix Shepherd (D) not being able to mine
* Sector generation:
* Add two faction start
* Tone down effects of star color on lighting
* More planet names; add origin comments
* Uninhabited systems can sometimes have relays
* Make sure 70% of systems have at least one market belonging to a pirate faction (the others can have them too); configurable
* Some factions can have more markets than others if so set in faction config
* Add config toggles for presence of pirates, independents in non-Corvus mode
* Fix some asteroid belt-related issues
* Sector generation crashes instead of failing silently if it fails to load planetNames.json
* Other game start stuff:
* Add random starting ships option
* Pirate starting solo Cerberus is shielded, has different weapons
* Auto assign starting officers
* Don't restore player relationships to previous state when leaving a pirate faction (once a pirate, always a pirate!)
* Stronger Templar defences against invasion
* Any fleet responding to an invasion is treated as having seen the player with their transponder off
* Prisoners can be ransomed to hostile factions if transponder-off trade is permitted and transponder is off
* Don't trigger warmonger event when joining an ally in battle, or enemy fleet is low-rep-impact
* Add hotkeys for most dialog options
* Various text amendments/fixes
* Fix behavior of some mod submarkets on market capture
* Fix patrol generation bugs
* Add crash safety if fleet factory fails to spawn fleet
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Keep getting a very sudden CTD NullPointerException, but only with the new version of Nex, the old one works fine:
1845086 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config not found: dassault_mikoyan
1845103 [Thread-8] INFO sound.O - Cleaning up music with id [Blackrock.ogg]
1845591 [Thread-10] INFO sound.O - Creating streaming player for music with id [Mobilization.ogg]
1845664 [Thread-10] INFO sound.H - Playing music with id [Mobilization.ogg]
1845796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.advance(ExerelinPatrolFleetManager.java:92)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It consistenly happens a set amount of time into the game I'm playing, just drifting through space.
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Keep getting a very sudden CTD NullPointerException, but only with the new version of Nex, the old one works fine:
1845086 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config not found: dassault_mikoyan
1845103 [Thread-8] INFO sound.O - Cleaning up music with id [Blackrock.ogg]
1845591 [Thread-10] INFO sound.O - Creating streaming player for music with id [Mobilization.ogg]
1845664 [Thread-10] INFO sound.H - Playing music with id [Mobilization.ogg]
1845796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.advance(ExerelinPatrolFleetManager.java:92)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It consistenly happens a set amount of time into the game I'm playing, just drifting through space.
Argh.
Okay, you can do one of two things:
1) Turn off DME (and any other non-supported factions)
2) Make a copy of Nexerelin/data/configs/exerelinFactionConfig/neutral.json and rename it to dassault_mikoyan.json.
Might also need to change the value of uniqueModClassName in the file to data.scripts.DMEModPlugin.java.
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Ok. So that's a workaround for DME is it? Just for Corvus mode compatibility I assume.
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Perfectly! I am happy. Only there is one question:
Fix patrol generation bugs
What bug?
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Ok. So that's a workaround for DME is it? Just for Corvus mode compatibility I assume.
It'll work in Corvus mode if you do that, yeah. (DME never worked in non-Corvus mode to begin with)
Only there is one question:
Fix patrol generation bugs
What bug?
- Most factions didn't obey the patrol size mult tag
- The core script was being added twice, which may have resulted in patrol script being added twice to each market :-X
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Random generated systems sometimes go too big, making some planets and stations out of the tab minimap.
Invading stations do generate respond fleet, but sometimes they escape from you if your ships are much superior than theirs and you will be able to capture station without turning neutral faction to hostile since you didn't officially fire at them.
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Invading stations do generate respond fleet, but sometimes they escape from you if your ships are much superior than theirs and you will be able to capture station without turning neutral faction to hostile since you didn't officially fire at them.
Reminds me of some WW2 stories.
-
you will be able to capture station without turning neutral faction to hostile since you didn't officially fire at them.
That shouldn't be possible, both starting an invasion attempt and completing it successfully (as long as this market wasn't the faction's last) makes the target faction insta-hostile.
-
Maybe I got something wrong(about the initial relation) but I do remember when I attempt to "chase down" the responding fleet (after capping) it showed the check message of turning into war state which indicates that it was previously higher than -50.
-
Houston, we have problems.
Spoiler
(http://i.imgur.com/YVVmGNa.png)
The menu goes beyond and it is impossible to finish other settings. Point 10 has no hot key. 9 works but there "Starfarer mode'. Of course "Esc" works. But how to be with other settings?
Also. I disable independent in mod config but they have appeared at a new game.
Spoiler
(http://i.imgur.com/kMe5DOQ.png)
Also #2. Error.
Spoiler
308073 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:1098)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:779)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Argh.
Okay, you can do one of two things:
1) Turn off DME (and any other non-supported factions)
2) Make a copy of Nexerelin/data/configs/exerelinFactionConfig/neutral.json and rename it to dassault_mikoyan.json.
Might also need to change the value of uniqueModClassName in the file to data.scripts.DMEModPlugin.java.
You also need to add it to 'mod_factions.csv', in case anyone was still getting the error.
-
The message I'm getting is that I should hurry up with integration ;D.
-
The message I'm getting is that I should hurry up with integration ;D.
Some very basic compatibility could be as easy as this change in your initDME() method in DMEModPlugin.java:
try {
//Got Exerelin, so load Exerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((Boolean)result == true)
{
// Exerelin running in Corvus mode, go ahead and generate our sector
new Nikolaev().generate(Global.getSector());
}
} catch (Exception ex) {
// check failed, do nothing
}
}
catch (ClassNotFoundException ex) {
new Nikolaev().generate(Global.getSector());
// Exerelin not found so continue and run normal generation code
}
-
Getting a CTD here too upon trying to start a new game:
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Reuenthal (Neutrino)
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
169564 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
170223 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:1098)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:779)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I thought it might be DME, but even running with DME off or with the workaround led to the crash. I reverted to 7.5c, no problems so far.
-
Getting a CTD here too upon trying to start a new game:
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Reuenthal (Neutrino)
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
169564 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
170223 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:1098)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:779)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I thought it might be DME, but even running with DME off or with the workaround led to the crash. I reverted to 7.5c, no problems so far.
Did you delete the old mod folder first and then download the new one? Or did you just download the new one and copied over the new files?
-
Was done cleanly, deleted the old folder first and then dropped the latest version in.
-
How many star systems/planets and factions are you using? As far as I can tell, this issue happens if there are fewer habitable planets than starting factions.
Well, I'll teach it to not crash in that scenario.
-
'Lo all. Been really enjoying the game and the mods, but I've run into an error I can't seem to defeat.
Mods Used
-AudioPlus
-Autonomous Ships
-Autosave
-Blackrock Drive Yards
-Combat Chatter
-Common Radar
-Diable Avionics
-DynaSector
-Interstellar Imperium
-Leading Pip
-Mayorate
-Metalson Industries
-Neutrino Corp
-New Galactic Order
-P9 Colony Group
-Pegasus Belt Council
-Portrait Pack
-Save Transfer
-SCY
-Sim Overhaul
-Starsector Plus
-Steiner Foundation
-Tiandong Heavy Industries
-Upgraded Rotary Weapons
-Version Checker
The error I get, upon starting a game (Non-Corvus Mode)
149558 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Turn off NGO.
(Or implement the fix in this post (http://fractalsoftworks.com/forum/index.php?topic=9402.msg189641#msg189641) or see the post after it)
-
That fixed it, thanks much.
-
Asteroids and gas giants aren't gainning resource exhaustion on mining.
-
Nexerelin v0.7.6b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6b.zip)
Patch (0.7.6 -> 0.7.6b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.6b
* Add DME start, directory options
* Fix patrol fleet manager crash with unsupported factions
* Fix sector generation crash from not having (enough) habitable planets
Asteroids and gas giants aren't gainning resource exhaustion on mining.
Deliberate in both cases, though I can't remember the rationale for gas giants...
(Well, as Alex would say, gas giants are conceptually too big for their atmospheres to be depleted at any significant rate)
In the case of asteroids, it's so the code doesn't have to track every individual rock; asteroids don't persist between saves in vanilla anyway. They produce somewhat lower resources to make up for this.
-
Oops, didn't see this edited post:
Also. I disable independent in mod config but they have appeared at a new game.
Spoiler
(http://i.imgur.com/kMe5DOQ.png)
Is this when using all factions at start? If so, put this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) in Nexerelin/jars and it should work.
As for the option GUI overflow, best I can suggest is setting the options at the bottom first (or temporarily increasing Starsector screen resolution, if possible). I'll ask Alex about the possibility of a scroll bar.
-
Sorry to bother, but I am unable to install/copy the new version. I get a ".gitignore". Listed as error 0x80004005: unspecified error. I deleted the 7.6 as instructed so I do not think its an issue with the old file mixing with new.
-
Sorry to bother, but I am unable to install/copy the new version. I get a ".gitignore". Listed as error 0x80004005: unspecified error. I deleted the 7.6 as instructed so I do not think its an issue with the old file mixing with new.
What are the mods do you have active with the latest version of Nexerelin?
-
Sorry to bother, but I am unable to install/copy the new version. I get a ".gitignore". Listed as error 0x80004005: unspecified error. I deleted the 7.6 as instructed so I do not think its an issue with the old file mixing with new.
I had that weird error as well. When I drag and dropped the folder inside the zip, it kept saying it couldnt move files (the first one is ".gitignore"). Dunno if you really have the same issue but using the 'extract here' function solved the problem for me.
Edit: It's the exact same error code as the one I get. I am guessing you are using the windows zip program to open it and take the folder out. Try using 7zip for some kind of other zip program. I can extract files with no problem with 7zip.
-
thank you all for the quick responses. The zip issue seemed to be it. It just didn't like the windows version. thank you again!
-
Asteroids and gas giants aren't gainning resource exhaustion on mining.
Deliberate in both cases, though I can't remember the rationale for gas giants...
(Well, as Alex would say, gas giants are conceptually too big for their atmospheres to be depleted at any significant rate)
In the case of asteroids, it's so the code doesn't have to track every individual rock; asteroids don't persist between saves in vanilla anyway. They produce somewhat lower resources to make up for this.
I feel that the amount of resources you get from asteroids is still a bit too high in that case, it really needs to be a smidgeon lower. Just started a new mining game, went to Nortia, was able to mine an asteroid hovering directly over Nortia for oodles of money. I didn't feel like i needed to stray farther a field in order to get more resources because I could just grind that one rock. Maybe if asteroids were either riskier or gave less resources I'd feel more compelled to move on and make risky trips to other systems.
-
Quick hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) for issues with binary star systems (possibly including this (http://fractalsoftworks.com/forum/index.php?topic=11416.0)).
-
(possibly including this (http://fractalsoftworks.com/forum/index.php?topic=11416.0)).
I did a quick test and apparently still have the same error, I can not enter the system by the jump point B without the game crashing, and going at point A, the star B does not appear on the map. :o
-
I'd assume this fix won't work for existing saves? (Haven't had time to test it yet myself.)
-
I'd assume this fix won't work for existing saves?
I created a new game without configure anything, just to test and went quickly to a binary system. ;)
-
Can verify Asauski's report: hotfix jar does not fix this problem. (Or, possibly, introduces a new one? The thread dump does look a little bit different...) Have not been able to even start a new game with the hotfix jar in place. ...I think maybe I'll just try Corvus mode.
Thread dump:Spoiler
Full thread dump Java HotSpot(TM) 64-Bit Server VM (25.20-b23 mixed mode):
"AWT-Shutdown" #42 prio=5 os_prio=31 tid=0x00007f972ac0a000 nid=0x38db waiting for monitor entry [0x000000017497c000]
java.lang.Thread.State: BLOCKED (on object monitor)
at java.util.IdentityHashMap$Values.iterator(IdentityHashMap.java:1086)
at java.util.Collections$SynchronizedCollection.iterator(Collections.java:2031)
at java.util.AbstractCollection.addAll(AbstractCollection.java:343)
at java.util.HashSet.<init>(HashSet.java:119)
at sun.awt.AppContext.getAppContexts(AppContext.java:162)
- locked <0x000000064004e108> (a java.util.Collections$SynchronizedMap)
at sun.awt.AppContext.stopEventDispatchThreads(AppContext.java:600)
at sun.awt.AWTAutoShutdown.run(AWTAutoShutdown.java:326)
at java.lang.Thread.run(Thread.java:745)
"Thread-11" #32 daemon prio=5 os_prio=31 tid=0x00007f9734286000 nid=0xa10f sleeping[0x000000019135c000]
java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at com.fs.starfarer.C.E$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
"Thread-9" #25 prio=5 os_prio=31 tid=0x00007f972e370800 nid=0x12f6b runnable [0x0000000134734000]
java.lang.Thread.State: RUNNABLE
at com.jcraft.jorbis.Residue0._2inverse(Unknown Source)
at com.jcraft.jorbis.Residue2.inverse(Unknown Source)
at com.jcraft.jorbis.Mapping0.inverse(Unknown Source)
- locked <0x000000064211f3f0> (a com.jcraft.jorbis.Mapping0)
at com.jcraft.jorbis.Block.synthesis(Unknown Source)
at sound.F.Ö00000(Unknown Source)
at sound.F.read(Unknown Source)
at sound.F.read(Unknown Source)
at sound.F.read(Unknown Source)
at sound.K.super(Unknown Source)
at sound.K.õ00000(Unknown Source)
at sound.oo0O.Ô00000(Unknown Source)
at sound.null$2.run(Unknown Source)
- locked <0x0000000640023060> (a sound.null$2)
at java.lang.Thread.run(Thread.java:745)
"Thread-6" #21 daemon prio=5 os_prio=31 tid=0x00007f972e858800 nid=0xe42b waiting on condition [0x000000012fd31000]
java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at com.fs.starfarer.combat.CombatMain$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
"Thread-5" #20 prio=5 os_prio=31 tid=0x00007f972bb9c800 nid=0xe00f waiting on condition [0x0000000130425000]
java.lang.Thread.State: RUNNABLE
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
"DestroyJavaVM" #18 prio=5 os_prio=31 tid=0x00007f972b9a0800 nid=0xf07 waiting on condition [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"Java2D Disposer" #16 daemon prio=10 os_prio=31 tid=0x00007f972b990000 nid=0xda0b in Object.wait() [0x000000012fbdb000]
java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:142)
- locked <0x0000000640039888> (a java.lang.ref.ReferenceQueue$Lock)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:158)
at sun.java2d.Disposer.run(Disposer.java:148)
at java.lang.Thread.run(Thread.java:745)
"Java2D Queue Flusher" #15 daemon prio=10 os_prio=31 tid=0x00007f972b195000 nid=0xd507 runnable [0x000000012f3b3000]
java.lang.Thread.State: RUNNABLE
at java.lang.Object.wait(Native Method)
at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)
- locked <0x0000000640029ae0> (a sun.java2d.opengl.OGLRenderQueue$QueueFlusher)
"Timer-0" #12 daemon prio=5 os_prio=31 tid=0x00007f972b98d000 nid=0xcf0b in Object.wait() [0x000000012f1cb000]
java.lang.Thread.State: TIMED_WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.util.TimerThread.mainLoop(Timer.java:552)
- locked <0x0000000640031ac0> (a java.util.TaskQueue)
at java.util.TimerThread.run(Timer.java:505)
"AppKit Thread" #10 daemon prio=5 os_prio=31 tid=0x00007f972b931000 nid=0x210f runnable [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"Service Thread" #9 daemon prio=9 os_prio=31 tid=0x00007f972b018800 nid=0x5103 runnable [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"C1 CompilerThread3" #8 daemon prio=9 os_prio=31 tid=0x00007f972b013000 nid=0x4f03 waiting on condition [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"C2 CompilerThread2" #7 daemon prio=9 os_prio=31 tid=0x00007f972b80a000 nid=0x4d03 runnable [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"C2 CompilerThread1" #6 daemon prio=9 os_prio=31 tid=0x00007f972d021000 nid=0x4b03 waiting on condition [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"C2 CompilerThread0" #5 daemon prio=9 os_prio=31 tid=0x00007f972d01f800 nid=0x4903 waiting on condition [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"Signal Dispatcher" #4 daemon prio=9 os_prio=31 tid=0x00007f972d02c000 nid=0x3917 waiting on condition [0x0000000000000000]
java.lang.Thread.State: RUNNABLE
"Finalizer" #3 daemon prio=8 os_prio=31 tid=0x00007f972b807000 nid=0x3503 in Object.wait() [0x0000000128010000]
java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:142)
- locked <0x0000000640039a48> (a java.lang.ref.ReferenceQueue$Lock)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:158)
at java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:209)
"Reference Handler" #2 daemon prio=10 os_prio=31 tid=0x00007f972b806800 nid=0x3303 in Object.wait() [0x0000000127f0d000]
java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.Object.wait(Object.java:502)
at java.lang.ref.Reference$ReferenceHandler.run(Reference.java:157)
- locked <0x000000064000d770> (a java.lang.ref.Reference$Lock)
"VM Thread" os_prio=31 tid=0x00007f972a857800 nid=0x3103 runnable
"GC task thread#0 (ParallelGC)" os_prio=31 tid=0x00007f972b017000 nid=0x10f runnable
"GC task thread#1 (ParallelGC)" os_prio=31 tid=0x00007f972a80b000 nid=0x1407 runnable
"GC task thread#2 (ParallelGC)" os_prio=31 tid=0x00007f972a809000 nid=0x2503 runnable
"GC task thread#3 (ParallelGC)" os_prio=31 tid=0x00007f972a805800 nid=0x2703 runnable
"GC task thread#4 (ParallelGC)" os_prio=31 tid=0x00007f972c800000 nid=0x2903 runnable
"GC task thread#5 (ParallelGC)" os_prio=31 tid=0x00007f972b801000 nid=0x2b03 runnable
"GC task thread#6 (ParallelGC)" os_prio=31 tid=0x00007f972b802000 nid=0x2d03 runnable
"GC task thread#7 (ParallelGC)" os_prio=31 tid=0x00007f972a806000 nid=0x2f03 runnable
"VM Periodic Task Thread" os_prio=31 tid=0x00007f972b019800 nid=0x5303 waiting on condition
JNI global references: 354
Heap
PSYoungGen total 1398272K, used 861479K [0x0000000740000000, 0x00000007c0000000, 0x00000007c0000000)
eden space 699392K, 99% used [0x0000000740000000,0x000000076aaffff0,0x000000076ab00000)
from space 698880K, 23% used [0x0000000795580000,0x000000079f3c9f28,0x00000007c0000000)
to space 698880K, 0% used [0x000000076ab00000,0x000000076ab00000,0x0000000795580000)
ParOldGen total 4194304K, used 4193882K [0x0000000640000000, 0x0000000740000000, 0x0000000740000000)
object space 4194304K, 99% used [0x0000000640000000,0x000000073ff96ba8,0x0000000740000000)
Metaspace used 38349K, capacity 38877K, committed 39040K, reserved 1085440K
class space used 3726K, capacity 3881K, committed 3968K, reserved 1048576K
-
Hmm I seem unable to actually copy paste the mod into my starsector mod folder. To preface this I've google searched numerous fixes for this and performed any that were applicable to my computer from removing bad directories to installing new virus software. The in question is stated as "Error 0x80004005: Unspecified Error". Naturally I kind of assume this all my end but I seem unable to fix it and I don't have this problem with any other mods or downloads on the sight. Nexerelin's is the only one that generates this error. To state it cleanly I'm still pretty sure this is something on my end but I'm wondering if you have any ideas or if anything comes to mind with my problem. Thx in advance. Forgive me if I've missed something key somewhere but I cannot read the readme in the dloads current state.
I have to wonder if this is related to the fact that I don't have an account with your chosen file mirror. I'm gonna check it and see if they are causing it. Thx. I realize how this post might seem accusatory, that is not my intent just trying to work this out.
Edit: Membership to mirrors sight seems to not effect it. I think Ill take a break from this for now, try back later. Thx.
-
The perils of multitasking; the .jar isn't actually the one with the fix.
::)
I'll just do an official release tonight/tomorrow. Maybe with retroactive fix for existing saves as well.
@Alphascrub: What OS?
-
Retroactive fix for binary systems implemented.
(I could've gone without a return to the bad old days of two hotfixes in a row, mumble mumble)
Nexerelin v0.7.6c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6c.zip)
Patch (0.7.6 -> 0.7.6c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.6c
* Fix broken binary star systems
* Obey "enable pirates/independents" config settings when using all factions
* Revert asteroid mining danger (0.15 -> 0.2)
-
The perils of multitasking; the .jar isn't actually the one with the fix.
::)
I'll just do an official release tonight/tomorrow. Maybe with retroactive fix for existing saves as well.
@Alphascrub: What OS?
Windows 7. I normally use win7zip as an unpack but your already comes unpacked and ready to go so I don't think thats it either.
-
Windows 7. I normally use win7zip as an unpack but your already comes unpacked and ready to go so I don't think thats it either.
I assume you're referring to the .jar hotfix. (Does it fail to download, or just to copy to SS mod folder after it's downloaded to another directory?)
Well in any case, it's not needed anymore; you can download the full version 0.7.6c or the patch in zip form.
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Yeah, I don't know how you're building your zip archive, but normal zip tools won't open it. (Fortunately, the thing I got to read obnoxious .7z files does seem to be able to unpack it.)
For example:$ gunzip Nexerelin_0.7.6c.zip
gunzip: Nexerelin_0.7.6c.zip: unknown suffix -- ignored
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Yeah, I don't know how you're building your zip archive, but normal zip tools won't open it. (Fortunately, the thing I got to read obnoxious .7z files does seem to be able to unpack it.)
He's right about that, winrar fails with a "unknown method" error message. 7-zip can handle it, the others I tried can't.
Only the newest update though, all previous versions unpacked just fine.
-
Guess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).
-
Guess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).
Everything seems to be working great after you re-uploaded. Thanks for your time your mod is one of the reasons I still play starsector. You, Dark Rev, and Cycerin.
-
Guess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).
Everything seems to be working great after you re-uploaded. Thanks for your time your mod is one of the reasons I still play starsector. You, Dark Rev, and Cycerin.
Also, MesoTroniK is also a great modder and while his stuff isn't BRDY flashy or Templars OP, his mods add alot of interesting things like the ship converting station
-
I get this error when i play like 1-2 hour this time it happened 2 days later (48 LV)
Spoiler
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from stillness, 38 total available
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [lance_base_ragnar_complex]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [tiandong_mogui_market_ii_station_cydonia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [SCY_prismFreeport_ogma]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [new_maxios_port_tse]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[Thread-8] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:149)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:116)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:356)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:458)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-10] INFO sound.O - Creating streaming player for music with id [FearMachine.ogg]
[Thread-10] INFO sound.H - Playing music with id [FearMachine.ogg]
AudioPlus
Blackrock Drive Yards
DynaSector
GraphicsLib
Interstellar Imperium
Lazylib
Nexerelin (0.7.6c)
Omnifactory
SCY
Shadowyards
Ship and Weapon Pack
Starsector Plus
Tiandong Heavy Industries 1.1
Twiglib
Underworld
-
I get this error when i play like 1-2 hour this time it happened 2 days later (48 LV)
Spoiler
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from stillness, 38 total available
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [lance_base_ragnar_complex]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [tiandong_mogui_market_ii_station_cydonia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [SCY_prismFreeport_ogma]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [new_maxios_port_tse]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[Thread-8] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:149)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:116)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:356)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:458)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.Cam
paignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-10] INFO sound.O - Creating streaming player for music with id [FearMachine.ogg]
[Thread-10] INFO sound.H - Playing music with id [FearMachine.ogg]
AudioPlus
Blackrock Drive Yards
DynaSector
GraphicsLib
Interstellar Imperium
Lazylib
Nexerelin (0.7.6c)
Omnifactory
SCY
Shadowyards
Ship and Weapon Pack
Starsector Plus
Tiandong Heavy Industries 1.1
Twiglib
Underworld
Ummm, why are you playing with Omni factory in a Nexe game? You know you can turn on Omni in the Nexe start up right?
Edit: Also, I noticed that you don't have version checker enabled and at least one of your mods (THI 1.1 should be 1.1.1) is out of date (but it shouldn't be the cause of the crash). I would suggest that you download and enable Version Checker to make sure all your mods are up to date along with console commands and save transfer so you don't lose your progress when you update your mods
-
Hmm, without a way to reliably repro I'll just have to add a debug message and a failsafe. In the meantime, what does your Nexerelin\data\config\exerelin\allianceNames.json look like?
-
Guess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).
Everything seems to be working great after you re-uploaded. Thanks for your time your mod is one of the reasons I still play starsector. You, Dark Rev, and Cycerin.
Also, MesoTroniK is also a great modder and while his stuff isn't BRDY flashy or Templars OP, his mods add alot of interesting things like the ship converting station
Mmm I should have expressed that batter. There are a lot of mods who make this game better, Tartiflette, MesoTroniK, Histine, HELMUT, and yourself are all great examples of people helped make this game what it is for (I can honestly go on and on here there are quite a few modders who make this game truly something special for me). All these mods are like free DLC that just enrich the game to a point where its honestly hard to be bored with it. Thanks to the basic gameplay, and mod support this game is something that I come back to every three to four months or sometimes never completely quit. When I do come back to the game after an update/long hiatus from the game its like a double holiday, one part toward what Alex has done and another for what the modding community has done.
Seriously Thank You, to everyone who mods this game, and thanks to Alex for developing it. I'm not trying to sound cheesy but you guys are what make this game fun for me.
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Seriously Thank You, to everyone who mods this game, and thanks to Alex for developing it. I'm not trying to sound cheesy but you guys are what make this game fun for me.
thats the power of mods :D
every game that's modable is far more fun to play
with mod extends the game
so yeah :D MODS !! :D
[move] ::)
[/move]
-
Hmm, without a way to reliably repro I'll just have to add a debug message and a failsafe. In the meantime, what does your Nexerelin\data\config\exerelin\allianceNames.json look like?
Spoiler
{
# please don't break this file if you don't want your game crashing at unexpected moments
"namesByAlignment":{
"corporate": ["Consortium", "Conglomerate", "Industries", "Guild", "Trade Union"],
"technocratic": ["Research", "Academy", "Institute", "Engineering", "Laboratories", "Technologies", "Dynamics"],
"militarist": ["Pact", "Alliance", "Empire", "Axis", "Dominion"],
"diplomatic": ["League", "Federation", "Confederacy", "Coalition", "Cooperative", "Union"],
"ideological": ["Brotherhood", "Clan", "Fellowship", "Sodality", "Order"],
},
"prefixes":{
"common": ["Northern", "Southern", "Eastern", "Western", "Central", "Stellar", "Interstellar", "Darkstar", "Solar", "Nebula", "Outland", "Far Reach", "Unified", "United", "Superior", "Integrated"],
"corporate": ["Advanced", "Consolidated", "Future", "Femtotech", "General"],
"technocratic": ["Advanced", "Consolidated", "Future", "Femtotech", "General"],
"militarist": ["Dragon", "Fury", "Guardian", "Thunder", "Titan"],
"diplomatic": ["Freedom", "Phoenix"],
"ideological": ["Dragon", "Phoenix", "Eternal", "Free", "Renaissance"]
}
}
Here it is
I get this error when i play like 1-2 hour this time it happened 2 days later (48 LV)
Spoiler
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from stillness, 38 total available
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [lance_base_ragnar_complex]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [tiandong_mogui_market_ii_station_cydonia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [SCY_prismFreeport_ogma]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [new_maxios_port_tse]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[Thread-8] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:149)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:116)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:356)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:458)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.Cam
paignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-10] INFO sound.O - Creating streaming player for music with id [FearMachine.ogg]
[Thread-10] INFO sound.H - Playing music with id [FearMachine.ogg]
AudioPlus
Blackrock Drive Yards
DynaSector
GraphicsLib
Interstellar Imperium
Lazylib
Nexerelin (0.7.6c)
Omnifactory
SCY
Shadowyards
Ship and Weapon Pack
Starsector Plus
Tiandong Heavy Industries 1.1
Twiglib
Underworld
Ummm, why are you playing with Omni factory in a Nexe game? You know you can turn on Omni in the Nexe start up right?
Edit: Also, I noticed that you don't have version checker enabled and at least one of your mods (THI 1.1 should be 1.1.1) is out of date (but it shouldn't be the cause of the crash). I would suggest that you download and enable Version Checker to make sure all your mods are up to date along with console commands and save transfer so you don't lose your progress when you update your mods
I'll try
-
Would be great to have quick fix for this alliancemanager bug im still waiting for the fix
Any news?
-
If it happens all the time, put up a save and I can do a proper fix and release that.
Or if someone else reports the bug as well I can publish a new version with the workaround I have.
Else it'll just have to wait till the next main release.
-
My main problem with the mod is that transitioning from doing bounties to killing enemy fleets isn't really viable because even if you are killing huge fleets you won't be making bank, at most you'd be breaking even. This is a huge problem to me because at that point in the game I don't want to be hunting for bounties anymore, I want to be solely focused on capturing systems.
Where in the settings can I adjust the amount of money received for killing ships from faction you're at war with?
-
Where in the settings can I adjust the amount of money received for killing ships from faction you're at war with?
In vanilla's data/config/settings.json: factionCommissionBounty
-
there are capture planet missions for millions of creds and all u need is 10 saboteurs and 100 marines (and maybe 2 dreadnaughts if ur unlocky with the sabateurs..... i'm confused how that doesnt 'make bank'
-
there are capture planet missions for millions of creds and all u need is 10 saboteurs and 100 marines (and maybe 2 dreadnaughts if ur unlocky with the sabateurs..... i'm confused how that doesnt 'make bank'
10 saboteurs?
You only get to use 3 per invasion, what do you do with the other 7?
-
I'm aware of such commissions but I'd still argue that defeating certain types of fleets could have their own rewards. Adjusting the Commission Bounty value is a half measure (and it screws up the early game), if possible it'd be great if certain classes of fleets had values linked to them. Ie. late game Planetary Defense Fleet = 500k or something akin to that.
I see fleets at that point of the game that I'd like to fight but I don't because doing so will make me go bankrupt/waste my time unless I start playing solo/economically. For example when the Imperium decides to invade and it's up to you to defeat their very, very large fleets, you'll be doing it for defense only because in terms of cash you'll barely profit as much as you would if you took on bounties instead (which are easier battles I might add). Defending your system and taking out dangerous fleets like those should be valuable and rewarding, but they aren't.
-
You only get to use 3 per invasion, what do you do with the other 7?
plot and scheme?
have tea maybe?
i know ..... synchronized manic laugh!
/me shrugs ..... i try to carry 10 sabateurs ..... just like u wont lose all 100 marines (or need them)
-
I'm aware of such commissions but I'd still argue that defeating certain types of fleets could have their own rewards. Adjusting the Commission Bounty value is a half measure (and it screws up the early game), if possible it'd be great if certain classes of fleets had values linked to them. Ie. late game Planetary Defense Fleet = 500k or something akin to that.
I see fleets at that point of the game that I'd like to fight but I don't because doing so will make me go bankrupt/waste my time unless I start playing solo/economically. For example when the Imperium decides to invade and it's up to you to defeat their very, very large fleets, you'll be doing it for defense only because in terms of cash you'll barely profit as much as you would if you took on bounties instead (which are easier battles I might add). Defending your system and taking out dangerous fleets like those should be valuable and rewarding, but they aren't.
Maybe with the addition of industry you could get a small credit/market condition bonus due to the nice salvage field that will keep the smelteries happy for a good while?
-
With Erick Doe's permission, I've tweaked his Tore Up Plenty mod to work with Starsector 0.7.2a. I also put in Nexerelin support for starting as the Scavengers faction, using the faction directory, etc. Histidine, would you be willing to add the Scavengers into the next version of Nex and make it official?
-
With Erick Doe's permission, I've tweaked his Tore Up Plenty mod to work with Starsector 0.7.2a.
Great news!
-
I also put in Nexerelin support for starting as the Scavengers faction, using the faction directory, etc. Histidine, would you be willing to add the Scavengers into the next version of Nex and make it official?
Yup, done for next version!
(especially since I mostly just had to copy the files you included)
-
Faulty system.
https://www.youtube.com/watch?v=8u5WiSEWCTE
-
Is this with 0.7.6c?
(Older versions had a similar bug and sometimes crashes with binary star systems, I want to know if this is a different issue)
-
Is this with 0.7.6c?
(Older versions had a similar bug and sometimes crashes with binary star systems, I want to know if this is a different issue)
Oh no. I have just now noticed that I haven't updated Nexerelin. My mistake.
UPD - Now everything works. Thanks.
-
Is this with 0.7.6c?
(Older versions had a similar bug and sometimes crashes with binary star systems, I want to know if this is a different issue)
Oh no. I have just now noticed that I haven't updated Nexerelin. My mistake.
UPD - Now everything works. Thanks.
Get version checker (here: http://bit.ly/1wSPmKE ) so SS will tell you that you are missing an update
-
How to add the starting ships for faction? I want to add this function for "Valkyrian".
I have added a code in nexerelin faction config "valkyrian.json" but the menu of the choice of the ships at start of a game doesn't appear.
Spoiler
"startShipsSolo":["valk_longinus_E"],
"startShipsCombatSmall":["valk_elysium_A", "valk_longinus_E", "valk_inquisitor_A"],
"startShipsTradeSmall":["valk_topaz_A", "valk_yuusha_A"],
"startShipsCombatLarge":["valk_almire_II_A", "valk_eclair_A", "valk_ilena_A"],
"startShipsTradeLarge":["valk_emerald_A", "valk_topaz_A", "valk_jenova_ECM"],
-
You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.
It's fairly difficult to do; my attempts to set it up for testing were not successful.
Thanks! Now it works. Has to notice that it is actually very easy.
Spoiler
(http://i.imgur.com/F7pQmzs.png)
(http://i.imgur.com/V6nVzYT.png)
(http://i.imgur.com/T7i8Lc4.png)
-
You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.
It's fairly difficult to do; my attempts to set it up for testing were not successful.
Thanks! Now it works. Has to notice that it is actually very easy.
Spoiler
(http://i.imgur.com/F7pQmzs.png)
(http://i.imgur.com/V6nVzYT.png)
(http://i.imgur.com/T7i8Lc4.png)
Great! Can you add that to the fix you have made for the Valkyrian mod?
-
You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.
It's fairly difficult to do; my attempts to set it up for testing were not successful.
Thanks! Now it works. Has to notice that it is actually very easy.
Spoiler
(http://i.imgur.com/F7pQmzs.png)
(http://i.imgur.com/V6nVzYT.png)
(http://i.imgur.com/T7i8Lc4.png)
Great! Can you add that to the fix you have made for the Valkyrian mod?
I couldn't correct the main mod problems. He doesn't work without Nexerelin and doesn't work in Corvus mode. Also installation mods hullmods appeals in crash. But for the rest mod works. And I play with him for a long time.
-
Keep getting a rather strange problem, but I think it's unique to my situation:
I got a commission from Blackrock. I then captured a planet. I quickly opened up the console, and gave the planet to Blackrock (Because I'm kind of RPing). Followers faction appeared, then dissappeared. My commission from Blackrock disappeared. I reaquired the Commission.
Now, every single time Blackrock makes peace with another alliance, one half of the alliance goes to normalized relations (-25ish) while the other half goes to vengeful (-100). Additionally in the feed it says "Followers make peace with _____", immediately followed by "Followers declared war on _____". Any ideas how on earth this happens?
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Is it possible to have manual ships of your chose in your faction ?
like : you have ship you want to fly in player faction not some random ships
if player have own faction so he cen choose what ships will be in that faction
if you want capitals ships yom must first gain it then add it to the plan ships buildabe in that faction
& if its possible to choose size & numbers of ship in fleets per station
like 3 small fleet with 4 ships in it
there was attemps of thae in elier ver.
(sorry 4 my english ;P )
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Keep getting a rather strange problem, but I think it's unique to my situation:
I got a commission from Blackrock. I then captured a planet. I quickly opened up the console, and gave the planet to Blackrock (Because I'm kind of RPing). Followers faction appeared, then dissappeared. My commission from Blackrock disappeared. I reaquired the Commission.
Now, every single time Blackrock makes peace with another alliance, one half of the alliance goes to normalized relations (-25ish) while the other half goes to vengeful (-100). Additionally in the feed it says "Followers make peace with _____", immediately followed by "Followers declared war on _____". Any ideas how on earth this happens?
Well, that's a weird bug alright. The followers faction code is a mess anyway and hopefully I can gut the whole thing when 0.8 comes.
In the meantime, could you upload the save? It'd make debugging much faster.
Is it possible to have manual ships of your chose in your faction ?
like : you have ship you want to fly in player faction not some random ships
if player have own faction so he cen choose what ships will be in that faction
if you want capitals ships yom must first gain it then add it to the plan ships buildabe in that faction
& if its possible to choose size & numbers of ship in fleets per station
like 3 small fleet with 4 ships in it
there was attemps of thae in elier ver.
(sorry 4 my english ;P )
Collect blueprints to have access to that ship: Probably best to wait for vanilla to implement this
Manual control of NPC fleet composition: I can't imagine this being worth doing after the first 20 minutes. There's no support for the GUI modding that would be needed to implement this well regardless.
In the meantime, if you want followers faction to use different ships there are instructions in the FAQ in the first post.
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Compatibility fixes (mainly, fixes a Scy crash).
Nexerelin v0.7.6d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6d.zip)
Patch (0.7.6c -> 0.7.6d) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.6d_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.6d
* Corvus Scavengers (Tore Up Plenty) support
* New player faction flags/crests by Soren
* Remove SCY faction config (moved to Scy mod)
* Patch version instead updates the config to match the Scy one
* Failsafe, debug for alliance name picking
-
Is it possible to remove the built-in vanilla factions from the faction list if you have disabled them in the Nexerelin config?
-
Is it possible to remove the built-in vanilla factions from the faction list if you have disabled them in the Nexerelin config?
It's supposed to auto-remove the faction from the ingame intel list if playableFaction is set to false in the faction config, but apparently this doesn't work. In the meantime you can paste this into console (http://fractalsoftworks.com/forum/index.php?topic=4106.0):
runcode Global.getSector().getFaction("<FACTION ID>").setShowInIntelTab(false);
(BTW: don't touch the list in the main exerelinConfig.json if you're doing that, that may have undesirable effects)
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I think it is a bug..
original post here
http://fractalsoftworks.com/forum/index.php?topic=11501.0
Ok..
I am playing as pirate faction, and my faction at the moment is having close pact with Sindarian.
And I am actually doing well for a change , when I finally took over the last planet/base that was hostile to me
A screen pops up and say Sindarian has won..but my pirate faction has pretty much owned all the planets in the galaxy.
The only planets left 2 Sindarian owned planet which I was planning on took over once all the hostile factions are gone.
So my question is ....is it possible for pirate faction to win the game at all ?
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Note to modders:
A likely common bug causes factions to not post bounties when playing with Nexerelin's randomized sector, because the line SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFaction"); is typically placed in the generate() method that is gated behind the Nexerelin check in the mod plugin.
To prevent this issue, make sure addParticipatingFaction is always called regardless of the outcome of the Nexerelin check. For instance, it can go directly in onNewGame():
public void onNewGame()
{
try {
//Got Nexerelin, so load Nexerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((boolean)result == true)
{
// Nexerelin running in Corvus mode, go ahead and generate our sector
MySectorGen.generate();
}
} catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
} catch (ClassNotFoundException ex) {
// Exerelin not found so continue and run normal generation code
MySectorGen.generate();
}
// IMPORTANT: Make sure your addParticipatingFaction call gets called regardless of whether the sector generator runs or not!
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");
}
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Is there any way to make the notifications that relate to your current faction / followers more noticeable? I end up missing a lot of them and suddenly realize my faction isn't at war with the fleet i am hunting down and end up starting one all over again. If the faction names pop out in their specific color when they appear in the bottom left that would be great.
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May I ask if it's possible when pirates/cabal (pirates are usually bounty holders) are at least inhospitable with another faction (*especially mainline factions*) that bounties are no longer on offer against pirates/cabal?
It doesn't make sense for bounties to be put up on "deserters" if they're with Pirates or Starlight cabal.
Besides, it'd damage relations when they join an alliance and are no longer hostile.
Or, if possible, there might be an option to stop pirate diplomatics?
-
Hiya was just wondering if it is possible to build stations/colonize planets with this mod?
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No. Not yet at least. 0.8 will bring outposts and surveying, so the possibility is much higher now.
-
0.8 will bring outposts
no it won't, sorry. surveying will be in, but it's gonna be mostly pointless for now, as the bulk of industry gameplay (including the construction of outposts on surveyed worlds to exploit discovered resources) will not make it into 0.8. i believe the plan was originally to add at least a good chunk of industry into 0.8, but then exploration, fighter revamp, skill revamp, and a lot of related work became higher priority. and even without most of industry, it's probably still gonna be the biggest patch do date. ^^
industry will probably be the primary focus of 0.9.
-
oh awesome cant wait to start building some outposts next year :D
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Damn. And I wanted to become the Trump of Starsector. Make Corvus great again!
-
Spoiler
6762444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Looks like something's breaking the code that spawns a pirate raiding fleet for procurement quests.
-
Looks like something's breaking the code that spawns a pirate raiding fleet for procurement quests.
Yar. For now the workaround is to give pirates a market somewhere:
In the meantime you can use the console command (http://fractalsoftworks.com/forum/index.php?topic=4106.0) setmarketowner <market> pirates to return the pirates to the Sector.
It'll be fixed in the next Nexerelin release or 0.8, whichever comes first.
-
After a lengthy delay:
Nexerelin v0.7.7 "Period Without an Update"
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.7.zip)
Patch (0.7.6d -> 0.7.7) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.7_patch.zip)
May add more bugs than it fixes. Do not use while pregnant.
Important notes
- Joining/leaving a faction is now done by talking to a base senior officer (see changelog for more details).
- May have save incompatibility where existing procurement missions (including ones not yet taken, sitting in comm board) break.
- I have it on good authority that the major mod *REDACTED* is likely to have a release tomorrow, so you may want to put off your new games till then.
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.7
* Gameplay
* Add dialog options to control followers faction alliances
* Separate Templar invasion handling
* There are Templar invasion and counter-invasion points, separate from the regular invasion points
* When Templar invasion points are filled up, Templars invade one of their enemies
* When Templar counter-invasion points are filled, one of Templars' enemies invade them
* Add revenge fleets (first iteration)
* After the player kills enough fleets or their faction captures enough markets, an enemy faction will send a powerful invasion fleet at player
* See config file for options
* Bonus prisoner drops from killing ships with officers (base prisoner drop rate reduced to compensate)
* Don't exclude a pirate faction from victory check if player is a member
* Mining base accident chance 0.5 -> 0.4
* Agent raise relations effect range 0.8-0.14 (was 0.9-0.14)
* Prism: Only carry ships from IBBs we've actually killed, not just accepted the mission for
* Asteroid belt around star always spawns if nebula not present
* Add morality tag for factions (currently only affects reputation changes from selling slaves)
* GUI
* Faction join/leave now done by talking to market officials
* For most factions this is the station commander or military base commander
* For pirates and Templars it can be anyone except the quartermaster/supply officer (or mercs)
* Reorganize start options menu a bit to prevent overflow
* Console commands
* SetRelationship now automatically syncs faction relationships to player relationships
* CreateDiplomacyEvent can create a specific event
* Remove some unused commands
* Bugfixes
* Fix procurement mission crash if pirates were wiped out
* Fix some free start effects persisting into new game with another faction within the same application run
* Actually start at level 16 (instead of 15) on SS+ commander start
* Fix a money-farming exploit involving agents
* Fix crew loot from battles
* Preferential targeting of player markets in Starfarer mode now actually works
* Fix some stat tracker bugs
* Validate random starting ships (must have at least one member that is not a fighter wing and has nonzero cargo/fuel capacity)
* Crash safety for mining fleet spawn
* Miscellaneous
* ORA support
* Full support for rules.csv directory/faction joining entries on faction mod side
* Remove support for Starsector+ pre-3.4.0
On a couple of things that didn't make it in:
Is there any way to make the notifications that relate to your current faction / followers more noticeable? I end up missing a lot of them and suddenly realize my faction isn't at war with the fleet i am hunting down and end up starting one all over again. If the faction names pop out in their specific color when they appear in the bottom left that would be great.
I think I'll add an extra message line in the notifications area for war/peace changes that affect your faction.
Though there's already the popup that tells you "this is a non-hostile faction and your transponder is on, do you really want to engage?" If that's not enough, with the new update you can uncomment the line starting with ExerelinPrintFleetFactionRel in rules.csv and it'll print the relationship status at the start of each faction encounter.
May I ask if it's possible when pirates/cabal (pirates are usually bounty holders) are at least inhospitable with another faction (*especially mainline factions*) that bounties are no longer on offer against pirates/cabal?
It doesn't make sense for bounties to be put up on "deserters" if they're with Pirates or Starlight cabal.
Besides, it'd damage relations when they join an alliance and are no longer hostile.
Or, if possible, there might be an option to stop pirate diplomatics?
I don't touch the bounty events. You can still claim the bounty anyway, just turn off your transponder before attacking.
I'll be doing some tweaks to pirate diplomacy for the next version. For now, pirate diplomacy events can be disabled if so desired by opening Nexerelin/data/config/exerelin/diplomacyConfig.json and removing all allowPirates tags from the events.
-
Woot! Finally pirate market bug is fixed! Now I can once more
destroy everything!!! help the world by getting rid of pirates =D Thankfully I am not pregnant either, so all is good =) Thanks for the update Histidine! I shall now wait for the (https://i.imgur.com/rKpOEam.png) release =D
-
It seems it is an error of it mod.
9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
It seems it is an error of it mod.
9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
mod list?
-
It seems it is an error of it mod.
9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
mod list?
- DynaSector 1.0.7
- Exigency 0.7.2
- GraphicsLib 1.0.2
- Interstellar Imperium 1.15.0
- LazyLib 2.1
- Nexerelin 0.7.7
- Extra Salvage/Boarding 1.43
- Ship and Weapon Pack 1.1.4
- Starsector Plus 3.6.0
- Templars 0.9.6b
- TORCHSHIPS 1.0
- Underworld 1.0.5
-
Your GraphicsLibs, LazyLib and Starsector+ are outdated (current version of GraphicsLib is 1.0.4), (current version of LazyLib is 2.1b), (current version of Starsector+ is 3.6.1).
I'm not sure, but Extra Salvage/Boarding might also be causing problems.
-
@DrakonST: use Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0), then you won't have problems with missing mod updates.
-
All right. I will go to download the updated fashion. But "Version Checker" to me it isn't necessary. It is too much fuss.
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All right. I will go to download the updated fashion. But "Version Checker" to me it isn't necessary. It is too much fuss.
What do you mean? If you mean how you needed to change the VMPRAMS file before, you don't now. It works like any other mod now
-
just using Version Checker to know when to update your mods would've been a fraction of the effort of having your game crash and ask for help here. :P
-
All right. I will go to download the updated fashion. But "Version Checker" to me it isn't necessary. It is too much fuss.
What do you mean? If you mean how you needed to change the VMPRAMS file before, you don't now. It works like any other mod now
The Internet for his work is necessary. And he will constantly report about outdated mods(like "Valkyrians", my portraits mod or redacted version "Starsector+") which he isn't outdated.
-
Thank you for your diligent and explanatory commenting in the code. It is extremely appreciated.
-
Not sure if it's Nexerelin or Knights Templar but...
(http://i.imgur.com/fvOMmHN.png)
-
Incorrect text. It is displayed on followers planets if consists in alliance.
(http://i.imgur.com/HCAODpk.png)
-
Found and fixed both issues, thanks!
-
Maybe it is worth returning an old method drop prisoners? It seems to me them it is given too much. From 5 to 40 for fight. Just look how many them I have received for the company.
Spoiler
(http://i.imgur.com/PmUEIG2.png)
But I have organized a party on this money.
Spoiler
(http://i.imgur.com/x6oytI1.png)
-
Early update for DynaSector compatibility.
Nexerelin v0.7.7b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.7b.zip)
Patch (0.7.7 -> 0.7.7b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.7b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.7.7b
* Compatibility update for new DynaSector version
* Add Frankenstein IBB to Prism ship list
* Lower prisoner drop rate from officers in enemy fleet (less than half overall)
* Templar invasion point mult 0.4 -> 0.3
* Scrolling notification messages on war/peace state change between the player and another faction/alliance
* More specificity on which diplomacy events pirates can use
* Prism: Fix IBB renewal config option; fix handling of IBB fighter wings
* Fix Exigency mysterious_contact handling
* Fix a possible crash with broken faction configs
* Fix SetRelationship not working when player-aligned faction is passed as an arg
* Some text fixes/cleanups
-
v0.7.7b is broken. Fixing in a bit.
-
v0.7.7b is broken. Fixing in a bit.
Excuse me? Not dowload or you have already corrected an error?
-
Okay, reuploaded; use the already-provided links to download.
The 12 or so people who downloaded before seeing this post will have to download again (or just grab this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)). So sorry for the inconvenience! :-X
(for those wondering: the Java code was improperly compiled, thus not having the proper fixes for new DynaSector)
-
This was an interesting message to get when trying to generate a new sector. Them wily number generators.
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1447)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:777)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
So many new ways to make money, such a big desire to capture worlds ;D ;D
-
I need this mod in my life for 0.8a :)
-
I can imagine why you would take so long updating this for 0.8a. It changes many things. Not least the randomly-generated sector.
Since the mod basically create a random sector, will it be redundant? I'm thinking that either you integrate the vanilla sector generator to the mod or stick to the one already in the mod.
Regardless, Great mod here ;D Looking forward to the 0.8a compatibility update!
-
Note: Due to a bug in Starsector, no Nexerelin update will be possible until SS 0.8.1.
Even then I probably won't be able to do more with a quick release than keep most of the existing feature set: specifically, the first Nex version will likely have mandatory Corvus mode and possibly a temporary removal of mining. Still, look forward to it!
-
May I ask what the bug is?
-
May I ask what the bug is?
Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
-
May I ask what the bug is?
Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
Did Alex indicate how far out the 8.1 update was?
-
Question, is there any way to spawn a station or create a market where there was none before?
Considering the recent introduction of surveyed planetary modifiers (ie: rich ore deposits and similar) it would be interesting if the player could create, at a massive cost, a settlement there to exploit the resources for loadsamone.
That or having a safe haven where to drop off stuff between survey runs.
Also a very endgame stuff, if possible, would be to set up an entire production chain where volatiles mined from a gas giant are shipped to a refinery that in turn makes fuel.
Again, i don't know if any of this is even remotely doable (maybe console commands?), just saying it would be great.
-
May I ask what the bug is?
Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
Did Alex indicate how far out the 8.1 update was?
Most likely a few weeks
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Question, is there any way to spawn a station or create a market where there was none before?
Considering the recent introduction of surveyed planetary modifiers (ie: rich ore deposits and similar) it would be interesting if the player could create, at a massive cost, a settlement there to exploit the resources for loadsamone.
That or having a safe haven where to drop off stuff between survey runs.
Also a very endgame stuff, if possible, would be to set up an entire production chain where volatiles mined from a gas giant are shipped to a refinery that in turn makes fuel.
Again, i don't know if any of this is even remotely doable (maybe console commands?), just saying it would be great.
This (http://fractalsoftworks.com/2016/06/09/planetary-surveys/#more-2926) blog post from June last year indicates that this is the intention of outposts (I did a quick search since I wasn't sure, may have changed since) - find some resources, establish an outpost to exploit that. I don't know how far away that is though in terms of being a practical thing you can do. I know Alex has said in another post somewhere that it (obviously) wasn't in this version so no clue when/if it will appear. No idea if the underlying mechanics are coded in already for people to exploit although I'd doubt it?
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Theoretically the only two things that are needed Alex-side are:
1) Spawning a market where there was none previously
2) Get information from a planet
Optional: 3) re-running the market simulation to account for new markets, though is likely to be hardcoded within the worldgen routine at this point unless Alex has planned ahead for outpost implementation, in that case there is no real problem
I believe getting a market's information is already possible (stability, etc) and can, to a certain extent, be changed (stability comes to mind)
The logic would/could be:
-satisfy requisites for enabling a menu interaction (the survey stuff already does this if you don't have enough crew/supplies/machinery/skill you can't survey a planet at all)
-get the planet's information
-create a market with the relevant "skills" (ie: rich ores) based on the planet's information
-(optional) rerun market simulation
>>now the "evolution" of a market could be either be "hands off" or player driven, if the latter then the logic used in step 1 can be recycled to an extent
IF (condition satisfied) THEN evolve market (add facilities, increase size, etc), rerun market sim (if possible)
In theory this should allow for both creating a full fledged market or just "we poured some quickcrete and a loose panel from the Hound (D) and made a depot" to act as extra storage between runs
Don't know if i'm missing anything
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Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree ;D
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Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree ;D
And I've never seen the cost of supplies go under 80 bucks a piece, which makes bigger fleets expensive as ****.
I'm at a point where pretty much the only reliable money income is bounties, but at least 90% of them have fleets which are too strong for me (most of those times it's the carriers with nigh infinite fighters which just shred me to pieces)
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Would it be possible to make this version of nexerelin where faction VERY slowly expand into the void? I mean it could be an option but seeing the sector actually expand to other planets seems like something viable now that there is exploration... heck they might become small outposts but they would provide fuel and supplies for long trips out and maybe giving surveys will be the way they would expand...
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Colonisation of uninhabited worlds (and more, the NPC factions doing it) is pretty stretch goal stuff; i.e. not happening in next release.
(Also it'd make my life a lot simpler to be able to wait for Alex's implementation first!)
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Yeah I'm sure the next big update to the base game will involve outposts and the like.
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If the colonization becomes a thing(well soon), I can't wait what nexelerin has in store for us. Maybe an event with two(or more) warring factions racing to secure a habitable planet (especially a Terran world) or any class 3-5 planets? ;)
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IMPORTANT NOTE FOR MODDERS
The removal of reflections in Starsector 0.8 means the old Nexerelin compatibility check (used in many mods) will no longer function.
Instead you will need to include ExerelinCore.jar as a library in your mod project, and call SectorManager.getCorvusMode() directly.
A partial example is provided below:
import exerelin.campaign.SectorManager;
//[...]
public class MyModPlugin {
@Override
public void onNewGame()
{
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
new MySectorGen().generate(Global.getSector());
}
//[...]
}
(not guaranteed to work with Janino runtime compilation)
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Will we get a 0.8 release, this is my must have mod!!!!!!!
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I've seen the answer to this so I'll answer it. Nope, this mod relies on something that got bugged in the last Star Sector release it will be fixed in the next update but until then no Nexerlin for us.
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Aye, thank you kind serr
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Has the 0.8.1a release fixed the error?
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Has the 0.8.1a release fixed the error?
Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested
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(http://s2.quickmeme.com/img/39/399930a11d6a0f9e9452b6573c9ee4d5120c244e8695681c449bc8dc80b9bd64.jpg)
I can understand that all of you, including me are very excited with 0.8.1a being released. However, like Midnight Kitsune said, we need to calm down and let modders take their time to work on mods before releasing new versions. In meanwhile, enjoy SS 0.8.1a with faction mods for time being.
(http://rs297.pbsrc.com/albums/mm218/timbenj/emoticons/Joystick.gif~c200)
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Has the 0.8.1a release fixed the error?
Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested
eheh, just wondering if the bug was fixed, not if the mod was ready xD You didn't really answer my question :)
P.S.: How can you blame me if this mod is this good ._.
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He just asked if the bug was fixed. Bit of an overreaction there
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I agree with Elijah, there's a meaningful difference between "can progress now be made?" and "is it ready yet?"
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To answer the question: The bug is fixed, and was known to be so for some time (with various semi-hidden early releases that came out at various points).
I ended up not being able to do a weekend release due to various issues that came up, but sometime early in the following week could happen. Right now I'm doing some playtesting.
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Alex is a god for giving trusted modders early access so that we can get their mods earlier.
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Expedited release (can't let DR show me up on this). Guaranteed to work!*
*Not a guarantee.
IMPORTANT: Make sure you have the newest Starsector 0.8.1 hotfix version (RC7) if playing with Prism Freeport!
Nexerelin v0.8 "Figure 8"
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8
* Update for Starsector 0.8.1
* Add Persean League
* Omnifactory integration removed (can still use the separate mod)
* Non-Corvus mode disabled for now
* Port some battle-related features from SS+:
* Officer deaths
* XP bonus for officers in frigates/destroyers
* Battle map generator
* Revamp alliance handling
* Relationship with outsiders no longer shared
* If an alliance member goes to war or makes peace with someone else, alliance votes on whether to do the same
* Fleet-related amendments:
* Patrol fleets less ridiculously big after several patrols in a system destroyed
* Don't spawn patrols or invasion/strike fleets from a market currently being invaded
* Some invasion-related rebalancing
* Try to always pull in non-trade fleets to assist in battle
* Diktat response fleets at headquarters worlds use Lion's Guard ships
* Fleets obeying Follow Me order reliably follow and assist player
* UI improvements:
* Add button to reroll randomized starting ships
* Independents viewable in faction directory
* Some mod compatibility updates
* Remove support for some old mods (can be re-added by modders)
* Insurance covers officer deaths, has small payout for ship recovery
* Pirates don't do diplomacy with non-pirates unless pirate invasions are enabled
* Most base officials can handle faction join/leave now
* Some memory optimisations
* Add tariff mult config options (global, per-faction)
* Bugfixes:
* Fending off a Cabal extortion attempt no longer inflicts warmonger penalty
* Fix faction directory requiring two view attempts to work when not docked at market
* Fix incorrect logging of CR loss accidents for mining ships
* Various text fixes/adjustments
PS: Random protip: you can add Nexerelin to an existing savegame.
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Nex too already?! maybe i'll have to start a run before BR and THI after all. ^_^
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Yesss ;D
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Woo! Mining is hereeeeeee! Time to mine up the sweet sweet xp ;)
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Thank you based Histidine.
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Okay. How will you handle vanilla's procgen? and can we still mine asteroids?
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Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:
Spoiler
1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)
Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.
There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.
Spoiler
(http://i.imgur.com/Y6GMYaM.jpg)
So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.
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Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:
Spoiler
1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)
Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.
There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.
Spoiler
(http://i.imgur.com/Y6GMYaM.jpg)
So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.
It appears to be anything by Tartiflette. Diable Avionics, ORA, SCY Nation.
As you said their systems don't spawn on new game creation.
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Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:
Spoiler
1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)
Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.
There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.
Spoiler
(http://i.imgur.com/Y6GMYaM.jpg)
So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.
It appears to be anything by Tartiflette. Diable Avionics, ORA, SCY Nation.
As you said their systems don't spawn on new game creation.
But funny enough, now same "fs.starfarer.combat.CombatMain" crash happens with Dynasector & on SCY (so I guess also on DA and ORA too)...
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During new game gen, the list to select a faction goes from A-F to H-M skipping the G
Also I have been trying to add my faction but when you reach the part where you have to select a ship all options are greyed out and can't select any of the options, I have added the variants to my faction .json but nothing shows up, might be the rules.csv fault
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Also there appear to be huge problems with MINING. There are typos or other things that practically render half of the ships and weapons USELESS for mining. Only Deassault-Mikoyan Engineering and Disassemble Reassemble ships WORK PROPERLY with appopriate mining tags for them.
I found that using SCY's Telchine, which is in nexereling files and should have strenght 32. But you can't change anything and the only thing it uses is the build in mining laser and other mining lasers if u install them.
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I'm not experiencing any crashes, but I can corroborate the issue of some installed faction mods not being put into the sector as they would have been in previous versions.
-
Tartiflette just bumped out a few patches, that might help with the problem of hidden systems.
-
No it didn't. Already checked. You can't start new game for SCY, and now I get often crashes:
Spoiler
162809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:756)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:379)
at exerelin.campaign.fleets.InvasionFleetAI.advance(InvasionFleetAI.java:143)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: Another one, this happened instantly after forming "Zagan Dominion" - Sindiran-Persean alliance.
Edit2: Okay, there's some "improvement". Just like with DynaSector, if you go for vanilla faction - the game is okay (not sure will it crash tho upon alliances or other events tho). Tarti's patche's worked in a sense that DA/SCY (and ORA most likely too, but I'm not using that mod) systems are no longer missing.
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So, I'm getting the error cited in http://fractalsoftworks.com/forum/index.php?topic=12548.0 (http://fractalsoftworks.com/forum/index.php?topic=12548.0)
It seems to be related to prism freeport. I'm not the only one having this problem and it seems a hotfix is in order. My apologies if it has already been adressed.
-
So, I'm getting the error cited in http://fractalsoftworks.com/forum/index.php?topic=12548.0 (http://fractalsoftworks.com/forum/index.php?topic=12548.0)
It seems to be related to prism freeport. I'm not the only one having this problem and it seems a hotfix is in order. My apologies if it has already been adressed.
are you running the latest game version? a hotfix was released yesterday.
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Oh my god... Its a miracle!
We finally have the new Nexerelin!
-
Large spoiler.
Spoiler
10348685 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [kanni|station_kapteyn]: trade (s: 4, l: 0), smuggling: (s: 0, l: 0)
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08774257
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08792485
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09608637
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09626866
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.08804715
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.088229425
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08575446
10348782 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08593675
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_metals on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organics on Scy Volatiles Plant (mult 0.20)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 54.9 of crew on Scy Volatiles Plant (mult 0.19)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of marines on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ore on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_ore on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_hdbatteries on Scy Volatiles Plant (mult 0.22)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of saboteur on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of heavy_machinery on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 115.8 of fuel on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organs on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of SCY_intelChip on Scy Volatiles Plant (mult 0.16)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 108.6 of supplies on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of TSC_Crab on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of drugs on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of hand_weapons on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of domestic_goods on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of lobster on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of agent on Scy Volatiles Plant (mult 0.21)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 64.8 of volatiles on Scy Volatiles Plant (mult 0.19)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of metals on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 58.7 of food on Scy Volatiles Plant (mult 0.23)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_clonedOrgans on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of luxury_goods on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] ERROR exerelin.utilities.ExerelinUtilsMarket - java.lang.SecurityException: File access and reflection are not allowed to scripts. (java.lang.reflect.Field)
10348792 [Thread-4] INFO exerelin.campaign.SectorManager - Faction Scy Nation has 4 markets left
10348796 [Thread-4] INFO exerelin.campaign.InvasionRound - Invasion of [Scy Volatiles Plant] by Neutrino invasion fleet successful
10348797 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
10349238 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.RespawnFleetAI.advance(RespawnFleetAI.java:114)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a crash as I entered a system which in no way shape or form had anything in it whatsoever but it seems that SCY getting its head kicked in by another faction might be responsible for this crash after they lost the volatile plant.
Mods used:
Spoiler
Arsenal Expansion 1.3.7
Dassault-Mikoyan Engineering 0.9.5b
Diable Avionics 1.83c
Interstellar Imperium 1.17.0
Neutrino Corporation 1.84-rc1
Nexerelin 0.8
Outer Rim Alliance 0.71b
SCY Nation 1.31b
Shadowyards 0.6.1.2
Ship/Weapon Pack 1.2.0
The Knights Templar 0.9.8b
Tore Up Plenty 0.8.0a
Tyrador Safeguard Coalition 1.2.0
Tyrador Safeguard Coalition 1.0.0-Nexerelin Patch
Underworld 1.1.0
Unkown Skies 0.21
Version Checker 1.7c
LazyLib 2.2
ZZ GraphicsLib 1.2.0
-
I get crashes similar to Shyguy happens when markets are taken over it seems.
Spoiler
5092829 [Thread-4] ERROR exerelin.utilities.ExerelinUtilsMarket - java.lang.SecurityException: File access and reflection are not allowed to scripts. (java.lang.reflect.Field)
5092834 [Thread-4] INFO exerelin.campaign.SectorManager - Faction Luddic Church has 4 markets left
5092838 [Thread-4] INFO exerelin.campaign.InvasionRound - Invasion of [Tenacity] by Coalition invasion fleet successful
5092839 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
5092845 [Thread-8] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5093006 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.RespawnFleetAI.advance(RespawnFleetAI.java:114)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
5093116 [Thread-10] INFO sound.O - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
5093116 [Thread-10] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [campaign_music_part_2_v28.ogg]
Edit:Mods used
Spoiler
Dassault-Mikoyan Engineering
Arsenal Expansion
DIABLEAVIONICS
DisassembleReassemble_v0.4
DynaSector
GraphicsLib
Interstellar Imperium
LazyLib
Nexerelin
SCY
Ship and Weapon Pack
Steiner Foundation
Templars
Tore Up Plenty
Tyrador Safeguard Coalition
Tyrador Safeguard Coalition-Nexrelin Patch
Underworld
Version Checker
-
Large spoiler.
Spoiler
10348685 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [kanni|station_kapteyn]: trade (s: 4, l: 0), smuggling: (s: 0, l: 0)
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08774257
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08792485
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09608637
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09626866
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.08804715
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.088229425
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08575446
10348782 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08593675
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_metals on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organics on Scy Volatiles Plant (mult 0.20)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 54.9 of crew on Scy Volatiles Plant (mult 0.19)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of marines on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ore on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_ore on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_hdbatteries on Scy Volatiles Plant (mult 0.22)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of saboteur on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of heavy_machinery on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 115.8 of fuel on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organs on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of SCY_intelChip on Scy Volatiles Plant (mult 0.16)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 108.6 of supplies on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of TSC_Crab on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of drugs on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of hand_weapons on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of domestic_goods on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of lobster on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of agent on Scy Volatiles Plant (mult 0.21)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 64.8 of volatiles on Scy Volatiles Plant (mult 0.19)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of metals on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 58.7 of food on Scy Volatiles Plant (mult 0.23)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_clonedOrgans on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of luxury_goods on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] ERROR exerelin.utilities.ExerelinUtilsMarket - java.lang.SecurityException: File access and reflection are not allowed to scripts. (java.lang.reflect.Field)
10348792 [Thread-4] INFO exerelin.campaign.SectorManager - Faction Scy Nation has 4 markets left
10348796 [Thread-4] INFO exerelin.campaign.InvasionRound - Invasion of [Scy Volatiles Plant] by Neutrino invasion fleet successful
10348797 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
10349238 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.RespawnFleetAI.advance(RespawnFleetAI.java:114)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a crash as I entered an AI remnant system but it seems that SCY getting its head kicked in by another faction might be responsible for this crash after they lost the volatile plant.
You should be using "Redacted".
-
You should be using "Redacted".
I HAVE NO IDEA AS TO WHAT YOU COULD POSSIBLY BE TALKING ABOUT
-
To everyone who posts the logs after experiencing crashes, please post the list of mods you are using. Because if you only post crash log without providing the list of mods you activated in starsector, it will not help modder much.
-
Respawn fleet / invasion fleet crash: Oops, will release fix in ~12 hours
(BTW they won't happen if you have faction respawning off and don't add Nex to an existing save containing Interstellar Imperium, so anyone with such a game can continue playing in the meantime)
Prism Freeport crash: Update to Starsector 0.8.1a RC7
Diable et al. crash: I might be able to prevent this, will try something later
-
Prism Freeport crash: Update to Starsector 0.8.1a RC7
The Version Checker mod is your friend folks.
-
I found out the base price of fuel is set to 50 instead of 25 (which is the new 0.8 vanilla value).
Is it intentional?
-
I found out the base price of fuel is set to 50 instead of 25 (which is the new 0.8 vanilla value).
Is it intentional?
It's not; the commodities.csv entry is a leftover from past attempts to stabilize fuel prices in 0.7x.
Another thing for the hotfix; thanks for the note!
-
Question:
If we decide to implement our personal mod on Nexerelin for playing with him, if we decide than the Corvus is disabled:
- so we have not star system of the personal mod on the current Nexerelin? (The answer is yes, for be sure, if we except also than nexerelin do not spawn mod star system for the moment)
- This is, so very more simple to implement?(Per the tutorial, yes)(This is for be sure, because I misread probably) (put a mod.json,add the name of the mod on mod_faction and add on rule.csv, then also add a simple java code on the generation of our mod).
- We can play only to random sector generation, for begin with planet own per the personal mod faction? (Who is disabled, for the moment, no? (Not found how enabled that))
Thank for all, and sorry if I have put a question already answered.
-
This may just be a record for the number of bugs fixed in a hotfix. Sorry! :(
Nexerelin v0.8b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8b.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8b
* Remove obsolete commodity definitions for supplies/fuel
* Update SCY capital/spawnpoint (fixes crash)
* Fix respawn fleet crash
* Fix Interstellar Imperium crash
* Fix agent/saboteur availability on markets
* Fix wrong fleet display when joining a battle
* Fix SetRelationship console command with player-aligned faction
* Set originalFactionId memory key for all markets when applying to existing save
* Don't change comm relay faction on capital capture unless it has the same faction as the market's previous owner
* More useful SpawnRespawnFleet command
* Some other compatibility updates
Question:
If we decide to implement our personal mod on Nexerelin for playing with him, if we decide than the Corvus is disabled:
- so we have not star system of the personal mod on the current Nexerelin? (The answer is yes, for be sure, if we except also than nexerelin do not spawn mod star system for the moment)
- This is, so very more simple to implement?(Per the tutorial, yes)(This is for be sure, because I misread probably) (put a mod.json,add the name of the mod on mod_faction and add on rule.csv, then also add a simple java code on the generation of our mod).
- We can play only to random sector generation, for begin with planet own per the personal mod faction? (Who is disabled, for the moment, no? (Not found how enabled that))
Thank for all, and sorry if I have put a question already answered.
- If you don't have the updated Nexerelin compatibility check, then yes, your star systems won't spawn.
- Yes. Nexerelin compatibility can be implemented entirely in the faction mod without any changes to Nex itself.
- Random sector is disabled for now. I plan to restore it in the next major release.
-
This may just be a record for the number of bugs fixed in a hotfix. Sorry! :(
i don't think you need to apologize for fixing them. :P
-
Possibly a stupid question, but will there be problems if I circumvent Neutrino Corp's current lack of proper Nexerelin integration (their systems don't spawn) by starting a new game without Nex and activating it afterwards?
-
Possibly a stupid question, but will there be problems if I circumvent Neutrino Corp's current lack of proper Nexerelin integration (their systems don't spawn) by starting a new game without Nex and activating it afterwards?
It should work. (I can't promise there'll be no bugs, but I don't think there are any and if there are it'd be helpful to have them found out)
Although Deathfly has just fixed the issue in dev, so it may be easier to wait for an update.
-
Spoiler
v0.8b
* Remove obsolete commodity definitions for supplies/fuel
* Update SCY capital/spawnpoint (fixes crash)
* Fix respawn fleet crash
* Fix Interstellar Imperium crash
* Fix agent/saboteur availability on markets
* Fix wrong fleet display when joining a battle
* Fix SetRelationship console command with player-aligned faction
* Set originalFactionId memory key for all markets when applying to existing save
* Don't change comm relay faction on capital capture unless it has the same faction as the market's previous owner
* More useful SpawnRespawnFleet command
* Some other compatibility updates
Glad to see the most dire issues to be fixed. I hope however that you remember about mining? It is still broken, only ships that have correct mining stats are from Deassault-Mikoyan Engineering and Disassembly-Reassembly mods.
-
It should work. (I can't promise there'll be no bugs, but I don't think there are any and if there are it'd be helpful to have them found out)
Although Deathfly has just fixed the issue in dev, so it may be easier to wait for an update.
Ok, I'll wait then. Thanks for the info and keep up the excellent work. ;)
-
Glad to see the most dire issues to be fixed. I hope however that you remember about mining? It is still broken, only ships that have correct mining stats are from Deassault-Mikoyan Engineering and Disassembly-Reassembly mods.
Both SCY Telchine and DA Laminar (those being the mods ones I tested) work for me. Shepherd and Mining Pod (as built-in on Venture) too.
Could you search starsector.log for MiningHelperLegacy and see if any error messages are present?
-
Glad to see the most dire issues to be fixed. I hope however that you remember about mining? It is still broken, only ships that have correct mining stats are from Deassault-Mikoyan Engineering and Disassembly-Reassembly mods.
Both SCY Telchine and DA Laminar (those being the mods ones I tested) work for me. Shepherd and Mining Pod (as built-in on Venture) too.
Could you search starsector.log for MiningHelperLegacy and see if any error messages are present?
Of course.
Spoiler
72007 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.5]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
72009 [Thread-4] ERROR exerelin.campaign.MiningHelperLegacy - org.json.JSONException: JSONObject["strength"] is not a number.
72010 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
72010 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
72011 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
I did of course, deleted the whole nexerelin folder before applying the update today. Just saying.
Also telchine "works" because what the mining files still register are mining lasers among other things. But it's supposed to have 32 power on it's own, right now it have 1,5 power. Meantime, spawned in chamois.
Just. No questions asked. It works. Whooping 45 power on the list.
Speaking of the list, the "list mining ships" registers only Baikal and Chamois from DME (Katrina from Dis&Reassemble works tho it's not listed EDIT: oh, forgot - it's have a built-in mining blaster so perhaps that's why - but DME ships don't have built-in weapons yet they work). So that's weird. Maybe this will help you to nail the problem.
-
Hmm is there any way to plug in the new industry skill and subskills to the mining system hazard rating?
-
Love all your hard work!
-
Happy little bug?: SS crash when attempting to accept a faction commission, after having already founded your own faction by taking over a market. Seems consistent, happens regardless of your faction being allied or not with the faction you're attempting to take a commission from.
Spoiler
882415 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionEvent - Accepted commission with Scy Nation
882419 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionEvent - Making hostile with Scavengers
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for war with corvus_scavengers ==
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Scy Nation votes: ABSTAIN
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Total points: 103.20781
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Friend relationship: 56.0
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Other relationship: 53.10009
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Other alliance relationship: -12.5
882424 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Strength points: 19.565218
882425 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Hawk/dove points: -50.0
882425 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Random points: -37.9575
882425 [Thread-4] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (1 to 0)
882785 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.comms.CommSystem.deliverMessages(Unknown Source)
at com.fs.starfarer.campaign.comms.CommSystem.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.CommSystem.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionEvent.start Event(FactionCommissionMissionEvent.java:86)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMission.playerAcce pt(FactionCommissionMission.java:72)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Crash to desktop when I try to invade a station (Pirate if it matters) as Neutrino Corp not sure if the error is on this side or the other.
928876 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config oculus not found, using default
928876 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config oculus not found, using default
928934 [Thread-8] INFO sound.oo0O - Cleaning up music with id [018.ogg]
929137 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [071.ogg]
929137 [Thread-10] INFO sound.H - Playing music with id [071.ogg]
929490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.util.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.ActionIndicator.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Using the mods
ZZ Graphics Lib 1.1.0
unknown skies 0.1
under world 1.1.0
tore up plenty 0.8.1
The Knight templar 0.9.8b
The ship weapon pack 1.2.0
Shadow Yards 0.6.0.7.1
Scy Nation 1.30
Raccoon's Arms pack 1.3.2
Outer Rim alliance 0.6 (didn't show up though)
Oculian Berserks 0.4.1
Looters 1.551
Nexerelin 0.8b
Neutrino Corp 1.84-RC2.1
lazy lib 2.2
interstellar imperium 1.17.0
Galatia Complete 1.4
GKSec V1.2
Dassault-Mikoyan Eng 0.9.5b
Combat Chatter 1.7.1
Artefact 1.042
-
Is it possible to colonise an unowned planet?
-
Using the mods
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
I'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
-
So i just noticed that apparently redacted are treated as a regular faction, and they are neutral to you. This seems a little off.
-
Using the mods
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
I'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
My mod on Looters and Artefact are not buggy on these versions, and there are compatible to Nexerelin without problem(Not check for Dynasector). Do not put false defamation, please ^^.
-
Had an interesting thing happen. Coalition spawned in and took the DA forward operating base away. DA sent a big fleet which marauded the system for a while. Then, after a few weeks in-game the DA fleet started "intercepting invasion fleet" by which it seemed to mean fly out to the middle of nowhere in the system and wiggle back and forth. A coalition fleet was also doing the exact same thing at the same time, in between the DA fleet and the station.
Perhaps something isn't updating properly when a station changes hands?
-
WHAAAAAT?!
Spoiler
(http://i.imgur.com/F12wn7M.jpg)
-
WHAAAAAT?!
Spoiler
(http://i.imgur.com/F12wn7M.jpg)
This is probably a nuke capital ship of the dead with many pony weapon than all factions want. No others solutions.
-
WHAAAAAT?!
Spoiler
(http://i.imgur.com/F12wn7M.jpg)
This is probably a nuke capital ship of the dead with many pony weapon than all factions want. No others solutions.
I just attacked defenders Domain-era probe. It because of it.
-
It looks like domain derelicts and the redacted have their own factions, which are being treated as regular factions. You were neutral to domain derelicts, and then you just randomly attacked them, so everyone got mad.
-
It looks like domain derelicts and the redacted have their own factions, which are being treated as regular factions. You were neutral to domain derelicts, and then you just randomly attacked them, so everyone got mad.
And it Nexerelin`s bug.
-
Yep, I also encountered similar stuff. Remnants were neutral to me (for a while) which got me wondering.
It looks like Histidine needs to update the faction files and exclude remnants and probes from normal faction interaction. If that's possible.
-
"unprovoked attack on derelict"
poor, defenseless derelict... how could you?! q_q
-
Heh, one heck of a bug indeed. Good thing is I don't generally give a crud about almost all of the factions while in-game as I kill, maim and burn them all eventually.
-
Using the mods
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
I'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
My mod on Looters and Artefact are not buggy on these versions, and there are compatible to Nexerelin without problem(Not check for Dynasector). Do not put false defamation, please ^^.
Going to have to agree with this, Oculians were not updated in a while and I doubt are actually compatible with Nexerelin but Looters and Artefact work fine.
-
On Derelict warmonger penalty: Oops, fixed in next version.
<mining bug>
Delete the empty rows at the start of DisassembleReassemble's mining_ships.csv (in data/config/exerelin).
(Next Nexerelin version will have failsafes for this)
Is it possible to colonise an unowned planet?
Not at present. (And won't be for some time, I'm afraid; in fact I kinda expect a vanilla implementation to come out first)
Crash to desktop when I try to invade a station (Pirate if it matters) as Neutrino Corp not sure if the error is on this side or the other.
It's probably a Neutrino and/or vanilla problem, you could ask Deathfly.
Happy little bug?: SS crash when attempting to accept a faction commission, after having already founded your own faction by taking over a market. Seems consistent, happens regardless of your faction being allied or not with the faction you're attempting to take a commission from.
Managed to reproduce and have plans for a workaround, thanks! For now, you need to not be in an alliance when accepting the commission.
-
Left click on prism free port make game crash due to it trying to call system map. Not sure if it's fixed in new version, so I'd just mention it here.
-
<mining bug>
Delete the empty rows at the start of DisassembleReassemble's mining_ships.csv (in data/config/exerelin).
(Next Nexerelin version will have failsafes for this)
It works! Thank u!
I'll post in his topic so he may update the mod too.
-
When trying to start the game with diable avionics faction, the game crashes to desktop with a fatal null exception. Looking at the map when spawning on a different faction, it appears that DA doesn't even spawn anywhere on the map whatsoever. I've tried starting a new game with only Nexerelin, Diable, LL, and GL enabled and both of those still happen. Options selected before game start are irrelevant as far as I can tell.
170141 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
170141 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
170299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(BreadcrumbSpecial.java:120)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getTokenReplacements(PersonBountyEvent.java:467)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getHighlights(PersonBountyEvent.java:480)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.startEvent(PersonBountyEvent.java:129)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Also: is there any chance we could get an option to spawn the prism freeport from nexerelin even when scy is installed? The scy one ignores the prism configs nexerelin has like the number of ships/weapons allowed (and otherwise seems iffy with the rate certain things spawn. I haven't seen a single boss ship there and the weapon selection is terrible compared to Nex Prism freeport) and I'd really rather not have to remove Scy just for that.
-
Do you have the latest version of Diable?
-
Do you have the latest version of Diable?
Yes, I just downloaded everything again to test just to make sure.
-
Well I know for a fact it can't happen with Diable Avionics 1.83 RC3 (http://fractalsoftworks.com/forum/index.php?topic=10046.msg213299#msg213299), Nexerelin 0.8b and Starsector 0.8.1a RC8 (just retested).
For the Prism Freeport restriction: I'll change the check so it can by bypassed only by changing rules.csv at least.
-
Well I know for a fact it can't happen with Diable Avionics 1.83 RC3 (http://fractalsoftworks.com/forum/index.php?topic=10046.msg213299#msg213299), Nexerelin 0.8b and Starsector 0.8.1a RC8 (just retested).
For the Prism Freeport restriction: I'll change the check so it can by bypassed only by changing rules.csv at least.
Cheers. <3 u
Also, reinstalling the game (twice) seems to have fixed the problem for me.
-
Kinda weird behavior. Factions declare war and then make peace just a few moments later.
-
Found an error might be hard codded, if you accept a mission form the mission board it won't show up in the mission section in the Intel panel. So make sure to remember your destination.
-
Original post and wiki could, eventually, use some updating. Like player unable to form alliances with his faction, except player can do that.
-
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.
-
That's probably because pirates are still disrupting trade by attacking non-diable avionics traders.
-
One more update to get rid of the remaining crashes and major issues. Hopefully that'll be all that requires doing for a while.
Nexerelin v0.8c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8c
* New agent/saboteur supply handling
* Only available on worlds with military bases
* Doesn't fill marine demand any more
* Higher price
* Disable warmonger penalty for derelicts/remnants/neutrals
* Add Hammer Barrage to mining weapons
* Mark targets of conquest missions as important
* Remove logic-side check for not duplicating Prism Freeport
* Keep UI-side check in rules.csv
* Invasion defence higher for urbanized polities, lower for rural ones
* Workaround Prism Freeport, alliance joining crashes
* Fix Persean League/Sindrian Diktat starting ships with Ship & Weapon Pack
* Mining code has more graceful error handling + more informative logs
* Add some tip entries
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.
Likely a vanilla issue (Nex doesn't touch bounties). DynaSector fixes this, but it won't be available for a while if you didn't already download it.
Found an error might be hard codded, if you accept a mission form the mission board it won't show up in the mission section in the Intel panel. So make sure to remember your destination.
Can't say I've noticed this issue.
Does it happen with all mission types, or only certain ones in particular? What are the intel checkbox settings (age cutoff etc.)?
-
Could you make asharu the player home planet for the follows on having your own faction.
-
One more update to get rid of the remaining crashes and major issues. Hopefully that'll be all that requires doing for a while.
Nexerelin v0.8c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8c
* New agent/saboteur supply handling
* Only available on worlds with military bases
* Doesn't fill marine demand any more
* Higher price
* Disable warmonger penalty for derelicts/remnants/neutrals
* Add Hammer Barrage to mining weapons
* Mark targets of conquest missions as important
* Remove logic-side check for not duplicating Prism Freeport
* Keep UI-side check in rules.csv
* Invasion defence higher for urbanized polities, lower for rural ones
* Workaround Prism Freeport, alliance joining crashes
* Fix Persean League/Sindrian Diktat starting ships with Ship & Weapon Pack
* Mining code has more graceful error handling + more informative logs
* Add some tip entries
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.
Likely a vanilla issue (Nex doesn't touch bounties). DynaSector fixes this, but it won't be available for a while if you didn't already download it.
Found an error might be hard codded, if you accept a mission form the mission board it won't show up in the mission section in the Intel panel. So make sure to remember your destination.
Can't say I've noticed this issue.
Does it happen with all mission types, or only certain ones in particular? What are the intel checkbox settings (age cutoff etc.)?
Thank you Histidine, I really appreciate all the hard work you put into this great mod. I never play Starsector without it.
-
Could you make asharu the player home planet for the follows on having your own faction.
Shouldn't it be a vanilla independent military the player spawns at? No offence but Asharu is a pretty crap spawn given its market rarely has anything in it worth mentioning.
-
It happened on a derelict survey mission and a supply metal mission but it's most likely my fault I did some searching today and found most of the errors I had stopped when I updated Star Sector itself I didn't realize 0.8.1RC5 was old and had issues with mods 0.8.1RC8 seems to have fixed the issue.
-
Neat, was preparing to go to
war extermination spree the moment derelicts would have attacked me. :D Thanks to my slow-paced playing I haven't reached there yet and now there's not much reason to exterminate every lawful factions now unless I go join the pirates again and start taking down fleets liberally.
-
So I encountered some really bizarre and mildly frustrating player faction AI behavior that I think has something to do with smuggling from the player_npc factions markets but I'm not really sure so heres a really low fps gif I guess
Spoiler
(http://puu.sh/wfTLU/7a43b8ab27.gif)
It only stopped when that neutrino invasion fleet actually started invading, I guess it decided that was a bigger priority.
-
hey.
for some reason "prismNumShips": in config stopped having any effect ingame regardless of value. can anyone confirm?
-
Just out of curiosity- I note that because of the number of bounty and/or 'capture the planet!' missions that show up in Nexerelin, the vanilla missions seem to be a little more sparse. I'm assuming a planet gets a number of assigned missions based on its market size and then pulls that many from the possible pool of missions- would it be difficult to make it dip in once for vanilla missions and then again for nexerelin missions?
I've never poked around much in the code, so I don't understand it completely. It'd be a nice quality of life upgrade if there were still as many 'item run' or 'go scan this' missions as in vanilla, while adding the sweet faction stuff from this mod. :)
-
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?
-
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?
if you're in an alliance with a faction, it acts as though you're commissioned with them which allows you to buy from their military markets. once you get your faction's rep high enough with them (assuming you're playing with your own faction) you can go to one of the other faction's markets and invite them to your alliance (or if you're not in an alliance, invite them to form an alliance) under special options.
-
How will you implement mining now that the salvage system is here. Will mining be like salvaging but on asteroids instead of debris fields? Can we mine the uninhabited planets? The "abundant ore veins" planets will have a use with the mining system.
-
So I encountered some really bizarre and mildly frustrating player faction AI behavior that I think has something to do with smuggling from the player_npc factions markets but I'm not really sure so heres a really low fps gif I guess
It only stopped when that neutrino invasion fleet actually started invading, I guess it decided that was a bigger priority.
Is that the faction you belong to? If so, I think you can end the cycle by opening a dialogue. The NPC will then say that they have to keep up appearances and will leave you alone. Or maybe I'm misunderstanding your situation.
-
Mined a planet or two and some asteroids too already, seems to be working so far, not that much of a use to me technically but since I am always playing as a nomadic space-faring being, I mine sometimes stuff anyway, same goes for surveys and exploration as it is in it's own way of a time sink to me.
Departed from Corvus Scavenger faction to kick my own faction in place along with an alliance with pirates to see what happens along satisfying my curiosity. Was rather surprised by the new alliance function.
-
just got a fatal null about a month in, in hyperspace going towards Aztlan
not sure if it's your mod, but my last playthrough without it was just fine. Here's the last part of the log:
1938145 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nortia
1938146 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned small mining fleet of size 8
1938407 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938407 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1938737 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at sound.OooO.Ö00000(Unknown Source)
at com.fs.starfarer.ooOO.return.õ00000(Unknown Source)
at com.fs.starfarer.ooOO.return.super(Unknown Source)
at com.fs.starfarer.ooOO.I.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
So I encountered some really bizarre and mildly frustrating player faction AI behavior that I think has something to do with smuggling from the player_npc factions markets but I'm not really sure so heres a really low fps gif I guess
It only stopped when that neutrino invasion fleet actually started invading, I guess it decided that was a bigger priority.
Is that the faction you belong to? If so, I think you can end the cycle by opening a dialogue. The NPC will then say that they have to keep up appearances and will leave you alone. Or maybe I'm misunderstanding your situation.
Opening the comm link is worth a try, yeah. But looking at the rules.csv code suggests it should already work without it. Hurm. I think I'll try to debug and see what can be done.
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?
It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
Just out of curiosity- I note that because of the number of bounty and/or 'capture the planet!' missions that show up in Nexerelin, the vanilla missions seem to be a little more sparse. I'm assuming a planet gets a number of assigned missions based on its market size and then pulls that many from the possible pool of missions- would it be difficult to make it dip in once for vanilla missions and then again for nexerelin missions?
So far as I can tell, missions don't work that way. But there's a limit to how many procurement, survey and analyze missions can exist at the same time in the Sector, so if you're running a lot of faction mods that would explain it.
(You can increase the number in base game's data/config/settings.json
"maxMarketProcurementConcurrent":30;
"maxAnalyzeEntityConcurrent":30;
"maxSurveyPlanetConcurrent":15;
How will you implement mining now that the salvage system is here. Will mining be like salvaging but on asteroids instead of debris fields? Can we mine the uninhabited planets? The "abundant ore veins" planets will have a use with the mining system.
The current mining system (which I don't plan to change) works through the interaction dialog with a delayed action (like comm sniffer installation). It already uses survey conditions for planets, but not asteroids.
-
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?
It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
Thanks, do I remove the # to uncomment it?
The current mining system (which I don't plan to change) works through the interaction dialog with a delayed action (like comm sniffer installation). It already uses survey conditions for planets, but not asteroids.
Will you make it so recovering disabled ships functions in the same way, ie time-delayed rather than instant? http://fractalsoftworks.com/forum/index.php?topic=12275
-
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?
It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
Thanks, do I remove the # to uncomment it?
Yep.
Will you make it so recovering disabled ships functions in the same way, ie time-delayed rather than instant? http://fractalsoftworks.com/forum/index.php?topic=12275
Not sure it's readily possible (or at all) with the current API, and I expect the effort/payoff ratio to make the attempt is too small to be worthwhile. Sorry :(
-
So far as I can tell, missions don't work that way. But there's a limit to how many procurement, survey and analyze missions can exist at the same time in the Sector, so if you're running a lot of faction mods that would explain it.
(You can increase the number in base game's data/config/settings.json
"maxMarketProcurementConcurrent":30;
"maxAnalyzeEntityConcurrent":30;
"maxSurveyPlanetConcurrent":15;
Oh my gosh. I bet you anything this is my trouble. I have five or six extra factions I like to play around with, so the missions are just getting stretched thin. Thank you!!
-
So people don't have to wait too long to start their new DynaSector games.
Also, random mode is back!
Nexerelin v0.8.1
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.1.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.1
* Reactivate random sector mode
* Compatibility updates for DynaSector, Ship/Weapon Pack
* Alliance members hate on their fellows who defy vote decisions
* Fix various Prism Freeport issues (in particular it now sells fighters again)
* Fix conquest mission UI issues
* Fix base administrator not changing faction on market capture
* Fix invasion fleets being purchasable against non-invadable markets
* Better handling of follower patrols and smuggling
-
Thank you!
-
i'm confused about the whole random mode thing.
How does it work, basically? Does this only randomizes the core world part of the map and leaves the fringes to vanilla generation? Will it use the same hyperspace map or will it use random generation to place the hyperspace clouds? will the placement of the systems totally random now or will they be set in a certain location? Because seriously, thw exploration thing is really cool so i hope the random mode preserves the exploration part.
Oh, and i hope random mode account tor SB now.
-
i'm confused about the whole random mode thing.
How does it work, basically? Does this only randomizes the core world part of the map and leaves the fringes to vanilla generation? Will it use the same hyperspace map or will it use random generation to place the hyperspace clouds? will the placement of the systems totally random now or will they be set in a certain location? Because seriously, thw exploration thing is really cool so i hope the random mode preserves the exploration part.
It replaces all the handcrafted (vanilla or mod) core world systems in the middle of the map with procgen planets (in the same style as vanilla), and puts markets on those. Some markets may also be in the outer procgen area, if needed.
The outer, non-core procgen area is otherwise unchanged.
EDIT: Oh yeah, I should also note that it probably won't work properly with Unknown Skies (not enough planets with farming activity, as they haven't been coded into Nex). Sorry :(
-
Not sure if someone already reported this, I found a bug on where capturing your first station/planet on free mode/own faction, you get two mission doodads (what ever you call them, the one where you choose to do commissions or "quests" in that station) on all the station/planets in that system. It only duplicates the mission selection thingy, the "quests" are the same but not doubled. Forgot to take a screenshot sorry.
I can try to take a screenshot and upload one later before I try to update Nex.
-
Tried to start a random sector campaign as GKsec, crashed out after setting skillpoints. Using the same modset and Corvus mode the game works correctly.
3844414 [Thread-4] INFO data.scripts.campaign.fleets.DS_FleetInjector - Using seed -1105829375
3844620 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Mods:
Dynasector
Blackrock
Common radar
Dassault Mikoyan engineering
Diable Avionics
GKSec (Faction I chose)
Interstellar Imperium
LazyLib
Leading pip
Neutrino Corp.
Nexerelin
Scy nation
Ship/weapon pack
Steiner foundation
Underworld
Version checker
Audio plus
Graphics lib
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585810 [Thread-4] INFO data.scripts.campaign.fleets.DS_FleetInjector - Using seed -1893664465
586279 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Mod loadout is effectively the same as Remmon barring PRV Starworks and Arsenal Expansion, I was also using the random sector generator.
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I'm getting the same crash as these other guys, except I was playing as my own faction. it seems like the crash is completely to do with random nexerelin sector generation, as corvus mode still works just fine.
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It's probably those mods' fault, rather than Nexerelin's. It even crashes in some GKS code.
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Does GKS include this Nexerelin check in its sector generation code?
http://fractalsoftworks.com/forum/index.php?topic=9175.msg209937#msg209937
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19567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
... 8 more
I wanted to try the random sector campaign, but I got this crash.
Mods:
Dynasector
Blackrock
Combat Chatter
Common Radar
Diable Avionics
GKSec
Interstellar Imperium
LazyLib
Leading Pip
Neutrino Corporation
Nexerelin
Omnifactory
Outer Rim Alliance
Portrait Pack
Save Transfer
Scy Nation
Ship/Weapon Pack
Simulation Overhaul
Steiner Foundation
Knights Templar
Underworld
Version Checker
ZZ GraphicsLib
EDIT: Turning off GKSec makes the mod combo work.
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the current versions of GKsec and Snrasha's Nomads reboot are crashing on sector generation with corvus mode off. you'll have to either disable those mods or wait for them to be updated if you want to start a nexerelin game with corvus mode off.
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the current versions of GKsec and Snrasha's Nomads reboot are crashing on sector generation with corvus mode off. you'll have to either disable those mods or wait for them to be updated if you want to start a nexerelin game with corvus mode off.
Where i answer you, i have fix for Nomads reboot. ^^
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Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
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Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
Do you think accident rates are also too high in general?
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Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
Do you think accident rates are also too high in general?
I agree, the machinery requirements have made mining essentially non-viable. I used to use it as a safe fallback for my ironman games, but now it burns through machinery so fast that its simply not sustainable. I'm not opposed to having machinery as a requirement in principle--more mechanical uses for the various goods is quite welcome in fact--but its burning at like 4 or 5x the rate that would cause me to actually consider mining worthwhile. This is further compounded if you have a super hostile start where even physically getting enough machinery in friendly systems can be a challenge, much less paying for it.
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# to make factions not appear, set them to unplayable in their faction config
Can you specify exactly what this custom setting is?
unplayable:true?
I couldn't find an example anywhere, thanks.
edit: I'm trying to make my end-game faction not spawn patrols. I have noPatrols:true in their faction file but nexelerin overrides that or something.
edit2: Nevermind I think I figured it out, I can create a faction config in the nexelerin configs and set it to unplayable. I thought it was in my base faction config, sorry!
edit3: Nevermind again, that didn't do it.
edit4: looks like I was able to do it by setting the fleet cost multiplier to 500 in the faction config that I created.
edit5: ok last edit. That didn't actually work so I'll just hold off and wait for an answer :P
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playableFaction means the faction can invade and be invaded, etc. It indeed goes in the Nexerelin config.
To make it not spawn patrols you'll have to set "spawnPatrols":false in the Nexerelin config; true (the default) means it overrides the noPatrols tag in the .faction file. Next version it'll default to false.
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Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
Do you think accident rates are also too high in general?
So I took a quick look at the code you linked (thanks for linking directly to the file, by the way!) and see now what you're doing. It strikes me that you should leave the machinery accident probability unchanged--just like other tasks machinery should act as a cover for your crew and giving it a higher weighted probability of occurring accomplishes that reasonably well.
If I'm reading it right it looks like, instead, the problem may be in the amount of machinery you lose given an accident. It is exceedingly punishing with small mining fleets (combat freighter + ~2 mining ships) because you will often lose more in machinery in expectation than you'll make in ore/gas/volatiles in expectation because each machinery accident roll you're losing a 2-8 machinery (probably ~1 in expectation, though I didn't check the full probability chain), and you need to make a lot more rolls against the accident table given that your overall production is much lower. End result is that small mining fleets are now uneconomical while large fleets are basically unaffected because they make way more per roll against the accident table. This pretty significantly changes the role of mining fleets in Nexerelin--they're no longer a bootstrap option but rather a late game money factory. It's basically a level/regressive tax.
Scaling the machinery loss to the fleet size (and critically making it less impactful to smaller fleets) would help substantially (again, presuming I'm reading the code properly).
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Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
Do you think accident rates are also too high in general?
So I took a quick look at the code you linked (thanks for linking directly to the file, by the way!) and see now what you're doing. It strikes me that you should leave the machinery accident probability unchanged--just like other tasks machinery should act as a cover for your crew and giving it a higher weighted probability of occurring accomplishes that reasonably well.
If I'm reading it right it looks like, instead, the problem may be in the amount of machinery you lose given an accident. It is exceedingly punishing with small mining fleets (combat freighter + ~2 mining ships) because you will often lose more in machinery in expectation than you'll make in ore/gas/volatiles in expectation because each machinery accident roll you're losing a 2-8 machinery (probably ~1 in expectation, though I didn't check the full probability chain), and you need to make a lot more rolls against the accident table given that your overall production is much lower. End result is that small mining fleets are now uneconomical while large fleets are basically unaffected because they make way more per roll against the accident table. This pretty significantly changes the role of mining fleets in Nexerelin--they're no longer a bootstrap option but rather a late game money factory. It's basically a level/regressive tax.
Scaling the machinery loss to the fleet size (and critically making it less impactful to smaller fleets) would help substantially (again, presuming I'm reading the code properly).
What Allectus said. The availability of machinery may be better for a trade fleet start, but outside of this specific instance it's incredibly difficult. I wouldn't mind seeing the machinery requirement be somewhat exponential; If your small you only need a really small amount of machinery, but when you're large you need a lot more of it to keep running. Maybe something like:
[Heavy Machinery Requirement] =[e^(Mining Power/360)] x (Mining Power/2.35) - (Mining Power/4.1)
That way, when you're very small (10 MP) you'll only need very small amounts of equipment (2ish heavy machinery). When you're bigger (100 MP) you'll need 30ish Heavy Machinery. When you're much bigger (200 MP), you'll need 100ish Heavy Machinery. Or something. I whipped this up in 10 minutes in Excel to get something that 'felt' right, and it still doesn't 'feel' quite right. I also lack the expertise to do complex mathematics, or the knowledge of whether it's possible to put something so god-damned overly complex in.
Further, as Allectus said, accident rate is also too high and too punishing for smaller fleets; maybe if the loss itself were a function of mining power instead of fleet size (Like a 10th of mining power per accident), and was reduced a bit (1.5 seems fine) then it'd be more viable for smaller mining fleets, while still being a bit punishing for larger fleets.
Linking the loss of machinery to fleet size would be...an interesting gameplay mechanic. Like, having a smaller, more concentrated mining fleet would be more favourable, but then adding cargo ships, drams and protection ships to support the mining fleet becomes increasingly risky; the more of these less dedicated vessels you have, the higher the damage you're going to take for machinery. This would make it feel like mining is an all or nothing affair without mods at least.
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Current changes (https://bitbucket.org/Histidine/exerelin/commits/77df71fe7da2d7bb597b703b5ac8c5184a04320b)
Further, as Allectus said, accident rate is also too high and too punishing for smaller fleets; maybe if the loss itself were a function of mining power instead of fleet size (Like a 10th of mining power per accident) [...]
Mining accident count per run is already based on mining power. Accident count and per-event effect magnitude are otherwise completely insensitive to the fleet's size, other than the indirect effect via the pool of ships allowed to have damage/CR accidents.
But there's an obvious source of the issue: accident count uses sqrt(strength), so high mining strength gives a better output : accident ratio.
I've just made it strength/10.
[Heavy Machinery Requirement] =[e^(Mining Power/360)] x (Mining Power/2.35) - (Mining Power/4.1)
Yeah... an equation that uses e and two non-integer divisors is probably overengineering it just a little!
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I got this error after playing like 1-2 hour (i had this same error with 0.7.6c)
Spoiler
172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Getting name prefixes of alliance type MILITARIST
172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Missing name prefixes for alliance type MILITARIST
172721 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Blackrock.ogg]
172881 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:210)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:169)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:417)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:491)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
173145 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [expanse.ogg]
173178 [Thread-10] INFO sound.OooO - Playing music with id [expanse.ogg]
here is my alliancenames.json
Spoiler
{
# please don't break this file if you don't want your game crashing at unexpected moments
"namesByAlignment":{
"corporate": ["Consortium", "Conglomerate", "Industries", "Guild", "Trade Union"],
"technocratic": ["Research", "Academy", "Institute", "Engineering", "Laboratories", "Technologies", "Dynamics"],
"militarist": ["Pact", "Alliance", "Empire", "Axis", "Dominion"],
"diplomatic": ["League", "Federation", "Confederacy", "Coalition", "Cooperative", "Union"],
"ideological": ["Brotherhood", "Clan", "Fellowship", "Sodality", "Order"],
},
"prefixes":{
"common": ["Northern", "Southern", "Eastern", "Western", "Central", "Stellar", "Interstellar", "Darkstar", "Solar", "Nebula", "Outland", "Far Reach", "Unified", "United", "Superior", "Integrated"],
"corporate": ["Advanced", "Consolidated", "Future", "Femtotech", "General"],
"technocratic": ["Advanced", "Consolidated", "Future", "Femtotech", "General"],
"militarist": ["Dragon", "Fury", "Guardian", "Thunder", "Titan"],
"diplomatic": ["Freedom", "Phoenix"],
"ideological": ["Dragon", "Phoenix", "Eternal", "Free", "Renaissance"]
}
}
modlist;
Audio Plus 1.1.0
Dynasector 1.3.1b
Blackrock Drive Yards 0.9.0
Dassault-Mikoyan Engineering 0.9.5c
Interstellar imperium 1.17.1
lazylib 2.2
Nexerelin 0.8.1
Scy Nation
Ship/Weapon Pack
Underworld
GraphicsLib
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Started to play with mods this version, having a blast with Nexelerin as always.
One comment: my current randomly generated sector has no AM fuel production facilities (at least listed on the planets screen), so while prices are low fuel simply isn't for sale at the majority of places. I've found one place with fuel and tracked its source via the market screen to a planet that appears to be producing, so I will persevere. Perhaps make sure in the sector generation routine that there is a few worlds with AM production?
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I'm encountering a few bugs in randomly generated nexerelin clusters, namely: Prism Freeport spawns, but does not show up on the sector map (unlike previous Nex versions) and REDACTED warning beacons spawn next to inhabited systems (which have no REDACTED in them, naturally).
-
Hey, something strange I have noticed.
So (pictures coming soon) I noticed that the Remnants/Domain AI (very strangely enough) are Neutral towards the player, even though they're usually hostile/vengeful
Is this supposed to happen?
-
I got this error after playing like 1-2 hour (i had this same error with 0.7.6c)
Spoiler
172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Getting name prefixes of alliance type MILITARIST
172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Missing name prefixes for alliance type MILITARIST
172721 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Blackrock.ogg]
172881 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:210)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:169)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:417)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:491)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
173145 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [expanse.ogg]
173178 [Thread-10] INFO sound.OooO - Playing music with id [expanse.ogg]
Ugh, seems to be a lingering issue with locales and uppercasing. Sorry; it'll be pretty much guaranteed not to fail in next version.
I'm encountering a few bugs in randomly generated nexerelin clusters, namely: Prism Freeport spawns, but does not show up on the sector map (unlike previous Nex versions) and REDACTED warning beacons spawn next to inhabited systems (which have no REDACTED in them, naturally).
Prism: Hmm, is this specific to random mode? Prism generation is identical in both random and Corvus modes.
(It does appear after turning off starscape display btw)
Beacons: It'll clean them up in next release. (Not accidentally cleaning up neighboring systems' beacons not guaranteed, unfortunately).
Hey, something strange I have noticed.
So (pictures coming soon) I noticed that the Remnants/Domain AI (very strangely enough) are Neutral towards the player, even though they're usually hostile/vengeful
Is this supposed to happen?
Domain Exploration Derelict is neutral to player in vanilla.
For the Remnants, are you playing as Tri-Tachyon? Remnants are hostile to everyone except them.
Started to play with mods this version, having a blast with Nexelerin as always.
One comment: my current randomly generated sector has no AM fuel production facilities (at least listed on the planets screen), so while prices are low fuel simply isn't for sale at the majority of places. I've found one place with fuel and tracked its source via the market screen to a planet that appears to be producing, so I will persevere. Perhaps make sure in the sector generation routine that there is a few worlds with AM production?
Glad you're enjoying it :)
It should already make sure there's enough fuel production somewhere in the sector to meet demand. (You can search for exerelin.world.ExerelinMarketBuilder and exerelin.world.MarketBalancer in starsector.log to see where they got located)
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It is specific to random mode, in corvus mode it'll just have the Prism freeport show up just fine in SCY's system. I didn't know turning off starscape would reveal the station though, thanks for the info.
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The tooltips in game setup suggest that you should be getting a small income/salary periodically. I seem to remember this from older versions as well, and it was great to avoid painful death spirals.
Is this a setting that has to be enabled or was it entirely removed?
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It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.
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It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.
???
I started with a faction, and had a commision by default. I thought that meant I joined the faction by default.
How do I join a faction?
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Hey, something strange I have noticed.
So (pictures coming soon) I noticed that the Remnants/Domain AI (very strangely enough) are Neutral towards the player, even though they're usually hostile/vengeful
Is this supposed to happen?
Domain Exploration Derelict is neutral to player in vanilla.
For the Remnants, are you playing as Tri-Tachyon? Remnants are hostile to everyone except them.
No, I am playing as the player faction (only flag and name were customised as per usual for me)
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How do I join a faction?
Raise your relation with them to cooperative and then you'll be able via dialog with the base/station commander.
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Sorry for not uploading the screenshot that has the bug I mentioned. Had to send my PC to the shop for maintenance and upgrades.
Anyway here it is:Spoiler
(http://i773.photobucket.com/albums/yy20/darkkira1332/screenshot004_zpsmyzysmt5.png) (http://s773.photobucket.com/user/darkkira1332/media/screenshot004_zpsmyzysmt5.png.html)
This only happened after capturing the Dekyuu Mining station (which created my own faction) and also has the same bug. Not present in other systems except Galatia.
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Sorry for not uploading the screenshot that has the bug I mentioned. Had to send my PC to the shop for maintenance and upgrades.
Anyway here it is:Spoiler
(http://i773.photobucket.com/albums/yy20/darkkira1332/screenshot004_zpsmyzysmt5.png) (http://s773.photobucket.com/user/darkkira1332/media/screenshot004_zpsmyzysmt5.png.html)
This only happened after capturing the Dekyuu Mining station (which created my own faction) and also has the same bug. Not present in other systems except Galatia.
Thanks, reproduced and fixed!
The tooltips in game setup suggest that you should be getting a small income/salary periodically. I seem to remember this from older versions as well, and it was great to avoid painful death spirals.
Is this a setting that has to be enabled or was it entirely removed?
It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.
???
I started with a faction, and had a commision by default. I thought that meant I joined the faction by default.
How do I join a faction?
If you start with a faction you do auto-join it at start.
Salaries are paid on the 1st of every month. I just tried new games in both Corvus and random mode, and got paid on 1 Apr 206 fine; if you're not getting it, provide starting options and I'll see if I can reproduce.
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Got a crash when invading this one planet.
436433 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.ResponseFleetManager.spawnResponseFleet(ResponseFleetManager.java:67)
at exerelin.campaign.fleets.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:213)
at com.fs.starfarer.api.impl.campaign.rulecmd.Exerelin_NotifyInvasion$2.advance(Exerelin_NotifyInvasion.java:98)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
436674 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [028.ogg]
436675 [Thread-10] INFO sound.OooO - Playing music with id [028.ogg]
It's reproducible. The planet is called Suffering in the Joy Star System in Corvus Mode. All other planets and stations can be invaded just fine. All mods are fully updated. The planet has 0 stability and only a black market with nothing else. Something happens with the response fleet that makes the game crash.
Mod List
Autosave
Blackrock
Radar
Console
Dassault
Diable
Dyna
Galatia
Green Knight
GraphicsLib
Gundam
I. Imperium
LazyLib
LeadingPip
Lightshow
Nexerelin
ORA
Portraits
SCY
Ship/Weapon Pack
Sim Overhaul
Steiner
Tyrador
Underworld
UpgradedRotaryWeps
VersionCheck
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If you start with a faction you do auto-join it at start.
Salaries are paid on the 1st of every month. I just tried new games in both Corvus and random mode, and got paid on 1 Apr 206 fine; if you're not getting it, provide starting options and I'll see if I can reproduce.
Yea, I think wasn't paying attention. Also I thought it was weekly. I suppose I get that for not playing for ~2 years.
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These independent fleets are having a very hard time returning to the planet:
Spoiler
(http://i.imgur.com/tNxihAO.png)
https://www.youtube.com/watch?v=AyHff59045I&feature=youtu.be (https://www.youtube.com/watch?v=AyHff59045I&feature=youtu.be)
There are so many fleets, that they cant return to the small planet. ( a size 7 market, surrounded by a magnetic field )
Nexerelin has fleet limits, so the game wont go crazy over memory, but this is still weird.
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will Nexerelin ever go back to its roots of starting with a fleet and taking 1 planet then growing and fighting like Exerelin? I miss that style
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will Nexerelin ever go back to its roots of starting with a fleet and taking 1 planet then growing and fighting like Exerelin? I miss that style
Free start in the vanilla faction selection screen is literally this, isn't it?
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will Nexerelin ever go back to its roots of starting with a fleet and taking 1 planet then growing and fighting like Exerelin? I miss that style
Pretty sure that's the Free Start option you are talking about.
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I believe Lopunny is talking about the time in the old Exerelin where all factions started with one fleet with a bunch of Atlas and Valkyries and took over the nearest uninhabited station.
Something I liked to do was take out a nearby faction fleet so I could have the system entirely to myself from the very start.
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how do i mine asteroids through? there's no asteroid object to be mined in this update
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what should i do? its giving me this error :/
[attachment deleted by admin]
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what should i do? its giving me this error :/
If you didn't already try to fully delete your nexerelin folder and redownload it I would start there.
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You are on Starsector 0.8, which is out of date and not supported. Download and install 0.8.1.
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oh, my bad i didnt saw there was an update XD
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oh, my bad i didnt saw there was an update XD
Get version checker then! It will tell you if you boot up the game and you have a mod or the game is out of date
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Finally got around to playing this in 0.8.1 for the past week.
Started a game in Corvus mode, as the Player's "followers" faction. Took the high level military start with Eagle, Sunder, and Brawler.
Started in Corvus, and the first major thing I did was take over the Pirate planet next to Jangala, made possible with help from passing Hegemony patrol.
Later, went around on a killing spree and took over Kanta's Den. Then, I got the idea that Luddic Path may be the easiest faction to attack because nearly all of their ships have Safety Override, and I can win by outlasting them. Also because most of their cruisers are the pathetic Colossus II. I struggle to kill SIM Hammerheads while piloting Colossus II, so I thought I could try to kill them off. I managed to capture both Pather markets, and they were gone.
Later, went around killing off more pirates and taking their bases. Since the start of the game, I have been slowly but steadily losing money. Salary helps slow it down, but not quite enough. I did a few more income sources. Some time later, I get sucked into an alliance, then it declares war on Tri-Tachyon. I need to deal with an enemy I cannot win in a fair fight, so I had to pick my fights wisely. Managed to take over a few small more bases.
Then, I stumbled on a mission to conquer the biggest supply depot planet in Aztlan. Reward was worth about four or somillion. I got my fleet, started an invasion, left the planet immediately so I can avoid the response fleet, ran away, then came back to invade the now undefended planet. Succeeded and got the big pay day.
Next, slowly went to eliminate Tri-Tachyon, and did it after some difficulty. Next, attack the Luddic Church and wipe them out. After that was done, I had only one non friendly faction left: Sindrian Diktat. After various events, they became hostile, and I started taking over their planets. However, one planet I wanted to conquer but was too hard at the time: Sindria. Size 7 and military. Needs lots of marines.
Some time later, I get another multi-million credit mission to conquer Sindria from the League. I had to scrounge from my old bases for marines. Eventually, I got my marines, but when I came back for Sindria, I had a problem. The conquests for previous Sindrian planets and evading all of their patrols left the system crawling with huge defense fleets that would ruin my fleet. No way I could afford all of the ships myself for the meat-grinder. Then I got an idea, hire two or three defense fleets worth 120k or so each and have them follow me. For the few fleets I could not kill myself, I brought my friends along. I get in a fight, I get help. I deploy only one capital while the hired help serve as escorts. The help gets cut down to pieces, but better them than me. The best 120k I ever spent. My followers probably lose about a million credits worth of ships, but I only pay 120k for hiring them. I repeat this a few more times. The attack of Sindria was a total meatgrinder - for my hired help and the Diktat. Eventually, I managed to capture Sindria with only a day left to spare on the money, and I more than made up the money spent. After that, Askonia was all mine, and I splurged on deploy all to kill all remaining detachments. With only a few markets left for Diktat, and the League competing with me for more planets, it was only a matter before the Diktat was eliminated and the game won.
I could have killed everyone, but I was tiring of the game, and I wanted it to end. Persean League was the only major player left with somewhat fewer markets than my followers, and Hegemony was down to three.
I did not fight more than a few bounties, and I did not bother searching for Remnants and their fighter chips.
Overall, Nexerelin plays much as I remember from the 0.7x days.
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Accumulated fixes and improvements.
@Megas: Thanks for the writeup! It's good to hear that the make-capturing-Sindria-not-totally-impossible changes are at least partly doing their job. I think. It sounds like I may have to further discourage patrol/Lion's Guard blobbing.
Nexerelin v0.8.1b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.1b.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.1b
* Mining rebalance
* Accident count uses mining strength/10 (was sqrt(strength))
* Machinery loss per accident now (1,3) + (0,2) (was (1,4) + (1,4))
* Machinery loss event weighing 2.5 -> 2
* Machinery required per mining strength 0.5 -> 0.4
* Increase CR loss accident resistance for larger ships
* Add some restrictions on what mining caches can give
* Sector generation:
* Unknown Skies compatibility
* Remove player-facing references to "Corvus mode", call it "random core worlds" instead
* Pirates get more military bases in random mode
* Remove Remnant warning beacons from populated systems in random mode
* Prevent crash on startup with invalid Corvus mode spawn point entries
* Fix misleading random sector tooltips
* Fix Galatia mission board duplication
* Don't allow requesting invasion fleet against own faction
* Markets that don't participate in economy can't be invaded
* DynaSector: Templar debris/derelict reduction applies to Nexerelin-specific fleets as well
* Prevent a potential conquest mission crash
* Fix crash when receiving distress call while no pirate markets exist
* Fix followers auto-joining alliances
* Remove no-longer-used Omnifactory settings files (was causing errors)
* Don't target pirate factions for NPC covert ops
-
Just installed the newest version and I'm getting a game crash whenever I approach a Followers fleet. I've also disabled all mods but LazyLib and Nex to confirm it's not another mod causing the crash, and it still does crash. Attaching a copy of the error message I'm getting and the last little bit of the log before the crash. Let me know if there's anything else I can do to help diagnose!
Edit: It just happened to be the first fleet I ran into, I think. I'm getting the crash trying to talk to Independent fleets, as well.
(http://imgur.com/gOIVIYn.png)
633367 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Fenrir Quey by 0.0012228062, is now 0.13885038
633400 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 41 out of a maximum 42 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
633401 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[6179.0, 2433.0]
633610 [Thread-8] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
633737 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
634094 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
634095 [Thread-10] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
-
Just installed the newest version and I'm getting a game crash whenever I approach a Followers fleet. I've also disabled all mods but LazyLib and Nex to confirm it's not another mod causing the crash, and it still does crash.
(http://imgur.com/gOIVIYn.png)
Re-download Starsector to get the newest hotfix version (RC8).
-
@ Histidine: I will not lie, I reloaded many times. I see it much like continuing on Ghosts & Goblins (or Castlevania or Ninja Gaiden) on the NES. Also, the blobbing is partially due to me evading previous response fleets after conquering Volturn, Curor, and Umbra. In case of Umbra, I conquered it from pirates, then the Sindrians took it from me, and I had to invade Umbra again to reclaim it. I probably would have fewer blobs had I finished off the response fleets from those planets instead of evading them. By evading them, I had to deal with response fleets and patrols from every planet almost simultaneously, and because of that generous conquest mission, I could not take my time.
Most times, I can start an invasion, break off, lure the response fleet away, return to invade, then capture the planet without a fight. It usually works, but in case of Sindria being the last to invade, there were simply too many fleets everywhere to cut me off. I could not afford to buy and outfit every ship personally. For Sindria, I simply rented fleets. They are worth 120k a pop, but that is cheaper than owning a single capital, let alone a whole fleet. And those rented fleets were torn apart, but it saved my ships and tied up a few leftover response fleets.
P.S. Maybe it was Tri-Tachyon that took over Umbra. I do not remember for sure, but it does not matter. Either way, it bought the Sindrians time to get a bit stronger.
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You're a lifesaver. I didn't even realize there was a hotfix version out! :)
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Didn't know Nexerelin was the one causing errors on Omnifactory. Now I can finally start mass producing weapons for my fleet with out running around searching for dupes.
Some questions:
- How do you get rid with the Luddic Majority thingy? Does it go away after a certain amount of time?
- In generating a random sector, Whats the suggested settings for balanced generated markets?
- Does setting the sector generation as "old" (or other settings) in the start also affects the random sector generation?
Also possible bug: I found some few independent and other faction markets that are not even hostile towards Luddic Church, having Luddic Majority at the very start. Causing those small markets to have 0 stability.
-
\
Some questions:
- How do you get rid with the Luddic Majority thingy? Does it go away after a certain amount of time?
https://youtu.be/Tym0MObFpTI (https://youtu.be/Tym0MObFpTI)
-
- How do you get rid with the Luddic Majority thingy? Does it go away after a certain amount of time?
It's permanent. (Space Counter-Reformation someday?)
- In generating a random sector, Whats the suggested settings for balanced generated markets?
In general, I wouldn't want a too-high ratio of stations to planets (since farming planets are the main source of food) and there need to be enough planets + stations in total (to make sure everything can be supplied and let the law of large numbers even out individual variations).
Else, the generation system should be able to handle most settings without issue. Just don't set the number of markets too high that you run out of memory.
- Does setting the sector generation as "old" (or other settings) in the start also affects the random sector generation?
The core systems in random mode always have Average age, but the generator can also mark outer systems (which are affected by the start settings) as inhabited.
Also possible bug: I found some few independent and other faction markets that are not even hostile towards Luddic Church, having Luddic Majority at the very start. Causing those small markets to have 0 stability.
Non-Luddic markets have a small chance to have the Luddic Majority condition (c.f. Jangala) and Luddic markets have a small chance to not have it, that much is normal. Though I may change this if it turns out to be a balance problem.
-
Found a minor bug involving prism freeport. The option to enable/disable it during corvus mode sector generation doesn't reset if you previously made a randomized save, then make a corvus mode save after it, resulting in two of the station being present.
-
Hi, I made account to ask this question. I apologize if this is a common knowledge but I am new to Starsector. Is it possible to have factions in Nexerelin use only own technology? Is it possible to disable black market for some? I started to play with Knight Templars faction and have problems to find templar weapons. It makes the game not enjoyable for me. Also it makes no sense to use inferior weapons with them. I disabled Dynasector, but I still have mixed tech, so this might be Nexerelin thing. Please help.
Otherwise I think this mod is awesome. I am a long time player of Galactic Civilization and this action 4x gameplay is superior to anything I know. Good job!
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The changes to machinery are a LOT better - they are annoying, but nowhere near as crippling as they used to be. They still could be tuned down a smidgeon in impact (They are still a bit too harsh), but the timing feels about right. The reduced machinery requirement is also better than the last one. I don't feel like I'm struggling to mine and instead turning to rely on salvage to fit in the gaps as much.
However, I do get a bug; when you find a cache, the results screen pops up with NullPointerException. The cache is given out to you, and everything works fine, it's just the message that's bugged. I think it happens when you find a cache with more than one type of stuff in it - the last one happened when I found both supplies and hand weapons.
-
Okay, I'm not sure if this is a Nex thing or a vanilla thing, but even with my vmparams set to 7GB I keep getting an eventual game-crashing memory leak. The hell?
-
Hi, I made account to ask this question. I apologize if this is a common knowledge but I am new to Starsector. Is it possible to have factions in Nexerelin use only own technology? Is it possible to disable black market for some? I started to play with Knight Templars faction and have problems to find templar weapons. It makes the game not enjoyable for me. Also it makes no sense to use inferior weapons with them. I disabled Dynasector, but I still have mixed tech, so this might be Nexerelin thing. Please help.
Welcome!
Sorry, not sure what you mean. I'll try to answer your questions:
- For most factions you can edit the faction files to control what ships they have/use (which in turn affects what weapons they sell). Factions won't use another faction's ships normally unless a mod tells them to do so (e.g. Shadowyards ships in pirate and League fleets).
- Templars are hardcoded to not have black markets; you currently can't disable them for other factions without changing the Java code unfortunately.
- If you're Friendly to Templars (and starting with a faction in Nexerelin makes you friendly with them at start), you can easily find their weapons on their planets/stations. Although you need Cooperative for anything except small mount weapons.
-
@ Histidine: Another Sindria experience (with mod factions this time).
Diktat is not hostile, but was my next faction to kill. I brought over a thousand marines. When I entered Sindria, there was wreckage everywhere due to other faction infighting. I invade Sindria for unprovoked attack, killed a smaller response fleet, and finished the invasion. It was easy this time. I did not want to save it for last, but get it first before the system begins to swarm with hostiles.
Before that, Diktat stole one of my bases. More precisely, it was conquered by Hegemony, then conquered in turn by Sindrians. Rather than start a fight to reclaim my base, I thought I should invade Sindria itself first so I can approach that planet with minimal fighting, then take over the rest of Askonia, then reclaim my base elsewhere.
-
Thank you for the answer Histidine. I fixed it by deleting some mods. Those were interfering with weapon spawns in markets. Now I have plenty Templar weapons only and no black market. Cool!
-
However, I do get a bug; when you find a cache, the results screen pops up with NullPointerException. The cache is given out to you, and everything works fine, it's just the message that's bugged. I think it happens when you find a cache with more than one type of stuff in it - the last one happened when I found both supplies and hand weapons.
Oops. Fix .jar here (https://bitbucket.org/Histidine/exerelin/downloads/ExerelinCore.jar) (added to thread OP as well).
(It was trying to check Prism Freeport code for forbidden weapons/ships before the blacklists have been loaded)
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Spoiler
822959 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It's a toss up between what was causing this but as it's only been happening since I updated my nex i'm afraid i'll have to leave this steaming pile of code here, also happened when I tried random sector generation with max out stations and worlds with 50% starting factions. That or Underworld is trying to forcefully spawn Styx inside the sector.
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Spoiler
822959 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Use the Underworld fix .jar provided here (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0) (put it in Underworld/jars).
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So, everything works except...
Any time I try to use Random Sector Generation, I get a Null sector error? I've increased my game's memory and done all the tricks to keep that fresh. Could it be a mod interfering? What error am I looking for?
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So, everything works except...
Any time I try to use Random Sector Generation, I get a Null sector error? I've increased my game's memory and done all the tricks to keep that fresh. Could it be a mod interfering? What error am I looking for?
If you're using Underworld, try the fix .jar mentioned above.
Otherwise (or if issue persists), please post the full error message from the end of Starsector/[starsector-core on Windows]/starsector.log.
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A quick question, Whenever let's say, faction A captures faction B's market, do they get to spawn ships of faction B from that market? I know the captured market still sells ships and weapons of the previous occupying faction, but what about the NPC fleets that spawn from that market?
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A quick question, Whenever let's say, faction A captures faction B's market, do they get to spawn ships of faction B from that market? I know the captured market still sells ships and weapons of the previous occupying faction, but what about the NPC fleets that spawn from that market?
They'll be Faction A ships. When a faction caps a market, it's best to empty it out of the previous faction's shop items if you want them because from then on, only 'Faction A' stuff will spawn.
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They'll be Faction A ships. When a faction caps a market, it's best to empty it out of the previous faction's shop items if you want them because from then on, only 'Faction A' stuff will spawn.
I see thanks for the answer, it would be cool to see your NPC fleets using "captured" ships from that market...cause you can't just start producing ships of your own from a base that still has some of its stuff laying around. Then again, this is a game.
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My 2 cents on some of the cosmology:
Gas giants that orbit close to their host star are called "Hot Jupiters", and can have a very fast orbit. Many such worlds end up tidally locked [eccentric] with their host star, exaggerated by a bright red/orange/yellow spot on the near side, and often a massive comet-like tail on the far side. Such a planet may be a source of metals, as due to the temperature and turbulence, metals can condense in the upper atmosphere like rain drops. In addition, any such system that has one or more short-term orbital gas giants is unlikely to have some, if any, rocky (terrestrial) planets. The end result of these hot jupiters is believed to be a world like Mercury, which is in essence, the core of a dead gas giant... and very rich in metallic resources.
Red Dwarves have at least two very distinct stages. While young, a Red Dwarf is highly magnetic and has a very unstable field. In short, a young Red Dwarf is prone to tantrums. Such as enormous coronal mass ejections (solar flares) capable of baking the atmosphere off nearby planets. Thus, a young red dwarf should be considered as highly dangerous, rendering habitation within the system difficult if not outright foolhardy.
Habitable terrestrial planets may be unlikely around a Red Giant star. However around such a star, habitable moons orbiting gas giants are far, far more likely.
Asteroid belts will likely contain at least one body that holds a significant fraction of the mass of the entire belt. In our own solar system, Ceres is an example, which contains roughly a third of the belt's mass. Such bodies could be referred to as minor, or dwarf, planets, and are likely to accompany an asteroid belt.
Gas giants with multiple large moons can generate tidal heat within the moons, leading to the nearest-orbiting moons to being highly volcanic. In theory, this could act as a bastion for sub-surface habitability even when starlight is negligible or non-existent.
Magnetars are basically young neutron stars, but are quite rare. Equally so, they are exceptionally terrifying and dangerous. These stars have ungodly magnetic fields, which based on distance, will most likely tear spaceships apart. Neutron stars and Magnetars are both able to emit a mass ejection like a solar flare, but the mechanics behind are very different. In essence, the crust suddenly moves a few millimeters, but because of the intense gravity and intense density, the material ejected is enormous and incredibly volatile to life in nearby solar systems. Thus, any world within many lightyears of a neutron star that would naturally be habitable would be significantly less likely to be so.
o7
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*chuckles* For what it's worth, I think Starsector's cosmological fidelity is not bad, relative to the playing field of "games set in space". My husband and I play Stellaris (simultaneously better and worse), and SoaSE (so awful that I pretend each planet has its own star).
Since it's too much to randomly make systems that obey the current model of star system evolution on the fly, I wonder if there's some convenient repository of simulation results.
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Possibly a bug; when your factions makes peace with another the ex-hostile factions markets may still refuse to let you dock due to nearby hostile actions.
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hi, running only Nexerelin with the mining jar patch with LazyLib 2.2, getting this error
212565 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:278)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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SFLC: Make sure you're running the latest Starsector version. There have been a few hotfixes.
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SFLC: Make sure you're running the latest Starsector version. There have been a few hotfixes.
And get Version Checker as it can tell you if mods or SS is out of date
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found an issue with prism freeport.
WHEN corvus mode is active AND dynasector "marketIntegration":true THEN prism freeport high-end seller ignores exerelin_config.json AND doees not sell lpc at all.
i'm not sure what exactly matters, but starting campaign in random mode with "marketIntegration":false fixed thee issue.
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Is there a basic guide anywhere on setting up a custom followers faction? Editing the info for names, titles, etc is pretty straightforward. It's getting them configured to use specific faction techs or ships in their fleets that I'm not confident with. How configurable is the followers faction currently in this regard? Can I force them to use a specific mod factions ships and tech, what about a mix of more than one mod faction? I know ship "class" makeup used to be configurable, e.g. how many large vs small ships appears in the average fleet etc. Any info would be great.
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just checked again. the issue is definitely with SCY-build freeport. when freeport just hangs in the middle of the hyperspace it works just fine.
also the config option for "maximum possible npc fleet size" would be very helpful. the reinforcement mechanics makes battle size rise to ridiculous levels, which not all pc can handle.
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Is there a basic guide anywhere on setting up a custom followers faction? Editing the info for names, titles, etc is pretty straightforward. It's getting them configured to use specific faction techs or ships in their fleets that I'm not confident with. How configurable is the followers faction currently in this regard? Can I force them to use a specific mod factions ships and tech, what about a mix of more than one mod faction? I know ship "class" makeup used to be configurable, e.g. how many large vs small ships appears in the average fleet etc.
It works the same as with normal factions. There isn't currently a general guide for that right now unfortunately, but to answer your specific questions:
- You can enter mod factions' ships in the ship list, although it'll then crash on startup if trying to run Nexerelin without said faction mod(s).
- For ratio of small ships to big ships, see the doctrine table at the end of the .faction file.
also the config option for "maximum possible npc fleet size" would be very helpful. the reinforcement mechanics makes battle size rise to ridiculous levels, which not all pc can handle.
Well, a naive clamping of fleet sizes is going to result in obvious balance issues. (Although if you run with SWP/DynaSector it should try to have big fleets prefer a few big ships instead of blobs of small ones).
You're probably better off just lowering battle size in Starsector options menu.
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You're probably better off just lowering battle size in Starsector options menu.
and that results in helpless husks drifting slowly to the retreat line because there is no one to finish them off.
and ai always starts battle with frigates, so it takes a looong time until battleships come to play. and all they do is circle around eachother, peppering shields with salamanders and such. until they run out of CR as well.
seen such battle, ORA vs Blackrock. decided to help out. all my ships run out of CR and retreated. all that's left in the end were two battleship doing nothing.
i have no problem with you or your mod, just pointless rant at devs and their latest AI "fix".
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Small update with some fixes, and updated compatibility for Nomads.
Nexerelin v0.8.1c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.1c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.1c
* Nomads compatibility update
* Integrate Version Checker (prefers standalone version if available)
* Fix various issues when factions defy alliance votes
* Fix mining cache error
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Does the new update include the Underworld java fix? I'm confused since it doesn't show a date and or is this java something we need to do manually?
Also how do you name your faction once you get to start it. Apparently I'm the Followers...
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Does the new update include the Underworld java fix? I'm confused since it doesn't show a date and or is this java something we need to do manually?
Also how do you name your faction once you get to start it. Apparently I'm the Followers...
The Underworld "jar" fix has to be done manually and can be found here (http://fractalsoftworks.com/forum/index.php?topic=11002.msg215393#msg215393).
You can edit the details related to the Followers in Nexerelin/world/data/player_npc.faction file. Please use Notepad++ to edit it and keep a bak-up copy on hand.
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Awesome...Thanks!
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If anything... i have a silly question.
How vanilla of 0.8.1a gameplay stands in comparison to nexerelin...? I read its features and they seem like something that i always immagine vanilla had already. Faction wars, diplomacy and relations, own faction and planet conquering...
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I just started getting freezes, in a way I've never encountered before. I don't know if it's Nexerelin, but it seems related at the least.
I had just finished refitting a few ships in my fleet at one of the worlds controlled by my player faction, and on leaving the planet the game froze completely within about 5 seconds. Now the same thing happens any time I load my save.
The game starts up fine, and my save loads fine. The game starts paused as normal, and everything appears to work. I can open the console, interact with any menus I want, dock with the planet and conduct transactions, etc without issue. However, as soon as I unpause the campaign level, the game will run for a few seconds before simply locking up again. It doesn't CTD or anything, just becomes unresponsive and I end up having to force close it. During this time it doesn't appear that any new lines are being added to the log, and I've re-loaded a handful of times with the log always looking similar. Here's the last bit of the log. Some things are different each time, like target faction, what planets are getting the bounty probability update, etc, but beyond that it looks similar. So I guess the freeze is occurring during an update of Nexerelin related campaign features.
42991 [Thread-4] INFO exerelin.plugins.ExerelinModPlugin - Game load; true
42991 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\GKSec]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\ORA]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/dassault_mikoyan.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/GKSec.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/new_galactic_order.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/cabal.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/famous_bounty.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/Lte.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/noir.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ORA.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/diplomacyConfig.json]
43062 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
43062 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
66656 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
66663 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Neutrino corp]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Neutrino corp]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
66679 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
72232 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 5.804674E-4, is now 0.0067655956
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 5.804674E-4, is now 0.007200946
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 0.002031636, is now 0.008724673
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 5.804674E-4, is now 0.047018588
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 5.804674E-4, is now 0.04745394
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 0.002031636, is now 0.048977666
72926 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23330949
72926 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23377353
72927 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23423758
73498 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Capitalis by 3.741199E-4, is now 2.805899E-4
73498 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Capitalis by 3.741199E-4, is now 5.611798E-4
73672 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 39 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.DS_PirateFleetManager]
73677 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate scout] at hyperloc Vector2f[-5356.665, -5798.835]
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6181955E-4, is now 0.044366892
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6181955E-4, is now 0.04471326
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6181955E-4, is now 0.022617398
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6181955E-4, is now 0.022963762
74417 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23470286
74417 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23516813
74423 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.2356334
74424 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23609868
74471 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: food to Perinthus
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6197046E-4, is now 0.045059733
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 9.7013795E-4, is now 0.045787334
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6197046E-4, is now 0.02331024
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 9.7013795E-4, is now 0.024037842
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Aleria by 4.5884663E-4, is now 0.02355206
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Aleria by 4.5884663E-4, is now 0.023896197
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Cydonia by 4.5884663E-4, is now 0.03798404
74597 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Cydonia by 4.5884663E-4, is now 0.038328175
74614 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Starting covert warfare event creation
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Trying action: RAISE_RELATIONS
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Number of target factions: 12
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Target faction: Nomad
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Agent trying to raise relations
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.06918168
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.06960869
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.070035696
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 0.0010248142, is now 0.070804305
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.052724507
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.053151514
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.053578522
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 0.0010248142, is now 0.05434713
75160 [Thread-4] INFO exerelin.campaign.econ.AgentDestabilizeMarketCondition - ERROR: Event is null, re-fetching
75177 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75208 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75209 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75241 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
Any suggestions?
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How vanilla of 0.8.1a gameplay stands in comparison to nexerelin...? I read its features and they seem like something that i always immagine vanilla had already. Faction wars, diplomacy and relations, own faction and planet conquering...
vanilla has the factions and these have some simple diplomacy stuff, like Hegemony and Tri-Tachyon always being enemies, or short wars between factions that are otherwise neutral. as a player, you also have your own reputation with all the factions, and you can take a commission with one of the major factions that will offer some benefits (primarily allowing you access to better ships and weapons, assuming you also have high enough repuation) but will in turn make the faction's enemies hostile to you as well.
you can't have your own faction or your own planet in vanilla, and markets never change faction ownership.
Nex expands on diplomacy in various ways (tons of reputation changing events, using agents to raise or lower reputation, dedicated faction alliances, etc), allows you to join a faction or make one yourself (so you have some ways to influence what that faction does, and their reputation towards other factions is linked to your own), and makes it possible to take over hostile markets, which all the major factions try to do as well.
we don't know yet if vanilla will ever allow taking over or destroying markets, but you will be able to establish your own outposts and industry (which will likely be the focus of the next major patch), and some of your actions will have an impact on the Sector as a whole in some way.
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Thank you Sy.
I knew what nexerelin does, was just supprised it had to be add by mod. Yet again... dev tem is small, and there is always something else to focus on.
As i see it nexerelin is one of those obvious must have mods, especially as it provides Corvus Mode.
One more thing... are there any plans for anything similar to Vengence fleets like in SS+, bounty or assasinss expansion etc?
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Whenever I try to activate the random core system + prism freeport, I always get a Fatal:null error that crashes the game as it's generating the sector. Has anyone else seen this?
139326 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This is the error in the log
Edit: Turns out, the Underworld mod conflicted with the random system generation, after disabling the mod, it worked perfectly fine. Crisis averted.
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Underworld can be used with Nexerelin, you simply have to replace Underworld's jar file (Underworld>jars) with this fixed one https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0 (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0)
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i think templars are too mediocre in Nexerelin. i mean, yeah, they have OP weapons and ships, but by the time i am strong enough to take on a teemplar fleet on my own there are no templars left. because everyone hates them.
#templarsneedlovetoo
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i think templars are too mediocre in Nexerelin. i mean, yeah, they have OP weapons and ships, but by the time i am strong enough to take on a teemplar fleet on my own there are no templars left. because everyone hates them.
#templarsneedlovetoo
Templars in Nexe are VERY hard to balance due to their power and their rep with everyone. A slight tweek can make them ROFLstomp everyone in the sector or make them fall before the player even gets in game.
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Templars in Nexe are VERY hard to balance...
maybe a separate options in config.json, regulating their invasion resistance power or smth?
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I have some idea, similar to "salvage gantry" it would be nice to add "mining gantry" to mining ship, and also a standalone mod hull.
What you think about that?
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I have some idea, similar to "salvage gantry" it would be nice to add "mining gantry" to mining ship, and also a standalone mod hull.
What you think about that?
Along with some way to reduce hazard rating of mining, this would be a welcome addition IMO. Mining needs more love.
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Templars in Nexe are VERY hard to balance...
maybe a separate options in config.json, regulating their invasion resistance power or smth?
You can alter Templar invasion strength and defense strength in Nexerelin/data/config/exerelinFactionConfig/templars.json.
(Although I hadn't thought it would be a problem in the current version to begin with. Invasions by or against Templars used a largely fixed timer (invasions against Templars scale with number of Templar markets) and is insensitive to the number or strength of the enemies Templars have. It should be very unlikely (given how powerful Templar fleets are and the marine attack/defense bonuses they have) that they'd do worse than trading markets 1:1.)
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Are the Berserks going to be enabled next patch or hotfix?
I'd love to blast ships in a fast red/pink colored ship.
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Out of curiosity, what does the UnderWorld.Jar available for download actually do?
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Out of curiosity, what does the UnderWorld.Jar available for download actually do?
If you play the latest version of Underworld and Nexe, it stops a crash
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Are the Berserks going to be enabled next patch or hotfix?
I'd love to blast ships in a fast red/pink colored ship.
I second this question.
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Out of curiosity, what does the UnderWorld.Jar available for download actually do?
If you play the latest version of Underworld and Nexe, it stops a crash
Where exactly do you put it?Nevermind, it was obvious when I looked.
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Just a quick question, is there anyway to change the amount you get per month (from joining faction) in the mod files?
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Just a quick question, is there anyway to change the amount you get per month (from joining faction) in the mod files?
Yes, look in the mod folder for exerelin_config.json . Inside that you can change the salary you get
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Thanks a ton midnight, would this hurt a game in progress? Also how do you get rid of a commission?
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Thanks a ton midnight, would this hurt a game in progress? Also how do you get rid of a commission?
You can talk to one of the commanders in the commissioned faction's stations and they SHOULD be able to allow you out of it.
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Ah I went to planets that's probably why, thanks again
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Or just go straight to the people of another faction and join them. You automatically lose the old commision.
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Started a new campaign and changed the number of habited planets and stations a little bit because I was using several faction mods. Got some weird stuff. Planets that showed up as being owned by faction A on the hyperspace map but were actually owned by faction B. Wrong market size, planets that had so many icons/qualities/whatever that you couldn't read them all, while other habited planets had only 1 (Hot, for example).
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Started a new campaign and changed the number of habited planets and stations a little bit because I was using several faction mods. Got some weird stuff. Planets that showed up as being owned by faction A on the hyperspace map but were actually owned by faction B. Wrong market size, planets that had so many icons/qualities/whatever that you couldn't read them all, while other habited planets had only 1 (Hot, for example).
That's... unusual, to say the least. If you could supply modlist, starting seed, starting options and starting faction I can see about debugging it.
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Hey Guys,
i really enjoy your Mod, its great!
I started a campaign with the Prism Port enabled.
Now i wanted to visit it and look through the Ships there, and the game crashed...
Same thing when i want to look at the trader...
Do you know if im doing something wrong?
Nice Regards
Leo
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Hey Guys,
i really enjoy your Mod, its great!
I started a campaign with the Prism Port enabled.
Now i wanted to visit it and look through the Ships there, and the game crashed...
Same thing when i want to look at the trader...
Do you know if im doing something wrong?
Nice Regards
Leo
Check the Starsector-Core and looking for "Starsector.log" scroll down until the end and copy the line where the error start then post it.
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Any plans to make alliances more "allied"? In other words, each faction's equipment and ships start showing up in one anothers' markets and fleets
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I've been unable to use the Prism freeport, I can dock, but the game lock up when I go into the station's menu's, trade and such.
112516 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Prism Freeport
112518 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112522 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.006212393
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.0065064346
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0023918608
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0026859029
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking 1 updates
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Yama): weight 13.693064
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Yama): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Yama): weight 15.811388
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Transplutonics(Nachiketa): weight 12.247449
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Nachiketa): weight 16.851786
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Nachiketa): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Nachiketa): weight 7.905694
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picked Food(Nachiketa)
114502 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: hand_weapons to Hesperus
114594 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [eldfell|ragnar_complex]: trade (s: 4, l: 5), smuggling: (s: 0, l: 0)
114849 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
116058 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
116058 [Thread-10] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
116073 [Thread-8] INFO sound.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating music buffer #2
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
118220 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
118224 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
The mod is place in "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin" as far as I can tell. Not in "C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin".
But what do I know, i'm not a wizard Harry ;D
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Is it just me I'm getting error's when trying to get the downloads. On this and on DA's links.
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Would the mod spawn a new faction if i add a new one in with respawn enable?
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How does the random sector generation work, in simple terms? Does it take into account the type of star generated to decide what planets to generate? Are there checks in place to prevent weird things appearing?
Next version you could put some because I've seen, for example, planets with the description "very cold" have the "Hot" modifier, as well as planets having both the Habitable and the Lethal Biosphere ones at the same time. Don't know if that's by design or not, so I chose to warn you in case it isn't.
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The Habitable+Lethal biosphere thing makes perfect sense.
It's perfectly human friendly after a thorough campaign of sterilization and replacement of the native fauna and flora.
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The Habitable+Lethal biosphere thing makes perfect sense.
It's perfectly human friendly after a thorough campaign of sterilization and replacement of the native fauna and flora.
Yeah, I thought the Habitable probably refered to the planet itself, without taking into account any native fauna/flora. Things like temperature, atmosphere composition etc.
But in case it didn't I thought I should warn him/her.
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For the core systems, Nex's random sector just uses vanilla procgen code to make a large Old (star age) cluster with a few more entities per system than normal. (The non-core systems are identical to vanilla's)
The vanilla sector generator is pretty complex, but (IIRC) it has things like a defined habitable zone for each star type, constraints to e.g. not put ice planets right next to their stars, incompatibility lists for planet conditions (e.g. no Hot and Cold at the same time, and no Habitable with No Atmosphere).
Anyway: If you see something that looks wrong, provide the sector gen settings + the seed. I can look into it and poke Alex if needed.
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I've been unable to use the Prism freeport, I can dock, but the game lock up when I go into the station's menu's, trade and such.
112516 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Prism Freeport
112518 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112522 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.006212393
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.0065064346
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0023918608
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0026859029
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking 1 updates
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Yama): weight 13.693064
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Yama): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Yama): weight 15.811388
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Transplutonics(Nachiketa): weight 12.247449
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Nachiketa): weight 16.851786
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Nachiketa): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Nachiketa): weight 7.905694
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picked Food(Nachiketa)
114502 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: hand_weapons to Hesperus
114594 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [eldfell|ragnar_complex]: trade (s: 4, l: 5), smuggling: (s: 0, l: 0)
114849 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
116058 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
116058 [Thread-10] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
116073 [Thread-8] INFO sound.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating music buffer #2
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
118220 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
118224 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
The mod is place in "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin" as far as I can tell. Not in "C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin".
But what do I know, i'm not a wizard Harry ;D
This bug was probably because I didn't have enough memory allocated.
http://fractalsoftworks.com/forum/index.php?topic=8726.0
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Nevermind!!! I switched to RC8 and it works now... sorry bout that.
Spoiler
Hello Nexerelin mod creator, I have encountered a crash while trying to attack a pirate fleet in a randomly generated sector.
Spoiler
34958 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm also running RC5.
-
Nevermind!!! I switched to RC8 and it works now... sorry bout that.
Spoiler
Hello Nexerelin mod creator, I have encountered a crash while trying to attack a pirate fleet in a randomly generated sector.
Spoiler
34958 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm also running RC5.
If you are running mods, I would suggest Version Checker as it will tell you if a mod is out of date and it installs like any other mod
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I'm unclear how system generation works. In normal mode all is randomly generated, but aren't systems fixed in Corvus mode?
I was under impression that custom fixed systems cannot be dynamically added during game generation and that several mods that each have their own sectorgen would conflict.
Yet I see this mod having references (in corvus mode, spawnpoints and capitals to systems that seem to be added by specific mods). How does that work? How can multiple mods add fixed systems?
-
Mods can all run custom SectorGens through the ModPlugin.
-
Mods can all run custom SectorGens through the ModPlugin.
What about conflicts? They are all editing the same sector
-
I'm trying to get my mod compatible with Nexerelin, however, I'm getting an [id] error when it tries to load my .csv
Is my rules file OK? (note, there's no Sectorgen and custom systems)
ExerelinNGCListVNS,ExerelinNGCListFactions4,,,,exerelinNGCJoinVNS:Vaynar Nation States,
ExerelinNGCListISA,ExerelinNGCListFactions4,,,,exerelinNGCJoinISA:Interstellar States of America,
ExerelinNGCListRSF,ExerelinNGCListFactions4,,,,exerelinNGCJoinRSF:Russian Stellar Federation,
ExerelinNGCListUIN,ExerelinNGCListFactions4,,,,exerelinNGCJoinUIN:United Interstellar Nations,
ExerelinNGCListXLE,ExerelinNGCListFactions4,,,,exerelinNGCJoinXLE:Xiao-Lin Empire,
ExerelinNGCListFFS,ExerelinNGCListFactions4,,,,exerelinNGCJoinFFS:Federation of Free States,
,,,,,,
ExerelinNGCJoinVNS,NewGameOptionSelected,$option == exerelinNGCJoinVNS,"$playerFaction = VNS
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinISA,NewGameOptionSelected,$option == exerelinNGCJoinISA,"$playerFaction = ISA
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinRSF,NewGameOptionSelected,$option == exerelinNGCJoinRSF,"$playerFaction = RSF
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinUIN,NewGameOptionSelected,$option == exerelinNGCJoinUIN,"$playerFaction = UIN
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinXLE,NewGameOptionSelected,$option == exerelinNGCJoinXLE,"$playerFaction = XLE
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinFFS,NewGameOptionSelected,$option == exerelinNGCJoinFFS,"$playerFaction = FFS
FireBest ExerelinNGCJoinFaction",,,
,,,,,,
ExerelinFactionDirectoryListVNS,ExerelinFactionDirectoryList2,$directoryFactions:VNS,,,exerelinFactionDirectoryGetVNS:Vaynar Nation States,
ExerelinFactionDirectoryListISA,ExerelinFactionDirectoryList2,$directoryFactions:ISA,,,exerelinFactionDirectoryGetISA:Interstellar States of America,
ExerelinFactionDirectoryListRSF,ExerelinFactionDirectoryList2,$directoryFactions:RSF,,,exerelinFactionDirectoryGetRSF:Russian Stellar Federation,
ExerelinFactionDirectoryListUIN,ExerelinFactionDirectoryList2,$directoryFactions:UIN,,,exerelinFactionDirectoryGetUIN:United Interstellar Nations,
ExerelinFactionDirectoryListXLE,ExerelinFactionDirectoryList2,$directoryFactions:XLE,,,exerelinFactionDirectoryGetXLE:Xiao-Lin Empire,
ExerelinFactionDirectoryListFFS,ExerelinFactionDirectoryList2,$directoryFactions:FFS,,,exerelinFactionDirectoryGetFFS:Federation of Free States,
,,,,,,
ExerelinFactionDirectoryGetVNS,DialogOptionSelected,$option == exerelinFactionDirectoryGetVNS,"$_directoryFaction = VNS 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetISA,DialogOptionSelected,$option == exerelinFactionDirectoryGetISA,"$_directoryFaction = ISA 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetRSF,DialogOptionSelected,$option == exerelinFactionDirectoryGetRSF,"$_directoryFaction = RSF 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetUIN,DialogOptionSelected,$option == exerelinFactionDirectoryGetUIN,"$_directoryFaction = UIN 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetXLE,DialogOptionSelected,$option == exerelinFactionDirectoryGetXLE,"$_directoryFaction = XLE 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetFFS,DialogOptionSelected,$option == exerelinFactionDirectoryGetFFS,"$_directoryFaction = FFS 0
FireBest ExerelinFactionDirectorySubmit",,,
,,,,,,
Also, if my mod contains pirate-like factions that I don't plan to "use" in Nexerelin (so never made any entries for them, tough they sill exist in my world/factions), would that cause problems?
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At a guess, your rules.csv is missing the header row with the id,trigger,conditions,script,text,options,notes columns.
On sector generation: Each mod runs its sector generation in a certain order (I think it's based on mod ID), so in principle later mods could do things that affect the systems that earlier mods generate. But nobody actually directly modifies other mods' star systems (they do sometimes add space stations to the vanilla systems). The most common failure is star systems that happen to overlap.
-
Some observations:
1) non-vanilla faction don't create bounties...ever
2) Taking over a planet/station seems too easy. I'd expect a lot more marines to be needed.
-
Although ApproLight's English version hasn't been published but I have released Chinese demo version. And find the bug.
Texture [rings1] from catogory not found
Well, the chaos crack generation has some problems. Just change the texture to "rings_dust0" or any others.
-
Tested it a few times and can confirm.
Custom factions don't get bounties. It doesn't seem to work in EZFaction either. Something in core code is broken.
-
Nexerelin won't generate sectors on new playthoughs, just tested it with the Libs and 3 present factions in random sectors.
Gives me a null error -Spoiler
381734 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StackOverflowError
java.lang.StackOverflowError
at java.util.ArrayList.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.getStarSystems(Unknown Source)
at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:295)
at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
EDIT - Testing if it is to do with Sector Generation, I wanted a smaller max size, but I don't know if the SectorGenWidth/Height have anything to do with it, I will inform if it does have something to do with it, unless otherwise.
EDIT #2 - Indeed it does, it's working fine (damn, if it indeed is the sector gen that has the whole thing big or medium size with no small option then I dunno what to do really...)
-
edit: nvm
-
Hey guys, I had a question I could not find using the search feature.
Is it possible to increase the garrison in an owned location, planet, military or otherwise by storing your own marines at the location?
If not how may I increase my defenses?
-
There isn't really a way for the player to increase invasion defence at present. Marine defence (and response fleet accumulation rate) increase with stability, but that's hard to influence positively.
Although the "put marines in storage" idea sounds interesting, I may implement it in a future version.
-
You know I have no idea how it would work under the hood but I think it would be a great addition. The ability to build a patrol fleet would be cool too.
If someone takes a vase from me and I take it back will I still have my items in storage?
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This adds some new features, and fixes a bunch of really horrifying bugs. Have fun!
Nexerelin v0.8.2b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2b.zip)
Patch (0.8.2 -> 0.8.2b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.2b
* Amount of commodities destroyed in a raid depends on raid success level
* Fix old saves crashing on new vengeance mechanic
* Fix sometimes going to wrong dialog (invasion/raid) after beating defenders
v0.8.2
* Add looting feature
* After successfully invading a market, player gets 5% of stockpiled commodities as loot
* Player can raid a market to loot it without capturing it
* Response fleets (and the new raid defense fleets) are fought within a dialog encounter, similar to derelict defenses
* Add vengeance fleets from SS+
* IBB ships recovered after battle count as already bought from Prism
* Ship loss insurance mult 0.5 -> 0.6
* Fixes
* Fix other factions never launching invasions against player
* Fix faction join/leave behavior
* Fix a couple of crashes
* Fix Styx (Underworld) sometimes having other markets in random mode
* Fix market condition icon overflow on some random mode markets
* At start of game, give player's ships random names from starting faction
* Approlight compatibility update
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Hiya Histidine. Through my incredible skill of breaking things I have already found a bug involving the newest version and Interstellar Imperium. It seems that this update does not play well with Siege Fleets. After engaging and defeating a siege fleet and going into the salvage menu, pressing confirm and continue causes a crash to desktop. Here is the error:
java.lang.NullPointerException
at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:109)
at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:277)
at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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The things that escape test runs...
Anyway, here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2b_patch.zip) is a patch that should fix it (release post updated accordingly). I'll upload the full archive once I get confirmation (or at least no negation) that the fix works EDIT: changed my mind, did it now.
-
Problem Resolved.
-
*sigh*
Nexerelin v0.8.2c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2c.zip)
Patch (0.8.2 -> 0.8.2c) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2c_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.2c
* Fix otherwise friendly response fleets attacking player
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Forgive me if I'm being rude. But I do believe you forgot something... Red (http://www.mediafire.com/file/te337p79939jsm9/Oculus_Nex_files_0.8.2c.rar). ;D
Edit: It's also a link.
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Raids and stuff
Yar har fiddle dee dee
-
Raids and stuff
Yar har fiddle dee dee
Do what you want 'cause a pirate is free!
-
I like this one (https://youtu.be/AJNOJr-JgUM?t=326)
-
So I am encountering an error wiht markets being created that cannot be directly interacted with. The only factions mod I have installed is the Steelclads set, so I am basically looking to confirm it is either this or that causing the issue at hand.
https://puu.sh/xEMDi/774c4455d5.png
https://puu.sh/xEMJs/482e90cfb2.png
What I am seeing is this - A space port that shows up on maps, but is not intractable (it also does not show up in sector info, but it does generate patrol and trade fleets). I am not entirely sure how to parse this campaign file, but I am seeing lines that look something like this:
Spoiler
<CCEnt z="51058" fL="STATIONS">
<loc z="51059">2293.675|-769.24805</loc>
<vel z="51060">0.0|0.0</vel>
<j0>{"f6":10.804474,"f0":"Brand Base","f3":"orbital_station_default","f2":[255,232,232,255],"f4":"brand_base"}</j0>
<ow ref="1989"></ow>
<orbit cl="COrbtPD" z="51061" r="344.0" op="33.122406" ca="10.804474">
<e cl="CCEnt" ref="51058"></e>
<f cl="Plnt" ref="94"></f>
</orbit>
<cL cl="Sstm" ref="60"></cL>
<ls cl="Plnt" defined-in="BaseCampaignEntity" ref="68"></ls>
<me z="51062">
<d z="51063"></d>
</me>
<market cl="Market" z="51064">
<id>brand_base</id>
<name>Brand Base</name>
<commodities z="51065">
(it continues a bunch after this, I assume dictating the entire market's contents as of the save, not sure what amounts of this are useful)
Which seems to be the item at hand .. I just dont know where I would be looking in this to further diagnose this problem. It seems to be saying its of type orbital_station_default? But really beyond this I am pretty far out of my depth when it comes to modding starsector. I imagine its something dumb like that station type doesnt properly have some sort of interaction map object created, but again I am not sure where I would be looking to solve this on my own, so I am asking for help.
edit;; it looks like maybe ive missed a step in installation? lemme confirm its still an issue, I feel like this is a repeated issue not related to that however.
edit2;; Yep this should be properly installed and I am still encountering this sort of station problem. It does however possibly seem unique to RSF outposts, which lends towards it being not nexerelin's fault.
edit3;; Alright so theres some weird lines that look something like this:
Spoiler
"stations_rsf":{
"defaultName":"Mini Stations", # used if name=null in addCustomEntity()
"defaultRadius":0, # used if radius<0 in addCustomEntity()
"sheet":"graphics/stations/stations_rsf.png",
"sheetCellSize":64,
"renderShadow":true,
"useLightColor":true,
"showInCampaign":true,
"showIconOnMap":false,
"showNameOnMap":false,
"interactable":false,
"tags":["sattelites_rfs"],
"layers":[STATIONS], # what layer(s) to render in. See CampaignEngineLayers.java for possible values
},
Which I am not entirely sure how they are supposed to work, mostly just the interactable = false confuses me. I mention these solely because they are brought up in the RSF faction thing, under customstations it links directly to stations_rsf. I have changed that to rsf_orbital which seems to be working appropriately, which does in fact seem to be a steelclads problem. Ill bring it up there.
Sorry to uh clutter up your thread with things
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I'm not that experienced in the mod, so please correct me if this is an issue from vanilla Starsector or DynaSector rather than Nexerelin.
Anyway, when traveling through nebulae, sometimes a fleet of several huge fleets spawns in a circle around your current location. However, the spawn rate seems extremely high given the number of ships and time spent in a nebulae. In one instance, after loitering around a nebula trying to salvage wrecks for a number of days, upwards of 100+ fleets had spawned and were all duking it out with one another.
This all seems a bit detrimental to good gameplay since:
- Several fleets spawn at once, meaning a battle is usually a guaranteed game over rather than any semblance of a realistic challenge
- When fleets from warring factions appear, they often engage one another. Between spawning tons of derelicts and the massive battles themselves, I can only imagine it puts a lot of stress on the game engine's stability
- These spawns don't seem to have any decent cap. Loitering in one location can spawn literally hundreds of ships.
If this isn't a bug, is there some sort of mod setting I can modify to prevent these super-fleet spawns?
-
I'm not that experienced in the mod, so please correct me if this is an issue from vanilla Starsector or DynaSector rather than Nexerelin.
Anyway, when traveling through nebulae, sometimes a fleet of several huge fleets spawns in a circle around your current location. However, the spawn rate seems extremely high given the number of ships and time spent in a nebulae. In one instance, after loitering around a nebula trying to salvage wrecks for a number of days, upwards of 100+ fleets had spawned and were all duking it out with one another.
This all seems a bit detrimental to good gameplay since:
- Several fleets spawn at once, meaning a battle is usually a guaranteed game over rather than any semblance of a realistic challenge
- When fleets from warring factions appear, they often engage one another. Between spawning tons of derelicts and the massive battles themselves, I can only imagine it puts a lot of stress on the game engine's stability
- These spawns don't seem to have any decent cap. Loitering in one location can spawn literally hundreds of ships.
If this isn't a bug, is there some sort of mod setting I can modify to prevent these super-fleet spawns?
Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.
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Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.
Ooooh, so that's what it was. I do indeed have it installed. Thanks for the help.
-
Hate to be that guy, but I got this on the latest patch of Nex
897821 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.events.EventProbability.<init>(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.getProbability(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.events.RevengeanceManagerEvent.advanceVengeanceStage(RevengeanceManagerEvent.java:187)
at exerelin.campaign.events.RevengeanceManagerEvent.tryActivateFactionVengeance(RevengeanceManagerEvent.java:145)
at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:126)
at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:285)
at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I think its due to the patch and not the whole one. If so then you can just ignore this while I go and dl the actual 0.8.2c rather than the patch.
-
More fixes and improvements.
Nexerelin v0.8.2d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.2d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.2d
* Planetbreaker improvements
* Use new dialog battle system as well
* Makes orphans
* Reputation penalty scales up more with market size
* Invasion/raid tweaks:
* After in-dialog battle against response fleet, escaped enemies don't replenish respawn fleet pool
* Config setting for invasion/raid loot mult
* Raid strength multiplier for loot floored at 0.25
* Improve raid prediction display
* Add carrier starts
* Diktat only uses Lion's Guard response fleets on HQ markets
* Vengeance fleets go home if they take too many losses
* Mining accident chance 0.4 -> 0.32
* Fixes:
* Auto-cleanup scavenger fleets Sector-wide when docking at a market
* Fix in-dialog response/defense fleets not using DynaSector
* Fix not being able to exit dialog after invasion/raid when no loot exists
* Fix pirate starting frigate variant
-
Great, will try it out soon.
-
By the way, the 0.8.2 update in the changelog mentioned Approlight, what's up with that?
-
Do you have any plans to add more specific locations in the mold of Prism Freeport? I usually enable it in random sector mode just to have something in the game that doesn't have a default description. It might be nice to salt the random universe generation with a few other stations and planets like that, just for flavor, along with a toggle.
Hmm, I don't have any particular ideas for things with novel functionality, but decorative "landmarks" seems like a good idea. (Ticket here (https://bitbucket.org/Histidine/exerelin/issues/4/random-mode-landmarks))
By the way, the 0.8.2 update in the changelog mentioned Approlight, what's up with that?
I did a fix that will allow ApproLight to function in Nex's random mode when it comes out. But I don't have a timeframe on the mod itself being released.
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In my current playthrough as Hegemony, the Scavengers took Jangala when nobody was looking. Nowhere near well-funded or equipped enough to retake the planet myself, I decided to invade Garnir and use it as a forward base. So far I've spent about 6 in-game months slugging it out with countless scav fleets, but I found myself having to make supply runs outside the system frequently to keep the war machine going. Which gave me an idea - a way to have basic necessities (supplies/fuel/crew) delivered to an own-faction/allied market in the same fashion as requesting an invasion fleet. I'm thinking either you pay a small fee and 20% of the supply cost to have it added to the market, or a larger fee and the entire supply cost to have it added to your storage on that market (+5k if you haven't already opened storage).
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Hello Histidine,
Could you include support for the Oculian Berserks by Protonus? (http://fractalsoftworks.com/forum/index.php?topic=9035.240).
His nexerelin files are here: http://www.mediafire.com/file/87iglr366008eyn/Nex+files.rar
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Not sure if this was mentioned yet (too lazy too luck...and frustrated), but when I tried to raid a pirate base (Was playing as Scy and was raiding the pirate base in the Scy home system) I ended up getting stuck on the "Collect your spoils and leave" screen. I...couldn't leave because it wouldn't let me collect my bloody boot-I mean spoils.
Have yet to find any other problems though...I also don't know what Starsector is like without this mod, because I refuse to not use this mod. :p
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Recently updated large swath of mods I use. The most welcoming sight and feature concerning this mod was when I was about to invade the Templars again and saw the option to pillage and otherwise raid and terrorize. Did that first and then invaded.. it felt satisfying AF (pardon my french)! :D
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I don't believe anyone has voiced thanks here for the auto-clean of scavenger fleets yet, so I'll do it. Thank you. Even with my general vigilance with the console mod's kill command against them my games slowly strangled. The auto-clean has made my longer run games playable again. In terms of quality of life this mod has not only stolen the cake, but the entire bakery while it was there.
You rock.
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In my current playthrough as Hegemony, the Scavengers took Jangala when nobody was looking. Nowhere near well-funded or equipped enough to retake the planet myself, I decided to invade Garnir and use it as a forward base. So far I've spent about 6 in-game months slugging it out with countless scav fleets, but I found myself having to make supply runs outside the system frequently to keep the war machine going. Which gave me an idea - a way to have basic necessities (supplies/fuel/crew) delivered to an own-faction/allied market in the same fashion as requesting an invasion fleet. I'm thinking either you pay a small fee and 20% of the supply cost to have it added to the market, or a larger fee and the entire supply cost to have it added to your storage on that market (+5k if you haven't already opened storage).
Not a bad idea.
A deal that keep your base/market stocked with an item from another faction.
Something to achieve trough talking to the planetary commander on a planet that produces said item?
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In my current playthrough as Hegemony, the Scavengers took Jangala when nobody was looking. Nowhere near well-funded or equipped enough to retake the planet myself, I decided to invade Garnir and use it as a forward base. So far I've spent about 6 in-game months slugging it out with countless scav fleets, but I found myself having to make supply runs outside the system frequently to keep the war machine going. Which gave me an idea - a way to have basic necessities (supplies/fuel/crew) delivered to an own-faction/allied market in the same fashion as requesting an invasion fleet. I'm thinking either you pay a small fee and 20% of the supply cost to have it added to the market, or a larger fee and the entire supply cost to have it added to your storage on that market (+5k if you haven't already opened storage).
Not a bad idea.
A deal that keep your base/market stocked with an item from another faction.
Something to achieve trough talking to the planetary commander on a planet that produces said item?
This'd be nice for getting supplied with allied factions' weapons and hulls, instead of having to go all the way to their markets to check - but that specifically should be automatic within alliances imo
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It seems with the new update, that randomizing faction relationships doesn't work.
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Hello,
Is there something that could make the game hangs infinitely when you are over level 40 ?
I played 20 hours without a crash but since I am level 41 my game hangs randomly like it is stuck in an infinite loop.
I tried to start a new game and set my level to 41 and same thing happens, my game stop responding within five minutes. If I disable Nexerlin no problem but a bit hard to play without this great mod.
Mods I use,
DynaSector
Nexerelin
LazyLib
GraphicsLib
Blackrock Drive Yards
Diable Avionics
Interstellar Imperium
Outer Rim Alliance
Scy Nation
Shadowyards
Ship and Weapon Pack
The Knights Templar
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Hello
hi, welcome to the forum!
the mods you're using all seem fine, assuming you're using the latest versions. i recommend getting Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) to be sure (ignore the Blackrock version error, the author just hasn't updated the version file in a while).
have you made the vmparams edit to increase memory allocation? if not, that's probably the issue. the vanilla amount of memory the game uses works fine with vanilla content, but it needs more if you're using a bunch of mods.
here's a detailed post (http://fractalsoftworks.com/forum/index.php?topic=8726.0) about it, but the tl;dr version is: open the vmparams file in the main Starsector folder with a text editor, and change the values -Xms1536m -Xmx1536m to something higher. something like -Xms4g -Xmx4g should be plenty. if your machine only has 4gb of total memory, go a bit lower.
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Aye, learned it the hard way myself. In my defense though I was somehow completely oblivious about what core program SS uses in order to work. A byproduct of my tunnel-vision mindset I sometimes get and forget the rest until I'm no longer in my tunnel vision mode. Face-slap moment when I saw that all I had to do was increase those java allocations like I have done before with other games that use java.
As for the on topic stuff: Liking that station and planet raiding function quite a lot. Finally one can go Viking in SS without having to invade to loot! :D
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Hello
hi, welcome to the forum!
the mods you're using all seem fine, assuming you're using the latest versions. i recommend getting Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) to be sure (ignore the Blackrock version error, the author just hasn't updated the version file in a while).
have you made the vmparams edit to increase memory allocation? if not, that's probably the issue. the vanilla amount of memory the game uses works fine with vanilla content, but it needs more if you're using a bunch of mods.
here's a detailed post (http://fractalsoftworks.com/forum/index.php?topic=8726.0) about it, but the tl;dr version is: open the vmparams file in the main Starsector folder with a text editor, and change the values -Xms1536m -Xmx1536m to something higher. something like -Xms4g -Xmx4g should be plenty. if your machine only has 4gb of total memory, go a bit lower.
Thanks, I did set the memory allocation to 8192m but same thing happens so I reinstalled the game in a new folder and so far no problem in two hours.
I think it was because I installed a newest version of the JRE in my previous install folder and it bugged something.
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Aye, learned it the hard way myself. In my defense though I was somehow completely oblivious about what core program SS uses in order to work. A byproduct of my tunnel-vision mindset I sometimes get and forget the rest until I'm no longer in my tunnel vision mode. Face-slap moment when I saw that all I had to do was increase those java allocations like I have done before with other games that use java.
As for the on topic stuff: Liking that station and planet raiding function quite a lot. Finally one can go Viking in SS without having to invade to loot! :D
...Drokkath. We now need a faction using Viking longboats as ships. What have you done??? I do agree with your comment though. I'm making a fleet so I can raid the Hegemony for sending a 4 onslaught hunter fleet after me.
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...Drokkath. We now need a faction using Viking longboats as ships. What have you done??? I do agree with your comment though. I'm making a fleet so I can raid the Hegemony for sending a 4 onslaught hunter fleet after me.
Heh. :) When I thought of Vikings in space I had angular and/or carved and curved spacecrafts with runes in my mind. Angular designs that come close to that are the Turanic Raiders from Homeworld, IMO.
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Feature request: Add the ability to return a market to its original owner after capturing it (if you're not at war with them; it would be silly to capture a market and then immediately return it to them, after all :P), with a good relationship boost (maybe "market size + 5"?).
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Feature request: Add the ability to return a market to its original owner after capturing it (if you're not at war with them; it would be silly to capture a market and then immediately return it to them, after all :P), with a good relationship boost (maybe "market size + 5"?).
Took me way too long to comprehend this - damn this cold. :-[
So what you're suggesting is, say the Tri-Tachyon Corporation captures Jangala from the Hegemony. You're playing as, say, the Sindrian Diktat (and are at peace with the Hegemony), and if you invade and capture Jangala from the Tri-Tachs, you have the option to return control of the planet/base to the Hegemony?
If I've gotten that right, I think that's a brilliant idea. :D
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Feature request: Add the ability to return a market to its original owner after capturing it (if you're not at war with them; it would be silly to capture a market and then immediately return it to them, after all :P), with a good relationship boost (maybe "market size + 5"?).
Took me way too long to comprehend this - damn this cold. :-[
So what you're suggesting is, say the Tri-Tachyon Corporation captures Jangala from the Hegemony. You're playing as, say, the Sindrian Diktat (and are at peace with the Hegemony), and if you invade and capture Jangala from the Tri-Tachs, you have the option to return control of the planet/base to the Hegemony?
If I've gotten that right, I think that's a brilliant idea. :D
Civilization have that for exemple, i think also this is a great idea. The relationship boost is very good on civilization, so here also, i suppose.
But if i understand, the market size need to be superior to 5 for than this thing happens, else too small for be important for the faction, i suppose.
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Aye, I find myself in an agreement with both ideas; the ability to return a captured market to the original owner after more stability is gained. :) Feels like a useful function on more than on one level when one feels like repairing past warfare and bad blood between whatever factions.
Been using a lot of the mod's features as I've been pillaging and then capturing quite a few faction markets under the rule of pirates with my prototype utility voidship aka Singularity, an Ulysses-class vessel which is a customized and highly glorified but bleak version of Hermit-class that has been taken apart and rebuilt with unknown astronomically superior materials and means by an actual alien to suit its eldritch needs and blend in better, more or less.
Anyhow that in-game custom lore and actions of my own aside; point being that the game is so much more fun with this mod to a point it feels like it is actually in the core game, just awesome. 8)
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@Histidine, just discovered an issue of note.
Regarding the mining mechanics, while it's true that fighter wings with mining-capable weapons will count towards their parent ship's mining score (and thusly the fleet's total mining power), modules on ships however do not seem to contribute, even if they are equipped with appropriate weapons. I reckon this should be attended to, since a few of us smaller modders are starting to tinker with modules nowadays.
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@Histidine, just discovered an issue of note.
Regarding the mining mechanics, while it's true that fighter wings with mining-capable weapons will count towards their parent ship's mining score (and thusly the fleet's total mining power), modules on ships however do not seem to contribute, even if they are equipped with appropriate weapons. I reckon this should be attended to, since a few of us smaller modders are starting to tinker with modules nowadays.
Then wouldn't you simply add mining power to the ship itself to compensate?
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Noted on the module issue and will prepare a fix, thanks for reporting!
I'll see about implementing the market return thing as well.
(Note however that release probably won't be anytime soon)
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Then wouldn't you simply add mining power to the ship itself to compensate?
Why would that help? ??? The module isn't a "mining module", so as a ship it doesn't need its own mining power. I was just experimenting to see if equipping it with mining-capable weapons would contribute to the fleet power, and it doesn't.
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So... I guess this is probably this mod, but when I request an invasion fleet, I get an error (exception_null) and... Nothing happens, I lose the money but no fleet ever spawns.
*edit*
It was just me not updating my stuff properly, fixed ;)
So, an idea, after messing around with the random sector I noticed the factions are all totally scattered around the place. Would it be possible to cluster them a bit more? It would make more sense (or should I just start out with less factions and let them all settle themselves?)
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Got this crash after starting a new game and interacting with a friendly fleet. Only Nexerelin and LazyLib enabled. I made sure to delete the old Nexerelin folder at the update.
Did I miss something basic? ???
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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@The2nd: Are you using the newest release (RC8) of Starsector 0.8.1a?
(If not, you can get it from the same download page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/))
So, an idea, after messing around with the random sector I noticed the factions are all totally scattered around the place. Would it be possible to cluster them a bit more?
Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
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@The2nd: Are you using the newest release (RC8) of Starsector 0.8.1a?
(If not, you can get it from the same download page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/))
So, an idea, after messing around with the random sector I noticed the factions are all totally scattered around the place. Would it be possible to cluster them a bit more?
Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
Why not just have an option to have them stay in clusters?
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@The2nd: Are you using the newest release (RC8) of Starsector 0.8.1a?
(If not, you can get it from the same download page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/))
Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
I was on (RC7). Thank you for your quick and helpful reply :D
And since I'm here let me also thank you for your work in general! Looking forward to looting in Nexerelin.
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[UPDATE]
Problem solved by re-install the game and create new profile after download the ApproLight fix patch, sorry for the disturbance. ;) :)
It seems like we must create new profile after replaced the ExerelinCore.jar :-\
Hi, I just downloaded the latest version of the Nexerelin, and launched the game with several mods (include ApproLight).
When I try to quit a faction by click at the commander in the space station, the following error occurs:
1518501 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1518502 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
(Same error repeats about 30 times)
And the screen shot:
Spoiler
(https://s1.ax1x.com/2017/12/26/vzcHU.png)
Mods activated:
17 [main] INFO com.fs.starfarer.launcher.ModManager - mod: ApproLight [D:\Game\Starsector\starsector-core\..\mods\ApproLight]
18 [main] INFO com.fs.starfarer.launcher.ModManager - mod: blackrock_driveyards [D:\Game\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
18 [main] INFO com.fs.starfarer.launcher.ModManager - mod: diableavionics [D:\Game\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
19 [main] INFO com.fs.starfarer.launcher.ModManager - mod: dynasector [D:\Game\Starsector\starsector-core\..\mods\DynaSector]
19 [main] INFO com.fs.starfarer.launcher.ModManager - mod: foundation [D:\Game\Starsector\starsector-core\..\mods\Foundation Of Borken]
20 [main] INFO com.fs.starfarer.launcher.ModManager - mod: shaderLib [D:\Game\Starsector\starsector-core\..\mods\GraphicsLib]
20 [main] INFO com.fs.starfarer.launcher.ModManager - mod: Imperium [D:\Game\Starsector\starsector-core\..\mods\Interstellar Imperium]
21 [main] INFO com.fs.starfarer.launcher.ModManager - mod: lw_lazylib [D:\Game\Starsector\starsector-core\..\mods\LazyLib]
21 [main] INFO com.fs.starfarer.launcher.ModManager - mod: nexerelin [D:\Game\Starsector\starsector-core\..\mods\Nexerelin]
22 [main] INFO com.fs.starfarer.launcher.ModManager - mod: shadow_ships [D:\Game\Starsector\starsector-core\..\mods\Shadowyards]
22 [main] INFO com.fs.starfarer.launcher.ModManager - mod: swp [D:\Game\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
23 [main] INFO com.fs.starfarer.launcher.ModManager - mod: underworld [D:\Game\Starsector\starsector-core\..\mods\Underworld]
24 [main] INFO com.fs.starfarer.launcher.ModManager - mod: valkyrian [D:\Game\Starsector\starsector-core\..\mods\Valkyrians]
24 [main] INFO com.fs.starfarer.launcher.ModManager - mod: lw_omnifac [D:\Game\Starsector\starsector-core\..\mods\Omnifactory 2.2.7]
The error occurred when I click at any people in the communication list , except the mercenaries.
There's no other problems, but I just cannot switch my faction :-\
Thank you for contributing on this great project, and Happy Christmas if you celebrate it~ :D
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Hi i got a question. are the Luddic Path and the Luddic Church suppose to play unplayable because when i try to request a invasion fleet or a defense fleet it says this faction doesn't have a home planet even thought they do.
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Hi, thanks for your work on this mod--it's been a great way to keep things interesting through the late-game.
Question, is there any way I can donate recovered ships to my faction, like assigning ships to the response fleets of planets, or to invasions that I don't want to directly take part in? This is something I'm hoping for in the colony updates to the vanilla game, but I don't know if this is already in Nex and I just don't know how to do it? If I sell ships to a planet's market, or put them in storage there, do they aid that planet in any way?
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Hi, thanks for your work on this mod--it's been a great way to keep things interesting through the late-game.
Question, is there any way I can donate recovered ships to my faction, like assigning ships to the response fleets of planets, or to invasions that I don't want to directly take part in? This is something I'm hoping for in the colony updates to the vanilla game, but I don't know if this is already in Nex and I just don't know how to do it? If I sell ships to a planet's market, or put them in storage there, do they aid that planet in any way?
I don't think you can. I have played Nex a bit myself and watched Nemonaemo play with this mod a lot, and I never noticed it.
Would be a cool idea though!
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Hi i got a question. are the Luddic Path and the Luddic Church suppose to play unplayable because when i try to request a invasion fleet or a defense fleet it says this faction doesn't have a home planet even thought they do.
Luddic Church works for me. (Note that it requests from the faction you belong to, not the faction owning the location; also Luddic Path players can't request Church fleets or vice-versa)
Luddic Path indeed can't summon fleets at present. For now you can change their faction config to make them a playable faction: Nexerelin/data/config/exerelinFactionConfig/luddic_path.json -> "playableFaction":true
You might also want to set "pirateFaction":true to keep others from invading them.
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Is there anyway to automatically generate additional factions? And if not, maybe that would be a cool feature? Assuming that this system is not in place already, they could be effective clones of the vanilla factions in terms of ships and attitude, with themed names like you have with the alliances. I think it would make the early-mid game considerably more dynamic if you had lots of small factions that would consolidate or be destroyed over time. It would also let the alliance system shine.
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@EpyonComet you may be interested in checking out the latest blog post regarding colonies: http://fractalsoftworks.com/2017/12/21/colony-management/
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First of all, thanks for all the great work! This mod is my permanent must-have ever since I found it.
I have a question though - how are you supposed to deal with vengeance fleets? Having one chase you is a reasonable thing to happen when you deal a heavy blow against a faction by capturing their market, but what's happening in my playthrough is getting pretty ridiculous.
I play as Tri-Tachyon. I only managed to capture one market from the Hegemony and ever since then I constantly have at least 3 kill-fleets running after me. What's really stupid is that defeating any of those fleets triggers ANOTHER kill-fleet, or sometimes even TWO MORE to be launched. It's a feedback-loop. You're literally fighting against an infinite resource - even with invasion fleets there seems to be a cooldown, while kill-fleets can be pumped out for free as rapidly as you're killing them.
(...)due to your infamous and vengeful rivalry with the Hegemony, a kill-fleet has launched from >insert market name here<
Say what? What kind of "vengeful rivalry" is that?! They're trying to kill me and I'm only defending myself! That's not "rivalry".
And yeah, I'm flying end-game fleet and I literally cannot do anything else than fight kill-fleets. Because with an attempt at anything else, there's danger of suddenly having to fight 12 Onslaughts and 4 Legions at once (it's a bit egregious that, for some awkward reason, they always know exactly where you are). What's this mechanic supposed to be encouraging anyway? Not fighting? Doing nothing?
You'd think that after destroying a giant army of Onslaughts, Tri-Tachyon would recognize that. Why isn't there a similar mechanic reflecting my faction defending their valuable fleet commander?
Don't get me wrong - I don't want to be seen as complaining. I'm just frustrated with having nothing else to do in the game than repelling attack after attack ad nauseum, and I'm looking for a solution. What do I do? I don't want to dump my stuff in the storage and suicide in a shuttle just to solve it.
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Hi!
The "killing vengeance fleets make more vengeance fleets" thing is indeed undesirable behaviour. It's already been removed for the next version.
For now, it may be easiest to disable the mechanic in Nexerelin/exerelin_config.json: enableRevengeFleets
(Or if you feel like it, console command kill)
Otherwise, if you spot them ahead of time, it's usually possible to evade them temporarily just by S-burning in a different direction. Traverse Jump helps a lot too.
(I can't say why Dark.Revenant implemented the mechanic back in SS+, but for me it serves as a way to have threats which actually challenge the player if they're inflicting a lot of damage on a faction. But this should be in direct response to the player's activity, not the endless stream from recursive vengeance fleets which exists in current version.)
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Hi!
The "killing vengeance fleets make more vengeance fleets" thing is indeed undesirable behaviour. It's already been removed for the next version.
For now, it may be easiest to disable the mechanic in Nexerelin/exerelin_config.json: enableRevengeFleets
(Or if you feel like it, console command kill)
Otherwise, if you spot them ahead of time, it's usually possible to evade them temporarily just by S-burning in a different direction. Traverse Jump helps a lot too.
(I can't say why Dark.Revenant implemented the mechanic back in SS+, but for me it serves as a way to have threats which actually challenge the player if they're inflicting a lot of damage on a faction. But this should be in direct response to the player's activity, not the endless stream from recursive vengeance fleets which exists in current version.)
Aye I see. Thanks for the tip!
I actually like this mechanic, for the same reasons you've stated in your post - it's actually plausible that a faction you've done a lot of damage to will make a direct effort to take you out, and even the ingame text speaks of high ranking officers in vengeful factions being designated to hunt you down, so in this regard it's good.
But also like you said, it should not be an endless stream of deathballs rolling at you and choking your fleet.
Good to hear you're aware of the issue. And again, thanks for looking after this mod!
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yea that kill fleet thing happened to me as well. if I see I out match the kill-fleet I just use the nuke command to clear them. but on a side note I do believe sending kill fleets should decrease the faction resources in someway. having a infinite supplies of capital ships along with fuel and supplies to constantly annoy me is kinda far fetched. at some point they should stop sending fleets to pursue me as it would become to expensive. maybe after they fail about 3 or so times they instead post a bounty on your head causing local bounty hunters to try their luck?
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Yeah, my thoughts exactly. Factions don't have resources to constantly spam other factions with army of invasion fleets (there's only one invasion fleet headed for one market at a time, from what I see), but they do have resources to spam player's fleet with a never ending assault of giant kill fleets?
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@Histidine
First, thank you very much for this wonderful mod. Today I tried myself on starting my own faction, but I was a little bit disappointed how it was named in the game. So, my question:
Can I rename the player´s faction?
I already tried that by changing names in the faction file of the mod. But it produced an " null" error, which throws me back to desktop every time I load the game, while it also prevented me starting from the beginning as my own faction or free start. I just had no starter ships to choose from, only normal factions.
my best wishes,
George
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@Histidine
First, thank you very much for this wonderful mod. Today I tried myself on starting my own faction, but I was a little bit disappointed how it was named in the game. So, my question:
Can I rename the player´s faction?
I already tried that by changing names in the faction file of the mod. But it produced an " null" error, which throws me back to desktop every time I load the game, while it also prevented me starting from the beginning as my own faction or free start. I just had no starter ships to choose from, only normal factions.
my best wishes,
George
By changing the name in the faction file, you didn't "rename" the file, right?
You change the "Follower" part (and other parts including the name of said faction) in the "player_npc" faction file, not the "factions" file itself.
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Nexerelin v0.8.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3.zip)
Not compatible with previous saves!
Some of the new features:
Spoiler
Stations!
(https://i.imgur.com/FNfCbk2.jpg)
(faction-specific stations generated with DynaSector)
Automagical faction picker dialog, directory
(https://i.imgur.com/h5oa18c.jpg)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3
* New features
* Add defense battlestations
* These will support the response fleet in battle against invaders
* Uses Arsenal Expansion's Asgard (modified)
* Add faction bounty, rebellion events
* Improved new game faction selection, faction directory
* Faction mods no longer require rules.csv changes to be compatible with Nexerelin
* Followers no longer pay salary, instead each market generates tax revenue
* Follower markets can be transferred to another faction for a reputation boost
* Random sector generation improvements
* Try to cluster markets of same faction together
* Add decorative landmarks
* Economy adjustments
* Misc. fixes
* Gameplay
* Invasion and respawn fleets prefer to try and retake lost territory; Luddic Church also preferentially targets Luddic Majority planets
* Vengeance fleet improvements
* Killing vengeance fleets doesn't contribute towards spawning more vengeance fleets
* Size limiter scales with player level
* Add Luddic Path text
* Most Templar fleets will drop flux cores
* Halve reputation gain with Templars from capturing enemy markets
* Automatically leave player's current faction if it is eliminated (can be changed in config)
* Tweak some starting ships
* Misc. tweaks
* Bugfixes:
* Fix crash from faction becoming hostile to itself
* Mod compatibility updates/fixes for ApproLight, Artefact, Looters, Templars
* Mining strength properly counts modules
* (Maybe) Fix loot volume being capped at 1000 for each commodity
* Fix commission not being fully terminated on leaving faction
* Fix conquest mission bonus duration (rarely) being same as main duration
* More foolproof IBB ship duplication prevention
* Remove some wonky hyperspace pathfinding for invasion/strike fleets
* Don't allow joining non-playable factions
* Misc:
* Some savescum prevention for response fleet composition
* More useful Spawn*Fleet console commands
* Some adjustments, fixes for intel reports
Please report bugs, imbalances, etc.
-
How will stations work for factions that do not support DynaSector or lack modular weapons?
-
How will stations work for factions that do not support DynaSector or lack modular weapons?
It'll use a default generic-ish station, with vanilla weapons.
(DS-compatible factions will also do this if DS is off)
If you have your own station variant, you can specify it in the Nexerelin faction config (tag defenceStations)
-
Well done Histidine Glad to see some improvements much respect to your project. Interested to see how it will adapt ones Alex releases the Colony update :)
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Damn, I'm impressed. Thanks for this.
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Is Approlight compatible with the random sector?
-
"* Killing vengeance fleets doesn't contribute towards spawning more vengeance fleets"
Thanks for this! I was constantly getting attacked by Hegemony Vengeance fleets. I did however recover many Onslaughts to throw at Remnant Battlestations.
-
Not compatible with previous saves!
This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Spoiler
55578 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:1897)
at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2133)
at org.lazywizard.console.Console.runCommand(Console.java:255)
at org.lazywizard.console.Console.parseInput(Console.java:317)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: I just realized this might have less to do with Nexerelin and more to do with Save Transfer :-[
-
Keep getting this error not sure what it could be.
Spoiler
3089012 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Not compatible with previous saves!
This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Spoiler
55578 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:1897)
at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2133)
at org.lazywizard.console.Console.runCommand(Console.java:255)
at org.lazywizard.console.Console.parseInput(Console.java:317)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: I just realized this might have less to do with Nexerelin and more to do with Save Transfer :-[
Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.
Keep getting this error not sure what it could be.
Spoiler
3089012 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Download the newest Starsector version (0.8.1a-RC8) from the same page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/).
Is Approlight compatible with the random sector?
It is. Well, should be; let me know if it doesn't work for you.
-
Fresh install, modified x_stream installed, memory modded to 4GB/4GB, compatible mods only, kicked this error when I press the "M" button upon initial fleet spawn.
229083 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Not compatible with previous saves!
This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.
Okay, here it is:
Put in Nexerelin/jars (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
Main download will be updated in a few days; waiting in case anything else that needs fixing comes in.
@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
-
Okay, here it is:
Put in Nexerelin/jars (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
Main download will be updated in a few days; waiting in case anything else that needs fixing comes in.
Sweet, works like a charm. I'm really liking some of the changes made in the last few patches, looking forward to trying these ones out ;)
-
@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)
Modlist:
Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld
All updated. Pressed M in vanilla, does nothing, no crash.
-
oh yea mine also crashes when i click M in devmode. I never really cared much about it though.
-
This update caught me by surprise today, in a good way. Started a new game and so far I'm glad there's more added to the invasion feature of the mod as I tend to wipe out certain factions and leave usually pirates controlling the invaded places as they seem to be the most independent from my experiences, then again all of my major playthroughs with apathy added to the mix I've started of as a destructive alien force within the depths of piracy and chaos.
-
I get this "This repository is currently unavailable." while trying to download the mod T-T
NVM I tried again and it worked later on ;) Thank you for your hard work and happy 2018 !
-
Now witness the firepower of this fully armed and operational Battle Station!
-
*Super Hyped for SCY and Diable Avionics to have battlestations.*
-
Hi, Ive got a crashlog from Nex's Rebellion Event, not sure how to fix but here it is :)
https://www.dropbox.com/s/9cisfluqmv772ew/starsector.log?dl=0
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Nexerelin v0.8.3b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3b.zip)
Not compatible with old saves from v0.8.2d!
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3b
* Fix rebellion suppression fleet crash
* New game dialog: Fix Prism Freeport toggle resetting sector generation sliders
* Throw exception if max player/officer levels in config are too high
* See http://fractalsoftworks.com/forum/index.php?topic=13195.0 for details
* Use American English for defense station fleet name
* Compatibility with old Save Transfer versions
@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)
Modlist:
Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld
All updated. Pressed M in vanilla, does nothing, no crash.
oh yea mine also crashes when i click M in devmode. I never really cared much about it though.
Turns out it's not something within my control. (http://fractalsoftworks.com/forum/index.php?topic=13205.0) So, uh, don't use devmode or don't press M if you do, I guess.
-
Figured it wouldn't be mod related as Devmode is not designed as a mode players should be using as a normal cheat method. sure it has that functionality but I'm sure its simply intended for Alex to simplify some testing and thus if it crashes on certain commands or at certain triggers its more then likely to do with the fact the game is not restricting your actions any longer.
EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.
-
EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.
Yeah, followers (mostly) work like other factions.
Although if you're using the console's SetRelationship command to set your own (faction ID "player", or second command parameter left blank) relationship with Faction A, followers should automatically change their relationship with Faction A to the same value. And vice-versa. Is that not what you're seeing?
(If not, you can just use the SyncRelationships command after SetRelationship to force it to match)
-
Indeed they where not syncing with the new values. But thanks, didn't really know what the syncrelations command was for but that makes it more understandable now lol.
-
I haven't played in a long time, so glad sector seed ID is now a thing, I remember asking about this a year ago :)
Do analyze derelict missions work? I've tried playing 0.8 version of the mod and I could never find any of the target derelicts.
-
It might be a good idea to give the battlestation's large mounts a very slight (0.01) difference in either arc or angle to the other large mount on that module (and maybe the same for the medium missiles) so that Dynasector will place a different weapon in each slot.
-
Came across this error when trying to start off with 8 sectors and a few planets, I guess I should keep off of 18 planets/stations.
Spoiler
959267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinProcGen.pickRandomMarketCloseToHQ(ExerelinProcGen.java:1233)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1472)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:921)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:237)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Compatibility update! Endorsed by four out of five DME players.
(The fifth was given the boot and condemned to play Star Citizen.)
Nexerelin v0.8.3c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3c
* Support for Dassault-Mikoyan's Blade Breaker Deserter start, vengeance fleets
* Remove free storage at starting location when using free start
* Asgard's large module has asymmetric loadouts with DynaSector
* Fix a procgen crash with some start settings
* New game dialog tweaks
-
Thank you for your work and update, Histidine.
-
That was quick! Thank you. Included for the next update, though that's not for a while.
-
Is there a way to give the player faction a description?
-
Hi there ;) I have launched a new game with the Extra System reloaded mod and I need rare metals and rare ores, I've looked for them in every system mining or on markets and I don't find them xD Are they respectively named transplutonics and transplutonic ores by any chance ? Or is it a bug from Nexerelin not spawning the items ? :P I'm sorry for my silly questions, have a good day everyone :D Fly safe !
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Hi there ;) I have launched a new game with the Extra System reloaded mod and I need rare metals and rare ores, I've looked for them in every system mining or on markets and I don't find them xD Are they respectively named transplutonics and transplutonic ores by any chance ? Or is it a bug from Nexerelin not spawning the items ? :P I'm sorry for my silly questions, have a good day everyone :D Fly safe !
I do believe you do find them on certain markets that specialize in ore mining or on planets with a rare ore deposit. and I have found both while using the Nexerelin mod so maybe you just have a bad map seed xD ?
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Ok xD Now I know there is hope lol ! Thanks for your reply dude :D
-
Is there a way to give the player faction a description?
For the intel screen? Nexerelin/data/strings/description.csv: add an entry with ID player_npc and type FACTION
-
How do you install the latest update? Do I just rename the DME folder in the download or?
-
Think I'm getting a crash at initial game start related to Nexelrin's mining:
2036164 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.MiningHelperLegacy.getDanger(MiningHelperLegacy.java:363)
at exerelin.campaign.MiningHelperLegacy.getMiningReport(MiningHelperLegacy.java:405)
at exerelin.campaign.fleets.MiningFleetManager.isOreMineable(MiningFleetManager.java:96)
at exerelin.campaign.fleets.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:176)
at exerelin.campaign.fleets.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:305)
at exerelin.campaign.fleets.MiningFleetManager.advance(MiningFleetManager.java:331)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Let me know if you need additional information.
-
... Let me know if you need additional information.
@Flibjib Standard bug-reporting procedure should also include your current modlist. ;)
-
How do you install the latest update? Do I just rename the DME folder in the download or?
Just copy/extract the DME folder in Nex 0.8.3c over the existing one (the one put there by Dassault-Mikoyan), overwriting the file when prompted.
(On Mac, make sure it doesn't delete other existing files)
Think I'm getting a crash at initial game start related to Nexelrin's mining:
Hmm, some mod seems to not be generating its planets properly.
Try this jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) to prevent the crash (put in Nexerelin/jars)
-
Tyrador seems to be absent from the list of factions to start off with. I only recently grabbed the new version of that mod and the last time I played as a part of Tyrador was about one or two Nexerlin's updates back. So I'm not sure what's changed and what hasn't.
To me though it isn't that much of a big deal to begin with because I tend to leave factions eventually and become a pirate.
-
There's a bug with Tyrador where the mod_info.json file contains incorrect values, that's probably the issue here: remove the text "DEV" from Tyrador's mod_info.json file.
-
Ah, so that's why. Thanks!
*headdesk* Looks like I have to re-start my playthrough because the faction didn't even spawn in the game because of that!
-
Actually got it figured out on my own, Borken and/or Artefact were causing issues.
Shame since Borken's work is super interesting looking!
-
Actually got it figured out on my own, Borken and/or Artefact were causing issues.
Shame since Borken's work is super interesting looking!
Well, Artefact have just standard planets, so no idea why this is the cause.
So, this is Borken?<
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I have a question - is there any way to disable that stupid mechanic of officers dying in combat?
-
I have a question - is there any way to disable that stupid mechanic of officers dying in combat?
exerelin_config.json -> "officerDeaths":false,
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Recently played with nexerelin and it worked much better than the last time I did. It really seems to have improved!!
Overall, I had a lot of fun playing around with it, and the mod really makes the game so much more active and engaging later on.
Seriously, I don't know if I could play again without it.
Thanks for your work!
:D
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Out of curiousity why do defense stations not help you in a small radius around them? Feel like if you get attached near them and are at least idk 25-30 rep the station should protect you?
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Stations can join battles, but one or both of the "primary" fleets needs to be touching the station circle (unless one of them is a response fleet).
I could give it a wider join radius and/or implement more complex rules, but at the time this seemed the most logical and least likely to make for situations that are too easy for the player (or too hard, if a station unexpectedly joins the enemy side).
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Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".
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Stations can join battles, but one or both of the "primary" fleets needs to be touching the station circle (unless one of them is a response fleet).
I could give it a wider join radius and/or implement more complex rules, but at the time this seemed the most logical and least likely to make for situations that are too easy for the player (or too hard, if a station unexpectedly joins the enemy side).
Ya I think they should be slightly wider, maybe just double it? That isnt too big of a radius imho but then again that is 1 opinion. You should I think though set it relation based, like above 0 at least (why would anyone protect those who are not an asset to themselves in starsector anyways? Lol). That is just my opinion. Perhaps you can tell me where the engage range code is and I can just change it myself and test it?
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Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".
Nexerelin doesn't touch Remnant fleet spawning. I guess I can investigate this when my computer is working again.
Perhaps you can tell me where the engage range code is and I can just change it myself and test it?
NexFleetInteractionDialogPluginImpl, line 363 (https://bitbucket.org/Histidine/exerelin/src/e8422ecfd5ce0f92799ec517582f101de892c66f/jars/sources/ExerelinCore/exerelin/campaign/battle/NexFleetInteractionDialogPluginImpl.java?at=master&fileviewer=file-view-default#NexFleetInteractionDialogPluginImpl.java-363)
A copy of the source is included in the Nex folder (look in Nexerelin/jars). (Instructions on how to compile a .jar are not included, sorry! There are tutorials in the modding subforum if you need them)
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I have a question - is there any way to disable that stupid mechanic of officers dying in combat?
exerelin_config.json -> "officerDeaths":false,
Thank you very much! :)
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So after testing, I'd say personally I would prefer a 25-50% increase in size of engagement range to stations, for the sole reason that it is easy to drift away from then. Maybe just try a small 25% size increase and see if anyone really dislikes it?
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I prefer the current, currently.
I have never problem for abuse them, i need to trick them, but when you know how, you have always the station with you.
And i think than increase the radius seems false... like this is a station who defend the market, not you. Your problems are not their problems, often.
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Anyone know how to make the followers faction show up in the intel screen? It's not like it is a big deal but eh lol
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Anyone know how to make the followers faction show up in the intel screen? It's not like it is a big deal but eh lol
You need to edit Nexerelin\data\world\factions\player_npc.faction
Should be a line "showInIntelTab":false, change it to "showInIntelTab":true,
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Must have glanced right over it :-\ thanks
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Histidine, forget about that bug that I have mentioned. He has no relation to "Nexerelin". But I don't know what mod it causes...
Also, How to switch off "Vengeance Fleet"? It is useless nonsense which strongly irritates. I am at war against the very large fleets of pirates and every time when I destroy the enemy fleet appears Hit-fleet. Every time. And he can make NOTHING to me.
-
exerelin_config.json
"enableRevengeFleets":0
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exerelin_config.json
"enableRevengeFleets":0
Em, "Revenge Fleets" and "Vengeance Fleets" not different things?
Also, if I write ["vengeanceFleetSizeMod":3,] in the file on folder "exerelinFactionConfig" it will make sense?
-
exerelin_config.json
"enableRevengeFleets":0
Em, "Revenge Fleets" and "Vengeance Fleets" not different things?
Also, if I write ["vengeanceFleetSizeMod":3,] in the file on folder "exerelinFactionConfig" it will make sense?
The English words have similar meanings and (apparently) a related etymology.
Though in this case it's mostly just an old variable name that controls two different but related mechanics (the other one spawns invasion fleet against the player when they capture markets).
As for the vengeance fleet size, there is no such config tag at present. I might add it someday, but probably only if a specific use case comes up.
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Em... I just flew in hyperspace.
6719985 [Thread-4] INFO exerelin.campaign.fleets.ResponseFleetManager - Spawned Tri-Tachyon small response fleet of size 5
6720584 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetAI.attackStationIfPresent(InvasionFleetAI.java:98)
at exerelin.campaign.fleets.InvasionFleetAI.advance(InvasionFleetAI.java:156)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hmmmm
Untested quick fix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (put in Nexerelin/jars)
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Already problem:
Spoiler
(https://i.imgur.com/uNxeFXs.png)
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No crashes for me, but I found a bug in Nexerelin 0.8.3c. Easy to replicate.
1) Pretend to invade planet with defense station
2) Change your mind and leave
3) Invade the same planet again
4) Oops? Where is the enemy army? Just a lonely station.
I think it was better before, when you invaded and had no chance to escape once the invasion started.
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Is it possible to declare war or do you just have to anonymously attack a faction until they declare war on you? The unprovoked rep hit seems nasty and I would rather not worry about the hoops to jump through by running around with the transponder off dodging people you don't want to kill at the moment.
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No crashes for me, but I found a bug in Nexerelin 0.8.3c. Easy to replicate.
1) Pretend to invade planet with defense station
2) Change your mind and leave
3) Invade the same planet again
4) Oops? Where is the enemy army? Just a lonely station.
I think it was better before, when you invaded and had no chance to escape once the invasion started.
Thanks! Fixed for next release.
For deciding not to engage: I can see it going either way. Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Maybe in the future I'll think of a more sophisticated solution.
Is it possible to declare war or do you just have to anonymously attack a faction until they declare war on you? The unprovoked rep hit seems nasty and I would rather not worry about the hoops to jump through by running around with the transponder off dodging people you don't want to kill at the moment.
Any time a patrol tries to scan you and you refuse, or if a patrol attacks you for being caught installing a comm sniffer, you won't get the warmonger penalty for the resulting hostilities. Also, hostilities resulting from agents/saboteurs being detected don't have the penalty.
If that's too much trouble, the mechanic can be turned off completely with "warmongerPenalty": 0 in exerelin_config.json.
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For deciding not to engage: I can see it going either way. Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Maybe in the future I'll think of a more sophisticated solution.
Maybe have a dialogue similar to a bounty description when you check to see what it is? Like, the man/woman defending this station possesses a large / medium / small carrier fleets / frigate swarms / destroyer group. So when you attack you have a better grasp on what you might face.
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Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
People complaining about this stuff are those, who want the enemy to be served on a silver plate. When you attack a planet you should better be prepared! I don't like the idea "Oh I just have a peek on the enemy". Smells like cheating to me.
I liked past Nexerelin versions for the unpredictable results. Please return this at least as an option in Nexerelin config.
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On the other hand, attacking a planet with your "134 strength" cruisers fleet against their puny "10 strength" defenses, and being met by three capital ships and a dozen of destroyers is kind of annoying.
-
My current idea (partly inspired by new blogpost):
Response fleet tweak:
* Remove free disengage
* Invasion dialog displays reserve size (in fleet generation points)
* Using agent gather intel ability creates a preview of an example response fleet
(https://i.imgur.com/LtfZQk2.png)
(You could still run into annoying weirdo fleet combinations when the actual fleet is generated, but arguably that's kinda the risk you take)
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Good idea. I love response fleet and i have not problem to fight 3 capitals on a tiny station who have ten marines, but yeah, seems do not logic. But otherwise, if they have never be attacked. When you know than the response fleet of big station is often less big than theses tiny stations because they are always attacked. :p
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Some crash and other fixes, and a bit of other stuff.
Nexerelin v0.8.3d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3d
* Add random faction start
* Talk to a base administrator to resign commission (won't reset faction relations)
* Response fleet tweaks
* Remove free disengage
* Invasion dialog displays estimated reserve size (in fleet generation points)
* Using agent gather intel ability reveals the current reserve fleet
* Defense stations have more latitude on joining battles
* Station will join if either of the "main" fleets is touching any of its market's entities (or within the normal battle join distance of the market entity, if a response fleet is participating in the battle)
* Mining caches can include hullmods
* Invasion fleet, mining crash safeties
* Fix a vanilla bug where debris fields don't expire
* Fix commission not terminating cleanly on changing faction
* Fix faction bounty reports
-
Spoiler
290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Now that's interesting.
[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
-
Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.
I usually strengthen, increase fleet size of the fraction chosen by me as the opponent and their fleet look approximately so:
Spoiler
(https://pp.userapi.com/c824200/v824200240/c6c9b/mI8uJGQH33o.jpg)
But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
-
Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.
Screenshots:
Spoiler
(https://vgy.me/FW0RmC.png)
(https://vgy.me/cCtkRJ.png)
(https://vgy.me/iLe3uR.png)
(https://vgy.me/VTGiDT.png)
Save File:
https://transfer.sh/v2bN9/save_RandallOwens_4383267309702287966.7z (https://transfer.sh/v2bN9/save_RandallOwens_4383267309702287966.7z)
-
Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".
Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.
Spoiler
290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Now that's interesting.
[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
I can't reproduce no matter how high I crank number of planets/stations or what I set the number of systems to.
If you've changed procgen settings in settings.json, I can't say I can provide support for any sufficiently weird settings (although if you post the changes I can see if they're worth handling).
Else provide modlist and starting options (young/new/old/mixed; number of systems/planets/stations; starting faction; seed).
(I'll add a crash safety for next version, but I can't promise something else won't make it crash or the output will make sense even if it does technically work)
Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.
Stop Gap Measures and Oculian Berserks appear to be incompatible with Nexerelin's random sector mode.
I've changed some stuff so this bug doesn't happen at least, next update.
Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.
[...]
But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
Maybe in next version (no promises though)
-
Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.
I know. I have already reported that it causes not yours mod(see pic from 02.13). And now some peoples tell me that it is can caused by "Dynasector".
Spoiler
(https://i.imgur.com/x9Qt7Vi.png)
-
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
-
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.
Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
-
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.
Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
Thanks, I'll work on finding some Paragons before I try taking out a station again. I'm new to the mod factions, any gems in those fleets I should keep my eye out for?
-
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.
Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
Thanks, I'll work on finding some Paragons before I try taking out a station again. I'm new to the mod factions, any gems in those fleets I should keep my eye out for?
Anything that is Dynasector enabled is high quality but since we don't know your specs, I can't suggest what mods would be good or not
-
Wha-a-at? Civil War?
Spoiler
(https://i.imgur.com/jGwrtUj.png)
-
Wha-a-at? Civil War?
Spoiler
(https://i.imgur.com/jGwrtUj.png)
...Curse your sudden and truly unexpected betrayal!
-
...Curse your sudden and truly unexpected betrayal!
"Inevitable betrayal" dammit, inevitable ;D
-
Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it :P
-
Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it :P
Yes, It's in the Nexerelin settings folder IIRC
-
Seems the followers diplomacy option is bugged? Should be fixed for next version; thanks for pointing it out!
(Likewise with the followers faction bounty against self)
-
Am I missing something?
I conquered a station, blew up the battle-station too.... so when do I get to build my own battle-station in its place?
I was really looking forward to doing its load out.
-
Am I missing something?
I conquered a station, blew up the battle-station too.... so when do I get to build my own battle-station in its place?
I was really looking forward to doing its load out.
It automatic if the station have the power for build one. (It need to have a good stability)
-
Nexerelin v0.8.3e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3e.zip)
Spoiler
(https://i.imgur.com/waMsI40.png)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3e
* Add memorial for dead officers
* Available at victory screen, or with console command `printdeadofficers`
* Add "Andrada option"
* After capturing a market, player can take it for themselves instead of transferring to faction, at a high reputation cost
* Add vengeanceFleetSizeMult faction config tag
* Re-enable pirate vengeance fleets
* Add Tri-Tachyon large carrier start (SWP only)
* Ruins increase chance of finding cache when mining a planet
* Reduce, turn Asgard platform fire arcs (to avoid graphical issues)
* Vengeance fleets spawn less frequently
* Some GUI improvements, tweaks
* Bugfixes:
* Handle a response fleet sabotage edge case
* Officer deaths, XP bonus apply correctly to battles with derelict defenders
* Fix procgen handling of incompatible mods in random sector mode
* Fix long-distance station join handling
* Fix faction bounties starting when they shouldn't
* Fix followers diplomacy config option
* Fix Hephaistos Station (Scy) potentially losing its black market
* Remove unneeded clamp on player max level setting
-
Nexerelin v0.8.3e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3e.zip)
Spoiler
(https://i.imgur.com/waMsI40.png)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
* Add vengeanceFleetSizeMult faction config tag
Spoiler
(https://artinsights.com/wp-content/uploads/2017/10/excellent.jpg)
This will be like ["vengeanceFleetSizeMult":3,] to work?
-
Yep
-
Hi guys!
I can't find prism freeport, where exactly is it? I know it's somewhere in hyperspace, but the map doesn't tell me anything. I'm sure it's in the game, because it sent a relief fleet once, I just can't find it. I'm using dynasector, but my (inner sector?) is the original.
-
Hi guys!
I can't find prism freeport, where exactly is it? I know it's somewhere in hyperspace, but the map doesn't tell me anything. I'm sure it's in the game, because it sent a relief fleet once, I just can't find it. I'm using dynasector, but my (inner sector?) is the original.
It's by Yma. (or in that area)
-
Prism Freeport will appear on the hyperspace star map when the Starscape setting is turned off.
(Also note that if you have SCY enabled, it'll be in the Acheron system instead)
-
... I'm using dynasector, but my (inner sector?) is the original.
"Core Worlds" is the term you're looking for. ;)
-
Car-r-ramba!
Spoiler
(https://pp.userapi.com/c840338/v840338184/6eccd/K0r_M43EhI4.jpg)
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Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.
Last entries in the log:
21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
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I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:
99983 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data/config/exerelinFactionConfig/Lte.json] resource, not found in [C:\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4.9,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Artefact,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.10,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Flu-X,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Looters,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Metelson,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Fractal Softworks\Starsector\starsector-core\..\mods\New Galactic Order 1.06b,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/config/exerelinFactionConfig/Lte.json] resource, not found in [C:\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4.9,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Artefact,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.10,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Flu-X,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Galatia Complete,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Looters,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Metelson,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Fractal Softworks\Starsector\starsector-core\..\mods\New Galactic Order 1.06b,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure,C:\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:135)
at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:128)
at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:230)
at exerelin.plugins.ExerelinModPlugin.onNewGame(ExerelinModPlugin.java:232)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Have you tried redownloading the mod?
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I did, but I did it from the first page link. I will try it form the actual post of the update. I would not think it would make a difference, but no harm checking it.
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Same crash sadly.
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Same crash sadly.
Paste maybe the mod list?< For be sure than you have not installed a incompatible mod with Nexerelin.
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I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:
Hmm, two things you can try:
- Update your copy of the Artefact mod (http://fractalsoftworks.com/forum/index.php?topic=10067.0)
- Open Nexerelin/data/config/exerelinFactionConfig/mod_factions.csv and delete the rows with "Lte"
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I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:
Hmm, two things you can try:
- Update your copy of the Artefact mod (http://fractalsoftworks.com/forum/index.php?topic=10067.0)
- Open Nexerelin/data/config/exerelinFactionConfig/mod_factions.csv and delete the rows with "Lte"
You have true, the save used per him seems old, because i see Looters mod(A retired mod) ... But the update who merge with the Artefact(1 month ago) break the save(i do not think only my mod because many others mods have break their save 1 month ago, but yeah), sorry :x.
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So I went into Nex mod and took out the Lte line as suggested as well as dealing with the older Artefact mod. Works like a charm now. Thank you for your help
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I had a small spark of an idea (But it's likely you've thought of it)
When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?
Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.
It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
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Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
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Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.
Last entries in the log:
21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
Is this a known issue? I'm having the same thing as well.
If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead.
This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport).
I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.)
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Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
If this is a bounty from a ennemi faction, you do not win money, just reputation. Look before done a bounty.
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Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
Are you travelling outside the core systems? You need to fly back to within comm relay coverage to get the bounty completion message.
Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.
Last entries in the log:
21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
Is this a known issue? I'm having the same thing as well.
If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead.
This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport).
I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.)
The issue should go away if you add one or more mods with new weapons. Or use this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
(note: saves you make with the patched jar won't work with base v0.8.3e, so hold on to it)
I had a small spark of an idea (But it's likely you've thought of it)
When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?
Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.
It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
Fleets without marines requested at a non-hostile planet will already protect it (assuming they don't wander off; I'll have to check if they do).
But as a rule, NPC interactions between factions other than diplomacy/covert action events don't affect relations, and I don't think it's worthwhile to implement specifically for this (at least if the reputation is gained by the fleet actually fighting instead of just from ordering it). I mean, even the player fleet doesn't get a reputation reward unless there's a bounty going on.
Hmm, actually, I think I ought to make fighting an invasion fleet result in a reputation bonus with the defending faction. Will make a note.
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Hello
Thanks for your efforts and your great mod.
Is there any way to slow war happenings a little?
I usually play enhanced vanilla and stay low and well factions go full on war fast and then some factions disappear very fast. Luddics and Hegemony are usually first.
Any way to slow down this?
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Hi!
Is there any way to slow war happenings a little?
I usually play enhanced vanilla and stay low and well factions go full on war fast and then some factions disappear very fast. Luddics and Hegemony are usually first.
Any way to slow down this?
Couple of config settings you could adjust for this.
In Nexerelin/exerelin_config.json you can make invasion fleets spawn less frequently:
"pointsRequiredForInvasionFleet": 4000, # bigger = longer delay between invasion fleets
# invasion points are added daily
"baseInvasionPointsPerFaction": 50,
"invasionPointsPerPlayerLevel": 1,
"invasionPointEconomyMult": 0.3, # each market contributes invasion points: stability * size * this number
In Nexerelin/data/config/exerelin/diplomacyConfig.json, you could lower eventFrequency; this will make diplomacy events happen less often, which could keep factions from going to war so frequently.
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Great thanks for help.
It was very helpful.
Is there are a place where I can change severity of events?(how much relations they impact?)
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Yeah, diplomacyConfig.json has the reputation impact ranges for all the diplomacy events.
e.g.
{
"name":"Prisoner Exchange",
"stage":"prisoner_exchange",
"maxRepLevelToOccur":"hostile",
"repEnsureAtWorst":"hostile",
"minRepChange":0.15,
"maxRepChange":0.2,
"repLimit":"inhospitable",
"allowPiratesToPirates":true,
"allowPiratesToNonPirates":true,
"allowNonPiratesToPirates":true
},
The basic ones are minRepChange and mexRepChange. The tags should be self-explanatory (the allow* tag syntax is faction1-faction2, although you shouldn't need to mess with that).
Note that this doesn't cover agent/saboteur actions (including the NPC-launched ones); those are in agentConfig.json.
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How do I (if possible) turn off Nexerelin’s version checker? The pc it’s installed in has internet access but it’s limited. Starsector’s main website and these forums currently not accessible to it. So whenever load up a save or start a game; it endlessly looping “Failed to retrieve mod update info! Check Starsector log for details.”. And it is killing my frame rate. Is there a way to end the loop or take out or remove version checker without messing with mod?
(Typing this with my phone so please bare with me and my grammar XD)
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How do I (if possible) turn off Nexerelin’s version checker? The pc it’s installed in has internet access but it’s limited. Starsector’s main website and these forums currently not accessible to it. So whenever load up a save or start a game; it endlessly looping “Failed to retrieve mod update info! Check Starsector log for details.”. And it is killing my frame rate. Is there a way to end the loop or take out or remove version checker without messing with mod?
(Typing this with my phone so please bare with me and my grammar XD)
This is not better to report the problem on version checker directly? :x
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Oh I ok I’ll do that. Sorry for the mini wall of text.
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What are the chances of implementing a SS+ style "Soft" fleet-size cap? I'm really discouraged from playing pirate or scavenger if I can't have a numerically superior ball of junk
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What are the chances of implementing a SS+ style "Soft" fleet-size cap? I'm really discouraged from playing pirate or scavenger if I can't have a numerically superior ball of junk
Starsector\starsector-core\data\config\settings.json
is your new friend
look for
maxShipsInFleet
maxBattleSize
and adjust them for your liking; you may also be interested in
officerAIMax
baseNumOfficers
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What are the chances of implementing a SS+ style "Soft" fleet-size cap? I'm really discouraged from playing pirate or scavenger if I can't have a numerically superior ball of junk
Starsector\starsector-core\data\config\settings.json
is your new friend
...
This isn't what Stukas is asking for. Back in 0.7.2 you could go over the cap, but there was a corresponding increase in overall supply cost for every ship over. So you could have a giant horde of cheap ships (and get away with it because they were cheap), but it was incredibly difficult to get overlarge expensive fleets.
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The soft cap thing is kind of neat. Sometimes I want to just add a ton of ships so that I can field an equal number of ships as my opponent in battle. For instance I'm pretty sure the larger fleet is allowed to field a larger proportion of ships, but it gets really frustrating if my opponent can field 2 capitals + a little support and I can only field a cap and a cruiser.
Morbo's answer while not 100% a perfect solution, is easily doable.
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I don't know if this has been brought up before, but concerning agents:
Agent prices seem to drop almost universally, as the game progresses. I suspect it's because they're a commodity but have no demand? There should probably be sufficient demand to make their cost increase over time (up to a certain cap), to offset higher income/wealth the player will have as they progress to better ships and more territory.
Also, when trading, it seems pointless to trade on open markets (with tariffs) anymore. It's far more effective to only sell on the black market, and use a fraction of that 18% tariff you saved to buy agents and repair what little damage you did to your reputation. This isn't helped by the negligible rep hit you get for black market trading (-1 to -3), or the "suspicions of black market trading" (-5) modifier you get while scanned after trading. The latter is a flat -5 regardless of credits earned, meaning you could have made enough credits for a thousand agents and still only get hit with a -5 rep penalty.
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Hey! I love this mod, I think it's pretty much the essential way to play the game seeing as how it adds ways to actually fight for your faction and capture planets, making the endgame much more interesting. I know it's pretty much packaged as being critical and therefore might not get much praise, but it adds so much life to the universe that vanilla doesn't have.
I do have ooooooone pretty simple suggestion though, it'd be really great if you could name your faction. I haven't been very tempted to start my own faction simply because "Followers" feels like kind of a placeholder? It seems like an easy fix but maybe it's not in which case I totally get it.
Also, another interesting feature for starting one's own faction would be to adjust the what other faction's ships you see on your faction's planets (e.g. if you want Tri-Tach ships without joining Tri-Tach to act as a splinter group for lore reasons or to act a scrapyard faction you have all pirate ships or something).
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I do have ooooooone pretty simple suggestion though
i'd also like being able to customize both name and faction ship usage, but putting the work into implementing these in Nexerelin now is probably kinda wasted, because the next vanilla release will actually have both of these features! :]
real faction warfare likely won't make it into that release (and no one really knows yet just how it will look when -- or even for certain if -- it does in the future), but creating and customizing your own faction in various ways will not just be part of the vanilla game itself already, but also more detailed/interesting than any modded solution now would be.
if you haven't already, you can read more about this stuff in these dev blog posts: Colony Management (http://fractalsoftworks.com/2017/12/21/colony-management/) and Blueprints, Doctrine, and Production (http://fractalsoftworks.com/2018/02/12/blueprints-doctrine-and-production/).
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Just wanted to note the EZ Faction has been patched for full Nexerelin compatibility, but the fixed build is not yet available to the public yet.
Sorry, the issues with it not working properly with Random Gen at game-start were quite easily fixed but I'm getting some other things done before I release the mod pack again.
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Battlestations have speed 30? It should not be as fast as a battleship.
Also, when trading, it seems pointless to trade on open markets (with tariffs) anymore. It's far more effective to only sell on the black market, and use a fraction of that 18% tariff you saved to buy agents and repair what little damage you did to your reputation. This isn't helped by the negligible rep hit you get for black market trading (-1 to -3), or the "suspicions of black market trading" (-5) modifier you get while scanned after trading. The latter is a flat -5 regardless of credits earned, meaning you could have made enough credits for a thousand agents and still only get hit with a -5 rep penalty.
Yep. And shielded cargo holds are useless.
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Without checking, I'm guessing the 30 speed is copied directly from vanilla's placeholder station. Since stations can't actually move in battle the value isn't actually used.
The lack of any real penalty for black market smuggling is a vanilla thing (and indeed, Nex makes open market better with its lower tariff), but I guess vanilla doesn't provide easy tools to reverse the relationship loss either. I might figure out how to handle this, but I think I'll wait to see what 0.9 does with the economy first.
Anyway, thanks for feedback!
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Hi guys, i keep getting crash when the mod tries to instigate a rebelion... what do i do?
Spoiler
6509712 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Starting covert warfare event creation
6509712 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Trying action: INSTIGATE_REBELLION
6509712 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Number of target factions: 2
6509712 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Target faction: Persean League
6509712 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Instigating rebellion
6509713 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6509724 [Thread-8] INFO sound.oo0O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6509986 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.events.covertops.InstigateRebellionEvent.setParam(InstigateRebellionEvent.java:19)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.covertops.CovertOpsBase.reportEvent(CovertOpsBase.java:158)
at exerelin.campaign.covertops.CovertOpsBase.reportEvent(CovertOpsBase.java:153)
at exerelin.campaign.covertops.InstigateRebellion.onFailure(InstigateRebellion.java:53)
at exerelin.campaign.covertops.CovertOpsBase.execute(CovertOpsBase.java:109)
at exerelin.campaign.CovertOpsManager.instigateRebellion(CovertOpsManager.java:360)
at exerelin.campaign.CovertOpsManager.handleNpcCovertActions(CovertOpsManager.java:267)
at exerelin.campaign.CovertOpsManager.advance(CovertOpsManager.java:278)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Had same crash recently.
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Try this hotfix .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars) and the crash should go away. (Although the event that causes it is random, so you may not notice anyway)
I'll probably release an official fix soon-ish.
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Hi, trying to get back to Starsector for a game or two, but have some weird Access error crash on fleet dialog:
Spoiler
836440 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.config from class exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.config from class exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:299)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Currently switching out all my mod versions. Could it be an outdated LazyLib or something? I also added the Mayorate mod taken over by Blothorn?
Hope it has something to do with the duplicate Nexelin config in the Mayorate mod and yours. At least Nexerlin has outdated ship data (variant/hullIds) for the new Mayorate mod.
Sadly keep getting this crash. Any hint why this happens?
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Loving the new "livelier" factions with rebellions and whatnot since my last playthrough in early 2017.
I did find one minor annoyance over the last couple days of play. When playing as something other than "Your" faction, in factions where 1) selling weapons is illegal, 2) there is no military market, and 3) we are commissioned members... it's impossible to contribute to preventing a rebellion. Even if you have over five hundred crates of weapons for the government, they won't accept them on the open market... and selling them on the black market will help the rebels instead.
Thus, I think we need dialogue with the station/planet administrator that permits donating arms or even ships to the local defence force or counter-insurgency. Because trading in arms is illegal, they could offer a fee relative to your faction relationship, down to negligible at 50 relationship (e.g., at 100 relationship, they'd give 100% of the market value of your weapons, at 60 relationship, they'd give 20% of the value of your weapons, and at 50 or lower they'd give nothing).
Without that option, the only way to intervene and suppress rebellions in your own faction where arms trading is illegal is to buy out every weapon and marine on the black market, which is a bit gamey for my tastes, especially as it will have the faction breathing down your neck for smuggling rather than praising you for enforcing their legitimacy as a state. (It'd be nice if there were a way of enforcing rebellion status by removing weapons and marines from all the markets in active rebellion areas, but that might be difficult to track.)
Hi, trying to get back to Starsector for a game or two, but have some weird Access error crash on fleet dialog:
...
Could it be an outdated LazyLib or something?
Are you running 0.8.1a release candidate 8? I had accidentally been running 0.8.1a RC7 and had similar crashes.
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Cool, someone likes the rebellion mechanic!
I've added an option to sell items to the base commander at market rates, with the same effect as a sale through the market UI. (I wanted it to sell for below normal price while also giving some extra reputation, but this didn't work well with the reputation gain rounding; i.e. you could get much more rep by selling 100 guns 10 times than 1,000 guns once)
mangalore: Yeah, check your Starsector RC version.
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...
Are you running 0.8.1a release candidate 8? I had accidentally been running 0.8.1a RC7 and had similar crashes.
Yes, realized I had RC7. Will see if things work out now. THX! And congrats on the great mod work!
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I simply cannot play StarSector without this mod. Well done!
1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?
2. Can I tweak the "percentage or number of starting planets" for a given faction? I.e. perhaps I want to give 30% of occupied planets to Sindria (or to a mod faction, or to a random faction) as part of a role-playing soap opera I was mentally playing for this game instance.
...or perhaps someone can point me to a mod-mod that adds these sort of "sandbox tweaking" features.
thanks!
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Try this hotfix .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars) and the crash should go away. (Although the event that causes it is random, so you may not notice anyway)
I'll probably release an official fix soon-ish.
Thank you! :D
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1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?
I think the game's core scripts expect at the very least for the Pirates and Independents to be mandatory, but I'm not sure about the rest. For instance, the Distress Call ability has a dependency on the pirate faction. I'm not positive if that means that the faction actually has to have bases somewhere to work -- what little digging I've done in the API suggests that if it can't find a market for the faction, [edit]the fleet[/edit] won't appear. However, I could be wrong and it might work even if the faction doesn't "exist" in the Nexerelin sense.
Yes, realized I had RC7. Will see if things work out now. THX! And congrats on the great mod work!
Histidine is the fellow to thank for Nexerelin, and Zaphide for the original Exerelin. ;-) I haven't done a single bit of publicly released mod work for SS, actually. (Privately I've been planning on re-introducing boarding mechanics and adding more roleplay features, but I've got the Java skills of a garden variety sponge and my heart hasn't really been in it. ;-))
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Hello!
1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?
2. Can I tweak the "percentage or number of starting planets" for a given faction? I.e. perhaps I want to give 30% of occupied planets to Sindria (or to a mod faction, or to a random faction) as part of a role-playing soap opera I was mentally playing for this game instance.
(Random sector only. Changes apply to new games; you can revert them once a new game is started)
To stop a faction from spawning, you can set playableFaction:false, in its faction config (Nexerelin/data/config/exerelinFactionConfig). Note that this will make that faction also stop having Nex features in existing saves, so you might want to change it back after you've launched your new game.
For making some factions start with more planets, enable useFactionMarketSpawnWeights in exerelin_config.json, then set the marketSpawnWeight value in the faction config. A value of 2 means the faction starts with twice as many planets/stations as it normally would. Hegemony and Persean League have above-normal values set by default (2 and 1.6 respectively).
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Huzzah! thanks!
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Belated fix update. Should be compatible with previous saves, but, uh, don't quote me on it.
Nexerelin v0.8.3f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3f
* New rules for free ports after market capture in non-random mode
* Market will have free port after capture if new owner is a pirate faction and has the free market tag, or if market had free port at start of game (requires new game)
* During a rebellion, supplies for the government side can be sold to a base official
* Increase reputation effects of rebellion supplies by 50%
* Add a reputation bonus from killing invasion fleets
* Various fixes:
* Fix rebellion event crash
* Fix infinite loop in stocking Prism submarket
* Don't join defense station to battles if its CR is below 5%
* Possibly fix a bug with mining fleet behavior on game load
* Maybe fix fleets joining battle but not either side
* Fix some cases where relationship clamps were still being checked with random starting relations
* Some tweaks to slightly lower save/load memory use
* Mod compatibility updates
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Okay, my campaing has broken, just awesome...
Version "v0.8.3f"
7780015 [Thread-10] INFO sound.OooO - Playing music with id [campaign_music_part_2_v28.ogg]
7780463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Float
java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Float
at exerelin.campaign.events.covertops.InstigateRebellionEvent.setParam(InstigateRebellionEvent.java:20)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.covertops.CovertOpsBase.reportEvent(CovertOpsBase.java:158)
at exerelin.campaign.covertops.InstigateRebellion.onSuccess(InstigateRebellion.java:47)
at exerelin.campaign.covertops.CovertOpsBase.execute(CovertOpsBase.java:107)
at exerelin.campaign.CovertOpsManager.instigateRebellion(CovertOpsManager.java:360)
at exerelin.campaign.CovertOpsManager.handleNpcCovertActions(CovertOpsManager.java:267)
at exerelin.campaign.CovertOpsManager.advance(CovertOpsManager.java:278)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Wow, I'm surprised that didn't explode for someone sooner. Hotfix:
Nexerelin v0.8.3g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3g
* Agents display their relationship effects in the same dialog where they are used
* Fix rebellion crash, other issues
* Remove a stray debug message
-
Belated fix update. Should be compatible with previous saves, but, uh, don't quote me on it.
Nexerelin v0.8.3f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3f
* New rules for free ports after market capture in non-random mode
* Market will have free port after capture if new owner is a pirate faction and has the free market tag, or if market had free port at start of game (requires new game)
* During a rebellion, supplies for the government side can be sold to a base official
* Increase reputation effects of rebellion supplies by 50%
* Add a reputation bonus from killing invasion fleets
* Various fixes:
* Fix rebellion event crash
* Fix infinite loop in stocking Prism submarket
* Don't join defense station to battles if its CR is below 5%
* Possibly fix a bug with mining fleet behavior on game load
* Maybe fix fleets joining battle but not either side
* Fix some cases where relationship clamps were still being checked with random starting relations
* Some tweaks to slightly lower save/load memory use
* Mod compatibility updates
Wow, I'm surprised that didn't explode for someone sooner. Hotfix:
Nexerelin v0.8.3g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.3g
* Agents display their relationship effects in the same dialog where they are used
* Fix rebellion crash, other issues
* Remove a stray debug message
Histidine (http://Histidine), since i'm somewhat new with this mod(tried it during 7.1 but now is the first play trough attempt) I would be grateful if you could clarify few things to me:
1- How do i reach 100% CR?
2- Hand weapons affect invasion of a market? What about defending against a invasion?
3- I've read that markets i capture can end up rebelling against me, and that it happens because of market stability, does selling marines, hand weapons, and ordnance to the market somehow helps preventing those mutinies? Also, the black market having more marines than the normal market affects anything?
4- How can i improve my markets stability, and how do I get rid the debuff from the market being attacked recently?
5- ''During a rebellion, supplies for the government side can be sold to a base official''... - Understood'nt ???
6- Any tips on improving FPS? I play with a low end PC and my fps drops to 10 sometimes e.e
Sorry if I seem stupid about the game mechanics :-\
EDIT: WTF I actually gain by mining? 0_o
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Histidine (http://Histidine), since i'm somewhat new with this mod(tried it during 7.1 but now is the first play trough attempt) I would be grateful if you could clarify few things to me:
1- How do i reach 100% CR?
I can at least help with THIS. There are a bunch of character skills you can get to do this. I don't remember if you can get YOUR ship to 100, but your skills combined with an officer should get a ship to 100% CR. Unfortunately I forget the skill names. :(
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Your character with Level 3 Fleet Logistics skill in the Technology branch, plus the officer (or you) flying that ship with Level 3 Combat Readiness skill in the Combat tree
Skills page on the wiki (https://starsector.wikia.com/wiki/Skills)
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Hi!
2- Hand weapons affect invasion of a market? What about defending against a invasion?
The only considerations for invasion defense strength (not the response fleet size, that has some different handling) are:
- Market size
- Market stability
- Some market conditions (military base, headquarters, a few others)
- If there's a rebellion ongoing, it'll be easier to invade
3- I've read that markets i capture can end up rebelling against me, and that it happens because of market stability, does selling marines, hand weapons, and ordnance to the market somehow helps preventing those mutinies? Also, the black market having more marines than the normal market affects anything?
4- How can i improve my markets stability, and how do I get rid the debuff from the market being attacked recently?
5- ''During a rebellion, supplies for the government side can be sold to a base official''... - Understood'nt ???
Selling stuff to the market before a rebellion can prevent it by propping up the stability, but I wouldn't count on any stability manipulation to actually work.
Once the rebellion starts, you can sell marines, hand weapons or supplies to the open market or military market (or talk to the base commander/admin on comm board and sell them there) to make the government side stronger. Selling to the black market makes the rebels stronger.
(Also, buying has the opposite effect, so you can buy out the stuff on the black market to weaken the rebellion)
The number of marines in the black market doesn't directly affect the strength of the rebellion, but it's likely an indicator of low stability.
The stability loss from a recently invaded market will go away on its own, although it may take a few months to fully disappear.
6- Any tips on improving FPS? I play with a low end PC and my fps drops to 10 sometimes e.e
A bit outside the scope of Nexerelin, but there are a few things you can try:
- Disable GraphicsLib in its INI file (GraphicsLib/GRAPHICS_OPTIONS.ini; "enableShaders":false)
- Lower the battle size in settings
- If RAM is your bottleneck, run fewer mods that add ships
- If you have a 64-bit system and spare RAM, you might be able to increase RAM allocation (http://fractalsoftworks.com/forum/index.php?topic=8726.0)
EDIT: WTF I actually gain by mining? 0_o
Normally you get the resources it says before you start mining. Asteroids give ore and some volatiles, for planets/moons it depends on what the survey found. The amount depends on your mining strength.
Randomly you also get a chance to find a 'hidden cache' with some goodies: higher-value commodities, ship weapons, fighter wings and even frigates.
King Alfonzo has a good guide here (http://fractalsoftworks.com/forum/index.php?topic=11148.msg189205#msg189205)
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I'm building a pc with GTX 1060 6G, 16G 3000MHz ram and I5 8600, I guess I'll be futureproof on the game with a lots of mods enabled :P Btw would a ssd shorten the loading bits in the game, especially nvme M2 ssds ? :D Coming from a potatolaptop, I can't wait to play Nexerelin again with more than 2 big factions enabled ! I used to wreck everything with my fleet but Stations are a real challenge, I love it <3 Have a great day everyone o/
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Btw would a ssd shorten the loading bits in the game, especially nvme M2 ssds ?
Very much so :)
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OMG I can't wait to witness it then :D loading time is pretty much terrifying with lots of mods enabled, this is the dream :D ! Thanks MesoTroniK ;D
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Thanks for all the help guys ;D
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If I may make a suggestion Hist? Could we have a 'random faction relationships' option, that keeps the relationships of pirate factions intact? That way you could randomise relationships, without having to worry about half the sector suddenly being friendly with pirates/CABAL/GMDA/etc. for no reason.
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Histidine, maybe you can do start option as Luddic Path Raider? It is strange that it isn't made yet.
P. S. Most every game i going to Luddic Path planets and blow up some patrols for "Lasher(LP)". :D
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I did a quick hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) that fixes a potential crash with SAD mod when they are defending a salvageable object.
(Place in Nexerelin/jars)
Histidine, maybe you can do start option as Luddic Path Raider? It is strange that it isn't made yet.
I've actually almost done it, but haven't had time to give it a "proper" test yet, so it's not officially supported.
You can try it by opening the Luddic Path faction config (in Nexerelin/data/config/exerelinFactionConfig) and setting playableFaction and pirateFaction to true.
@King Alfonzo: Good idea, I'll add a setting later (if I remember).
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is there a way to change the maximum number of systems/planets/stations in random mode? with all the faction mods i have corvus is way too busy to run smoothly, but 32 systems feels too empty
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Not at present. I may possibly move the min/max values to config at some point.
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okay. thank you
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Histidine, Can you make more opportunities for control of difficulties?
To add a new tab to the menu of start of a game as "Difficulties Options" where there will be more than the parameters than "Starfarer Mode".
Like a:
- Crew salvage Mutator.
- Enemy Fleets Size Mutators
- You Fleet size Mutator
- Difficulties presets.
And more.
Yes, i know, this can be changed in files. But if we see this on game, when start new campaing its will be much better and comfortable.
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So, I've recently gone on your typical children-orphaning imperialistic conquest, as usual with lots of fancy mod factions like diable, blackrock, mikoyan dassault and so forth, and I took to a new habit - collecting salvaged enemy ships, particularly dreadnoughts and supercarriers as those tend to be the prettiest, fanciest and most grandiose ships any faction has to offer. It's so nice to hoard all the biggest and baddest ships of every enemy faction and store them at my faction's home planet as trophies.
Then I noticed that some planets have museum ships, and it gave me an idea - what if we could install our own ships as museum ships on planets, increasing their stability and generating revenue from tourists? You could make it so that, the bigger and costlier the ship (the definition of "bigger" being determined by evaluating the ship's ordnance point count), the more revenue it generates? Would it be possible to implement such a system?
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Histidine, Can you make more opportunities for control of difficulties?
To add a new tab to the menu of start of a game as "Difficulties Options" where there will be more than the parameters than "Starfarer Mode".
Like a:
- Crew salvage Mutator.
- Enemy Fleets Size Mutators
- You Fleet size Mutator
- Difficulties presets.
New difficulty options have been an idea for some time, although I haven't felt like doing them so far. I'll need to think about what actually goes in there; e.g. crew loot mult is not something that most people would change even once, let alone from game to game, I'd think.
Then I noticed that some planets have museum ships, and it gave me an idea - what if we could install our own ships as museum ships on planets, increasing their stability and generating revenue from tourists? You could make it so that, the bigger and costlier the ship (the definition of "bigger" being determined by evaluating the ship's ordnance point count), the more revenue it generates? Would it be possible to implement such a system?
Ha, that's funny!
I think it could be an option for a buildable industry in Starsector 0.9 (that's the implementation I'd use, at any rate), so we'll see then.
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Is it possible to show the variant names for the ships we're given when making a new character?
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Is it possible to show the variant names for the ships we're given when making a new character?
Nexerelin/data/strings/strings.json
In the section exerelin_ngc, look for the "shipString" line and add a "$variantName" somewhere in the text so the tooltip writer can insert the variant.
(Or you can just uncomment the commented-out version of the line that already has this bit, and comment out the normal one with an #)
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Just what I was looking for, thanks.
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Is there any reason I am unable to invade the station Arigato in the Styx system?
I've been blowin up pirates all over the sector and can't seem to find out why this station in particular can't be invaded.
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Arigato is a unique pirate hub, so likely has a tag that disallows invasions
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What is a synergy hardpoint? The harbinger has 3 medium synergy hardpoints in plain Nexerelin with no other mods. Does it amplify damage done when I use the ship's entropy amplifier? Or does it do something else?
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What is a synergy hardpoint? The harbinger has 3 medium synergy hardpoints in plain Nexerelin with no other mods. Does it amplify damage done when I use the ship's entropy amplifier? Or does it do something else?
Synergy mounts can fit both energy and missile weapons. The other corresponding mount types (https://starsector.wikia.com/wiki/Refit_Screen#Weapon_mounts) are hybrid (ballistic + energy) and composite (ballistic + missile).
(This is all vanilla stuff BTW, Nex doesn't touch it)
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Sweet, thanks! I had no idea vanilla added these mount types.
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Question: Do followers controlled defense fleets paid for by the player to defend their planet have a set time before they return to base and despawn? If so, what files can I mess around with to change this duration?
A much appreciated feature would to have two types of defense fleets, the standard kind that are in the game now which can activate a relatively large fleet to patrol for a (moderate duration I think?) and which can be manually activated by the player in reaction to incoming threats such as raids and invasion fleets. The second type of defense fleet would cost more (perhaps twice the cost per fleet point) but would stay nearby and patrol around a planet for a significantly extended duration, possibly forever (until the fleet's destruction of course). Essentially, I want a player sponsored planetary defense force. Or, if this could be coded, allow the player to donate ships to the defense fleets. Not sure how you would code that though.
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They stay for 150 days, assuming they don't take enough damage to make them run home. This isn't configurable outside of the Java source (if you want to edit source, look in exerelin.campaign.fleets.DefenceFleetAI).
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I'm sorry if this another vanilla question, but is there a way to see the deployment cost of a ship somewhere in the fleet screen? The harbinger I mentioned earlier costs a whopping 20 points. It makes a difference because I might not want to keep high deployment costs ships if they are not pulling their weight in battle.
Edit: I think it might be recovery cost (supplies), since the numbers seem to match up. I didn't notice it because my (D) ships were getting a discount to recovery cost from my commander's skills. It's a surprisingly big strike against (D) ships though - they take up the same deployment space as a perfect version of the ship but are relatively weaker. With default battle size of 200, there's not that much room to work with.
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I'm sorry if this another vanilla question, but is there a way to see the deployment cost of a ship somewhere in the fleet screen? The harbinger I mentioned earlier costs a whopping 20 points. It makes a difference because I might not want to keep high deployment costs ships if they are not pulling their weight in battle.
Edit: I think it might be recovery cost (supplies), since the numbers seem to match up. I didn't notice it because my (D) ships were getting a discount to recovery cost from my commander's skills. It's a surprisingly big strike against (D) ships though - they take up the same deployment space as a perfect version of the ship but are relatively weaker. With default battle size of 200, there's not that much room to work with.
Yes, the recovery supplies is also your deployment cost
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I'm sorry if this another vanilla question, but is there a way to see the deployment cost of a ship somewhere in the fleet screen? The harbinger I mentioned earlier costs a whopping 20 points. It makes a difference because I might not want to keep high deployment costs ships if they are not pulling their weight in battle.
Edit: I think it might be recovery cost (supplies), since the numbers seem to match up. I didn't notice it because my (D) ships were getting a discount to recovery cost from my commander's skills. It's a surprisingly big strike against (D) ships though - they take up the same deployment space as a perfect version of the ship but are relatively weaker. With default battle size of 200, there's not that much room to work with.
Yes, the recovery supplies is also your deployment cost
one little additional detail: reductions to the supply to recover cost (= how many supplies it will take after the battle to recover the CR from the deployment) do NOT also apply to the deployment points cost (= how many ships you are able to deploy into battle at the same time, if your fleet is too large to be able to deploy all ships at once). deployment point cost of a ship is always equal to its base supply cost.
so having ships with many (D) mods, for example, will not allow you to deploy more of them at once, it will only reduce the supply cost of deploying them.
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Is it still possible to attack markets anonymously? I have the same problem I used to have with the markets always knowing who I am, have even done long week long trips to a market with the transponder off the whole time and I still get smacked with unprovoked attack.
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Is it still possible to attack markets anonymously? I have the same problem I used to have with the markets always knowing who I am, have even done long week long trips to a market with the transponder off the whole time and I still get smacked with unprovoked attack.
Anonymous invasions haven't been possible at any point in Nexerelin's history (and won't be, given how they work). But raids can be anonymous in the next version.
You can provoke the target faction into being the one to initiate hostilities through a number of ways (easiest is probably to turn off your transponder in sight of a patrol and then fight them after refusing to turn it on). Or if that's too much trouble, turn off the warmonger penalty in exerelin_config.json.
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Possible to make spawn "Styx" and "Antioch" systems on random sector? Without "Antioch" Templars can very fast die as faction and without "Styx" we lost a "Shadowclaw" cruiser and funny giagnt fleets.
Or i showpoke and this systems already spawn of random sector on current Nex version?
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Styx already spawns in random sector if Underworld is enabled at start.
For Antioch, I'd say that's up to DR... but in this case I might add a Nex-side option to spawn it too.
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New version!
Spoiler
(https://i.imgur.com/kGbOX1i.jpg)
and
(https://i.imgur.com/vPbIo5r.jpg)
Nexerelin v0.8.4
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4.zip)
Hotfix jar* (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
*Fixes random sector issues: a crash with Antioch while not running Templars; Blade Breakers lingering in inhabited systems; and Blade Breaker Deserters starting with markets. Place in Nexerelin/jars
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.4
* Add a basic diplomacy AI
* Tries to butter up friends, sabotage enemies, etc.
* Will declare war if it has motives for doing so and expects not to lose
* Better random sector generation
* Should have more habitable worlds and place inhabited systems closer together
* Config option for Templars to get Antioch in random mode
* Prism Freeport removes deep hyperspace around itself
* Add some new interaction images for random sector
* Start options improvements
* Add super ship start (e.g. Hyperion); only available for certain factions
* Factions can be enabled/disabled for random sector individually
* When randomizing faction relations at start, pirates can be made unaffected
* Increase random sector maximum systems/planets/stations
* If followers is picked as random starting faction, has 50% chance to be free start (will be displayed in dialog)
* Talk to a friendly trade-related base official for commodity price information
* Factions may invade pirate markets that were not originally pirate-controlled, even if pirate invasions are disabled (can be changed in settings)
* Likewise for independents
* Pirates and independents can back rebellions on other markets
* Raids can be done anonymously; no longer have to fight a defending fleet
* Only spawn one strike fleet at a time (was 2)
* Luddic Path now a playable faction
* Halve default vengeance point generation
* Skins inherit the mining strength of their base ship if they don't have their own strength specified
* New faction config tags: noRandomizeRelations, noSyncRelations
* Fixes
* Fix crash from warmonger event against salvage entity defenders with SAD faction
* Fix Galatia relay transfer when Ancyra is captured
* Fix factions defying an alliance motion that failed to pass anyway
* Stations won't remotely join a battle with a response fleet unless they have the same faction
* Don't add stellar mirror/shade to a terran-eccentric world if it's a moon
* Remove unused background images that were bloating the filesize
* Some text fixes/tweaks
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So what factors influence the odds of success for agents/saboteurs/rebellions? Also my followers always immediately end any rebellions I start up when I have mild good rep with the target and I'm wondering if the only way to deal with that would be to turn off followers diplomacy. But I'm not sure if there are things my followers can do via diplomacy that I cant.
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So what factors influence the odds of success for agents/saboteurs/rebellions?
Agent/saboteur success is a simple RNG roll: succeed/fail, then another roll for detected/undetected. Success is further modified by the market's "alert level" which goes up after agent/saboteur use, so subsequent uses in a short period of time have lower success rate. Chances are configured in Nexerelin/data/config/exerelin/agentConfig.json.
For rebellions: The government and rebel sides each have a semi-hidden strength value (can be revealed by using agent's 'gather intel' option). Every day, the values are compared to each other (with a random modifier, and stability modifier for govt) and the weaker side loses points, while the stronger side can gain them or at least be weakened more slowly. Trading with either side and the rebel suppression fleet reaching its destination or being destroyed will modify the strength values.
Code is here (https://bitbucket.org/Histidine/exerelin/src/31898f9f05dcc2198df8b10e8d440da2a40002f6/jars/sources/ExerelinCore/exerelin/campaign/events/RebellionEvent.java#lines-226:249)
Also my followers always immediately end any rebellions I start up when I have mild good rep with the target and I'm wondering if the only way to deal with that would be to turn off followers diplomacy. But I'm not sure if there are things my followers can do via diplomacy that I cant.
As long as the relationship doesn't get above inhospitable the rebellion won't end, so if you keep rep low it won't be a problem. But there's a issue where you can start a rebellion, relationship remains high, and it ends instantly. Oops!
Next version, I'll make it do the relationship check only if someone captures the market, so this won't happen.
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Nexerelin v0.8.4b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4b.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.4b
* Rebellions don't end if faction stops being hostile to sponsor, unless market is captured
* This fixes issue where player-started rebellions could end instantly
* Market transfer increases diplomacy disposition in recent event category
* New game creation
* Core systems in random sector have more variation in nebulae
* Allow multiple starting fleets for a given type
* Blade Breaker Deserter can be picked by random start
* Luddic Path start tagged as hard
* Add OpenNexConfig console command
* Much more useful SpawnInvasionFleet and SpawnRespawnFleet console commands
* Modding: Custom stations in random sector can be clamped to certain market sizes
* Fixes
* Fix Blade Breaker Deserters having market in random sector
* Procgen cleans up most Blade Breaker assets
* Fix crash when trying to remove Eos Exodus in random sector when Antioch is enabled
* Fix market being transferable multiple times
* Attempt to fix autoresolve handling of ships with modules
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So I think i've encountered a bug, not sure if it is due to vanilla nex or the combination of nex and Borken, but it has to do with your faction making peace with a faction where you are mid-capture of their market.
I was capturing a BRDY market and it completed as my faction (SCY) made peace with them. The following completion screen was titled "Not an acceptable invasion target" with the only option being a greyed out "Deploy PCR" that did nothing from the borken mod. I had no way to get out of this window, from buttons to esc to console commands, and was forced to alt+f4 the game.
As this requires a very precise timing I was unable to replicate it as I dont know how to force a faction to make peace with another on command when mid invasion.
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So, after having played Nexerelin for some time, I decided to go and Instigate a Rebellion. After a few weeks when I remembered I'd done so, I went back to look for first the starting time, then when I couldn't find that, if the the event had ended. 5 minutes of searching later I found it. Turns out it's this fairly inconspicuous two-toned star that I never expected would even relate to a rebellion.
With that in mind, as well as the sheer number of events happening within the sector (there's about a dozen diplomacy events every minute) I think it's time to redesign some of the event icons. All of Nexerelin's events should get grouped into a number of categories - those pertaining to public diplomacy (so things like war protests or donations), agent and saboteur actions (boosting relations, destroying response fleets, and the like) and war actions (deploying an invasion fleet, pirate pillaging, rebellions, and the like). Each should have it's own distinctive color palette and designs to make telling what these are at a glance easier. For example, capturing a station might use this icon, a white fist on a red background using the same pallette as the war declaration icon:
(https://i.imgur.com/UplF6rx.png) as opposed to the war declaration icon (https://i.imgur.com/aCQaHQl.png)
You can tell this is war event at a quick glance, as well as see that a station was captured by some faction, without having to read the text. Might make the intel screen a bit easier on the eyes. :)
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I've decided to try playing as the Path a bit, and I think I've encountered a few issues:
1) The most glaring one is that other Pathers still "ask" you for a tithe despite you being one of them. If you're silly enough to turn your transponder on for any reason chances are you'll either be saddled with several fines, one from each Pather fleet that can see you, or you'll be forced to fight for your life. This is actually fairly gamebreaking, for obvious reasons.
2) I still have no idea if the black market is legal to use or not. I can dock to the Pather homeworld without my transponder on, but I have also been stopped by their ships for smuggling (although this may be because I accidentally sold some harvested organs to them). It would make sense if it was legal, and it would make sense if it was illegal. I feel like this needs further clarification.
3) Their open markets accept stuff that should be illegal, like the aforementioned organs.
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3) Their open markets accept stuff that should be illegal, like the aforementioned organs.
That's because most Pather bases are "Free Ports", meaning no restrictions on what you can sell on the Open Market from my last check.
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3) Their open markets accept stuff that should be illegal, like the aforementioned organs.
That's because most Pather bases are "Free Ports", meaning no restrictions on what you can sell on the Open Market from my last check.
Ah okay, I didn't think to check. However, the tithing issue still stands. I've had to give up playing them, as refusing one tithe made them permanently hostile to me and caused them to kick me out. For now it seems they aren't very playable (unless I did something to provoke them into asking me for a tithe, but that isn't very clear).
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@The Soldier: Good call, thanks for the feedback and the icon! I want to see how the intel UI has been revised in 0.9 before doing anything here though.
1) The most glaring one is that other Pathers still "ask" you for a tithe despite you being one of them. If you're silly enough to turn your transponder on for any reason chances are you'll either be saddled with several fines, one from each Pather fleet that can see you, or you'll be forced to fight for your life. This is actually fairly gamebreaking, for obvious reasons.
Ah, found the problem. I'll probably fix it for next release; in the meantime you can open Starsector's base rules.csv (in /starsector-core/data/campaign/ on Windows) and edit the LPTitheCheck row (row 159):
$faction.id == luddic_path score:100
RepIsAtWorst $faction.id HOSTILE
[b]RepIsAtBest $faction.id INHOSPITABLE[/b]
!$LP_tithePaid
!$LP_titheAskedFor
$relativeStrength >= 0
LPTitheCalc
The bolded line will make the Path not demand a tithe if you're suspicious or better with them.
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@The Soldier: Good call, thanks for the feedback and the icon! I want to see how the intel UI has been revised in 0.9 before doing anything here though.
Ah, found the problem. I'll probably fix it for next release; in the meantime you can open Starsector's base rules.csv (in /starsector-core/data/campaign/ on Windows) and edit the LPTitheCheck row (row 159):
$faction.id == luddic_path score:100
RepIsAtWorst $faction.id HOSTILE
[b]RepIsAtBest $faction.id INHOSPITABLE[/b]
!$LP_tithePaid
!$LP_titheAskedFor
$relativeStrength >= 0
LPTitheCalc
The bolded line will make the Path not demand a tithe if you're suspicious or better with them.
Thanks, that seems to have done the trick. Interesting that Alex would make it impossible to coexist with the Path in vanilla as well; seems like that should be an option if for some reason you feel like grinding Pather rep.
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Can we have an additional mode. Maybe make it a callback to the old Exelerelin where you had a fleet start your first planet.. I miss that mode
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Can we have an additional mode. Maybe make it a callback to the old Exelerelin where you had a fleet start your first planet.. I miss that mode
Hehe. I remember getting jumped by another faction once and ending up with starting 2 planets with the loot. Good times.
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Really looking forward to see the magic that @Histidine will do with this new release! ;D ;D ;D
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Don't reveal spoilers if you don't want to spoil late game, its really cool stuff and I don't want to ruin your 1 year wait for this update :)
I think this one is going to take some time... so many things from nexerelin are now part of the base game and I thing the market owner sections are most likely going to need him to rewrite the whole thing :3
I wonder what he will do with colony management if he will add new types of markets like terraforming buildings so we could terraform astronomical bodies if they are desertic to earth-like worlds or jungle worlds. Colonized planets would have to use a layer like the that basically loses transparency over time and becomes opaque so that a desert planet slowly tansitions to a earth-like using the same texture found in the planetary textures folder. It could be done now that alex actually added the Spoiler
red planet which once you remove the shield it reveals the planet underneath
without altering the whole world gen. It would be really cool but the issue is that this is most likely going to be thrown aside since is never been done and honestly it would be a shame if this wasn't made now that we could do something like that. Terraforming should be in the game and we could add planet shades or mirrors that we would need to build in order to stabilize a planet's atmosphere.
All the textures are already in the game and the code that would allow this is already in the game other than the logic forthe different elements like: how many shades or mirrors would a planet need to be fully stabalized (insufficient numbers would basically prevent reaching 100% habitable or desired conditions but would get partly there), a new item that needs to be bought that would need to be shipped in massive quantities like ice, volatiles and organics (ice canons like in penelop's star would be sufficient for ice and volitiles) and lasty a custom placement code so that once terraforming starts, stable orbit spots would show up so the player could build space installations at a really big cost.
I am not expecting this to be added histidine, all I am doing is giving you ideas and its your mod after all. It would just be cool to see this added since battlestations and other stuff like that arent needed anymore.
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The mod hasn't been updated for Starsector 0.9a yet, so unless you're playing the older version of SS it's not going to work.
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lol, someone REALLY doesn't read xD
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The mod hasn't been updated for Starsector 0.9a yet
BTW should we expect 0.9a version anytime soon?
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lol, someone REALLY doesn't read xD
doh! sorry, totally misread the dates and the post. my bad. op deleted.
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The mod hasn't been updated for Starsector 0.9a yet
BTW should we expect 0.9a version anytime soon?
Not for a few weeks. Possibly months.
Nex is a pretty event-heavy mod and the underlying code needs a complete overhaul, so I'll need to find several blocks of time to sit down and work on it. There's also some stuff I just plain haven't worked out yet, like how to manage colony accumulation when the player captures new planets for themselves.
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@Histidine
Hey, is it safe to use your Stellar Industrialist v0.1 in SS 0.8.1a?
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@Histidine
Hey, is it safe to use your Stellar Industrialist v0.1 in SS 0.8.1a?
Yeah, go ahead. (It's not currently a supported product however)
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Not for a few weeks. Possibly months.
Nex is a pretty event-heavy mod and the underlying code needs a complete overhaul, so I'll need to find several blocks of time to sit down and work on it. There's also some stuff I just plain haven't worked out yet, like how to manage colony accumulation when the player captures new planets for themselves.
Godspeed to you. This is by far my favourite mod and possibly the biggest mod objectively. I can wait for a while as you update it. Thanks for working on it.
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The mod hasn't been updated for Starsector 0.9a yet
BTW should we expect 0.9a version anytime soon?
Not for a few weeks. Possibly months.
Nex is a pretty event-heavy mod and the underlying code needs a complete overhaul, so I'll need to find several blocks of time to sit down and work on it. There's also some stuff I just plain haven't worked out yet, like how to manage colony accumulation when the player captures new planets for themselves.
Sound like lots of work:)) I do thank you for your efforts though! Its quite a change to play without Nex lol...
Hmm...thoughts on as far as colony accumulation goes: the only way to win Nex is to have far more colonies then the base game intends. My inclination is to do away with the maximum amount of controlled colonies, as you pretty much need to control every market to force all the factions from the sector. Base max outposts should be set to a higher number. Hireable administrators would also need to be increased. A single admin may need to control all same faction markets within a single system.
Some requests to consider:
The abilities to send "punitive expeditions" yourself when you want to keep hostilities below full War mode. Basically give access to the player to what the AI has.
Income and expenses from friendly faction asteroid or planetary mining so you can set up "mining systems" outside of the regular import/export.(to support "mining" based factions)
Income and expenses from friendly faction salvagers.(to support "salvage" style factions like the Scavengers). Possibly some random tech unlocks and equipment here like Tech Mining only with less chance of blueprints and no decay.
Mining Outpost and Salvage Yard orbitals that can be built without making a full on colony in a system...or maybe make these new planetary buildings to support the above tactic. These would be smaller installations then the Star Fortress line of orbitals.
Black Markets in friendly systems which may give you better access to tech outside your faction outside of the Blueprint system.
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Thank you Histidine! :D
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my thoughts on how capturing enemy markets could work with the new colony gameplay:
i'd say captured markets should simply be different from your own colonies, by default. they'd be part of your faction, but not under your direct leadership or control. sort of like a vassal that provides you with a share of its income, and will follow your lead in important military matters, but is otherwise allowed and expected to govern itself. so in gameplay terms, they could stay very close to what they were in 0.8.1.
many players will still want to be able to take over big markets, like Sindria, and make them theirs properly. so that should be possible, but for a significant cost. probably just credits, but could also include additional resources. the more valuable the market (size, built industries, planet conditions, accessibility rating, etc), the higher the cost to take full control of it.
if the total number of colonies under direct player control stays the same as in vanilla (meaning penalties for going over the max), and taking over other factions' markets entirely is costly, i think it should work out alright for balance, and allow Nex functionality without completely devaluing the process of building up your own colonies from scratch.
the cost for integrating a captured market fully into your own faction could be explained conceptually as being required for a smooth transfer in leadership, with many branches of local government requiring significant bureaucratic effort to ensure everything will still work without major issues under the new authority. local military and/or commercial structures might also need to be restructured. and last but not least, the population at large would generally probably not be too happy about the massive changes that end, in effect, end with being ruled by a new dictatorship (even if many of the current governments aren't exactly nice, at least they are a familiar kind of bad ^^)... which might be solved either with bribes for influential persons of interest (law enforcement officials, Luddite clerics, TT share holders, Hegemony war heroes, etc), or with investment into various infrastructure projects that could raise the quality of life of the general population.
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If there is randomly-generated core sector, I hope you can set how far apart the colonies are.
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Hey Histidine
Could you provide a list of all the libs nexerelin requires? I tried to get the project and build it locally but it turns out i am missing quite a few imports.
Here is what i got so far:
-LazyLib
-Lazy Wiz Console Commands
-DynaSector
-StarSector Api
-Templars
-Possibly some old Exigency Mod (I can't seem to find a download link for that one anymore)
Once i get this set up, i can help anyone else who is interested.
Thanks!
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Erm. Nexerelin only requires LazyLib - as it says in the main post. At least, it did in 0.8. ???
None of the other mods you listed there are library mods - the "Starsector API" isn't even a mod, that's almost certainly just a reference to Starsector's core files.
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Hey Histidine
Could you provide a list of all the libs nexerelin requires? I tried to get the project and build it locally but it turns out i am missing quite a few imports.
My current library setup (didn't check if all of them are needed):
Spoiler
- starsector_api.jar
- json.jar
- lwjgl.jar
- lwjgl_util.jar
- log4j-1.2.9.jar
- xstream-1.4.10.jar
- starfarer_obf.jar
- fs.common_obf.jar
- fs.sound_obf.jar
These are all in the Starsector core folder.
- LazyLib
- Console Commands
- DynaSector
- SWP
- Templars
- Steiner Foundation
SWP can be downloaded here (http://fractalsoftworks.com/forum/index.php?topic=11018.0), and Steiner Foundation here (http://fractalsoftworks.com/forum/index.php?topic=10398.0).
- Exigency
Here's the .jar for the old mod version (https://www.dropbox.com/s/b0w5xsrrmm7si8n/EXI.jar?dl=0). Just, uh, don't go copying the code, it's only available for viewing and compiling.
- Stellar Industrialist
.jar here (https://bitbucket.org/Histidine/stellar-industrialist/raw/59de22bce70059dce873fc26edd107b56460fcd4/jars/SI.jar). Although you might be better off just commenting out all references to the mod in the Nex code.
- ApproLight
The one here (http://fractalsoftworks.com/forum/index.php?topic=9688.0) might work, if not just comment out its stuff for now.
PS: If you're doing a homebrew update of Nex to 0.9, get the 0.9compat branch on the repo (https://bitbucket.org/Histidine/exerelin/branch/0.9compat).
I've updated it to the point where it compiles if you have all the libraries, although a heap of features still need reimplementing.
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Thanks Histidine!
Yup i am on the 0.9compat branch.
Since i just got starsector after the 9.0 update, i have not played Nexerelin on the previous releases. Hence i am just browsing through the current source code to figure out the additional contents provided by this mod. Getting the build and debug up will help a ton in that regard.
I might be able to help you out in my free time after i get a better handle on how all of this works. I'll update the Readme once i get the build up.
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Waiting for the mod be like https://i.imgflip.com/ngmz0.jpg
JK
This is the best mod and I can't wait for it to be updated. It has so much stuff I miss that it makes me want to go back to 8.1, but I will miss so much stuff from 9.
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Okay, here is a guide if anyone is interested in setting up the project for Nexerelin or any other starsector mods. I've also committed this to the readme.
Intellij and Eclipse forks are currently the most popular Java IDE out there.
The following contains instructions on how to set this project up on Intellij. (Eclipse should be similar but you will need to figure out where those dialogs and settings are on your own.)
First of all, Nexerelin also requires several other external libs for compiling. Check out the forum post for the list:
(http://fractalsoftworks.com/forum/index.php?topic=9175.1800)
Download and unzip them somewhere on your computer, you can download them to the starsector mod folder but you don't have to load them in the launcher.
This is just so the jar files contained in those mods can be loaded by nexerelin java classes.
You will also need to use jdk1.7 to compile the jar; starsector is currently using jdk1.7.0.79 but anything newer than that would work as well. i.e. 1.7.0.80 and not java 8, 9, etc.
Since jdk 7 is end of life, oracle requires users to create an account before dling it.
There is a link to the bugmenot website in this reddit post if you are too lazy to create a new oracle account:
(https://www.reddit.com/r/java/comments/6ag6qk/oracle_not_allowing_jdk_downloads_without_an/)
Download Intellij community edition (which is free unless you somehow want to spend money on the pro edition), just google search it.
All the folder paths mentioned below should be full folder path.
Intellij has built-in git support so i would just clone Nexerelin via Intellij.
Spoiler
After starting intellij, do File > New > Project from Version Control > Git
Paste the url in the box, it should be similar to this but with your account id: https://
[email protected]/Histidine/exerelin.git
You can hit the test button to see if there is any connection issue.
Change the directory to be the starsector/mod directory. Usually I recommend separating out source folder and deployment folder,
but this will make you life easier without having to set up a configuration to copy files over to the starsector/mod to deploy the changes.
Source Control:
Spoiler
VCS for intellij is on the botton right corner. Click on that git ... and select some (remote/local) branch to check it out.
Repo is currently read-only, msg Histidine if you need write access.
Project Settings:
Spoiler
First mark ExerelinCore folder as a Source folder on the project tab that is on the left.
Basically in that folder structure navigate to Nexerlin > jars > sources > ExerelinCore ; right click on that folder > Mark Directory As > Sources Root (it should be colored blue now)
All the java files that needed to be compiled are underneath that folder.
Then select File > Project Structure dialog. Now we need to set up jdk.
Click on the New... button, select JDK and navigate to your jdk installation folder. This should say 1.7 for jdk 1.7 after you select it.
Change project language level to be 7 for java 1.7. (Basically this allows the IDE to complain if you are using other jdk version features that are not compatible with the current language)
Compiler output folder should go to Starsector\mods\Nexerelin\jars\build (this folder should be under .gitignore so the build is not checked into source control)
Go to the either Global Libraries or Libraries on the dialog (Global lib is shared between all of your intellij proj, lib is only for your current project)
Click on the green plus sign and select Java for a new java lib.
Select the jar folder for those mods libraries we downloaded earlier. i.e. Starsector\mods\LazyLib\jars
You will also need to select Starsector\starsector-core for the starsector api
Go to Artifacts on the dialog. This will set up the jar artifact to be created after building.
Click the green plus and select JAR > From modules with dependencies
Output directory is: Starsector\mods\Nexerelin\jars
Check the include in project build
Rename that jar to be ExerelinCore.jar, it is under the Output Layout tab. We want this jar to overwrite the current one in the folder so it needs the same name.
Select everything under that ExerelinCore.jar and click on the red minus sign. We dont want it to contain the libs that we set up.
Then click on the green plus and select Module Output.
You can include a manifect file if you want, the main class should be: exerelin.utilities.versionchecker.VersionChecker.MainTask
Build Configurations + Debug:
Spoiler
The green down arrow with binary 011001 will compile and build the project. Due to the previous setup, a new jar will replace that existing ExerelinCore.jar if you build the project.
To run starsector while within the IDE you will need to get a batch plugin to kick off the starsector.bat file.
Go to File > Settings > Plugins and search for Batch Scripts Support plugin then download it. (It should be in remote repo). Restart IDE if necessary after installation.
Create a new configuration by selecting Edit Configurations.. on that dropdown box between the build icon and the run icon (Green triangle should be on top right for default toolbar)
Click green plus arrow and select Batch
Put the Starsector/starsector-core/starsector.bat path in there (Windows will use the .bat, Mac/Linux will use the .sh)
Working directory is Starsector\starsector-core
Under Before Launch, click green plus and select Build if it is not there already.
To Debug Starsector, create a new configuration and select Remote. Copy that -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005
Edit the starsector.bat and paste that line in there. I just pasted mine before the -Xms ... jvm memory settings.
While you are there, you might as well edit those memory settings if you have a good computer. Just google search java xms xmx etc.
Now when you run the batch it should build your project and start starsector. The starsector log should also show up in Intellij.
To hook the debugger onto startsector, select the debug configuration we set up and click on the Debug 'Run' icon, it is green circle thing next to the green triangle.
To set up a debug point, go to some line in java code and just left click between the line number and the edge of the text. It should place a red circle which is the debug point.
You can right click on it if you want to set up some conditions on when it should suspend.
That should be everything that is needed to set up this project. Post a message on the forums if I've missed out anything or if I should upload pictures.
You can use this similar setup for other starsector mods as well.
Kazi also has a nice post on intellij setup as well (http://fractalsoftworks.com/forum/index.php?topic=10057.0)
Let me know if I should include any Intellij tips as well.
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FYI you should be able use it while having installed JDK 8 (and probably later versions), the project just needs to be set to JDK 7 (Source/Binary Format in NetBeans project properties, dunno what the IntelliJ equivalent is).
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Not trying to rush you but I love this mod and I just want to know roughly when you think you'll have a mostly functioning release for 0.9. Are we talking weeks or months?
Thanks for all your hard work!
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I'm actually curious myself, your mod allowed me to role-play a lot more easily within the galaxy of starsector.
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Not trying to rush you but I love this mod and I just want to know roughly when you think you'll have a mostly functioning release for 0.9. Are we talking weeks or months?
Thanks for all your hard work!
A December release is possible, but January (or later, hopefully not though) is more likely, especially if I'm going to playtest to any real degree.
Also the first release will likely drop a few features, at least agents (which will be getting an overhaul).
And thanks!
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Is the first release going to include some new content already (and considering 0.9 changes, it would be pretty impressive to get this so quickly), or is it going to be mainly a compatibility update?
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for me personally, the faction warfare is the main thing i care about, so i would prefer barebones functional version of that as soon as it is ready, without it i feel like i have no real context for what to do with my fleet after it has gotten out of the early game, helping a faction take over the world on starfarer difficulty (for that -25 own faction diplomacy) provided necessary context for me in the past, with the new updates and lack of nexerelin i have already done everything there is to do in vanilla so im just waiting for the main feature of nexerelin to come to 0.9 at this point
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Is the first release going to include some new content already (and considering 0.9 changes, it would be pretty impressive to get this so quickly), or is it going to be mainly a compatibility update?
Mostly (almost entirely?) compatibility, but I do have one new feature planned to address an annoyance with blueprints I experienced during my (first and so far only) vanilla run.
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i rly hate how non common weapons and ships are now almost impossible to find in shops, then when you roll a BP you then have INFINITE amounts of that item even if the item is a top tier item, imho a MUCH better solution would be items being more common in shops, and in your colonies they MAY appear at the standard rarity rate for the item IF you have the BP, then you can check off some box to auto purchase every copy of that item from your colonies and deliver to collection point but this is kinda a bunch of new stuff, mby a simpler fix would be to make the player production cost of rarer stuff be VERY expensive to encurage ordering the more common stuff too
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Is there going to be a mode where you are the starter for a mod faction and you have to find a planet to get it going?
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Whatever Hist does, i look forward to it:) The faction warfare is ooommphh is missing from the base game.. "States of War" are tame as hell lol...
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Whatever Hist does, i look forward to it:) The faction warfare is ooommphh is missing from the base game.. "States of War" are tame as hell lol...
I can't capture colonies and its freaking upsetting me. Can't wait for Nex.
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for me personally, the faction warfare is the main thing i care about, so i would prefer barebones functional version of that as soon as it is ready, without it i feel like i have no real context for what to do with my fleet after it has gotten out of the early game, helping a faction take over the world on starfarer difficulty (for that -25 own faction diplomacy) provided necessary context for me in the past, with the new updates and lack of nexerelin i have already done everything there is to do in vanilla so im just waiting for the main feature of nexerelin to come to 0.9 at this point
THIS, was just about to post the exact same thing...
Spoiler
(https://thumbs.gfycat.com/WetMildDolphin-small.gif)
For me, context is one of the few things this game lacks.
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as a little follow up to my comment about context, one type of context the game HAD was the fact that in order to sustain the supply cost of a large fleet you kinda had to risk it in battle to make the monies you need, in battle you may lose your stuff and be knocked down to the early-game AGAIN, having to sometimes play the early-game multiple times stretched the game out a lot for me, and the TERROR of losing a big fight and getting knocked down again added a lot of WEIGHT to those fights, now however, many fancy ships and weapons need blueprints to be found much, so they require a colony, but once you have a colony you have so much passive income that you can just directly rebuild your late-game army should you lose it (also btw, late-game fights are not by themselves as fun to FLY as mid-game fights, they are only satisfying for me in the sense that the fleet i have worked hard through challenges is now finally paying off, watching swarms of strike-craft obliterating enemies is quite cathartic). i think colonies should have their maximum net income restricted with some kind of progressive income tax, say making an infinitely good colony generate 200K monthly, but conversely a bad colony should have its potential net loss limited in the same way to -200K
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I've almost gotten it to a barebones update level (despite certain distractions). Playtesting should still take some time, but with a bit of luck a beta release should be available circa mid-January.
Hmm, I think an income tax would be a good solution to the problem of excess player markets once the player starts conquering the sector (+ removing the stability penalty for exceeding the limit). Better than the ideas I had, at any rate. Thanks for the mention!
Although I probably won't mess with the colony economy directly for the first iteration, and most likely not until Starsector 0.9.1.
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well by all means, if a technically playable version exists i want to playtest it, i stream my starsector and im quite patient at trying out pretty much everything in "new games", at any rate i could at least thumbs up or thumbs down it in terms of fun compared to last nexerelin version, basically as long as factions conquering is in i would be interested
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Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.
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Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.
I'm interpreting "tax" as a metaphor that explains how it's calculated (as % of profits), the one I have in mind would actually be presented to the player as an "inefficiency overhead" or somesuch. A literal tax would obviously not work, especially once the player starts looking for a way to refuse to pay.
(The specific idea I have is multiplying net market income by something like 0.9x for each market the player has over their personal administration cap, so 3 too many markets would be 72.9% income. You could still have a handful of hyper-profitable colonies and give the rest away to independents or somesuch, but as mentioned I'll wait to see what effect Alex's 0.9.1 changes have.)
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Ah, I see.
Well, I'm certainly looking forward to the update. The Sector always feels so quiet without Nexerelin. ;)
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regarding the "too much money from planets" issue, just a single colony making 500 000 a month in net (sometimes negative tho since it loses and gets harassed sometimes) is more than enough to ruin vanilla i find, so a 0.9 multiplier per EXTRA MARKET with no other changes to colonies would still essentially not touch my problem, but ofc in nex you will have things to pay for (suggestion to make invading planets for factions not pay a bounty, only COST you, since you are spending your capital to change the political landscape, should probably be an intrinsic goal instead of an instrumental goal)
also another thing, just nerfing all colony income in general (or having penalties for controlling too many markets (vanilla already has the stab penalty that is similar to the 0.9 per market thing)) only further forces the player to only colonize the best possible planets, where as reducing all uppkeep, and reducing all market share income equally could curb the excessive money without ruining 200 hazard worlds
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Please keep humanizing elements such as prisoners, saboteurs, and agents. I really like small aspects that make the game feels more alive rather than just ships and number. Vanilla game is wholesale slaughter of enemy combatants without even a mention of what happens to the defeated.
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as a little follow up to my comment about context, one type of context the game HAD was the fact that in order to sustain the supply cost of a large fleet you kinda had to risk it in battle to make the monies you need, in battle you may lose your stuff and be knocked down to the early-game AGAIN, having to sometimes play the early-game multiple times stretched the game out a lot for me, and the TERROR of losing a big fight and getting knocked down again added a lot of WEIGHT to those fights, now however, many fancy ships and weapons need blueprints to be found much, so they require a colony, but once you have a colony you have so much passive income that you can just directly rebuild your late-game army should you lose it (also btw, late-game fights are not by themselves as fun to FLY as mid-game fights, they are only satisfying for me in the sense that the fleet i have worked hard through challenges is now finally paying off, watching swarms of strike-craft obliterating enemies is quite cathartic). i think colonies should have their maximum net income restricted with some kind of progressive income tax, say making an infinitely good colony generate 200K monthly, but conversely a bad colony should have its potential net loss limited in the same way to -200K
Id prefer not to mess with the economy like this until the games been out quite awhile....you will definitely NOT be rebuilding a 250+ fleet right away, and in Nexerlin, the system threats will be much greater then what it is currently.
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Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.
I'm interpreting "tax" as a metaphor that explains how it's calculated (as % of profits), the one I have in mind would actually be presented to the player as an "inefficiency overhead" or somesuch. A literal tax would obviously not work, especially once the player starts looking for a way to refuse to pay.
(The specific idea I have is multiplying net market income by something like 0.9x for each market the player has over their personal administration cap, so 3 too many markets would be 72.9% income. You could still have a handful of hyper-profitable colonies and give the rest away to independents or somesuch, but as mentioned I'll wait to see what effect Alex's 0.9.1 changes have.)
I think a increased tax/expense system would be a great idea. I had some ideas but overall it seems like it would be a ton of work to implement any of them but ill go ahead and spit ball them out there cause why not.
Operation costs for friendly fleets (fuel, supplies, crew salary, fleet tech level ect)
More expensive colony structures (200k battle-station destroys 600k fleet? No repair cost? How did that shity little station take two onslaughts out anyway?)
Greater limits to what you can build on a colony (This colony mines, refines things and produces fuel, this colony makes food and trains crew, this colony builds ships and weapons, ect)
Building requirements based on population (Super high tech maxed out battle-station = size 8 colony).
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Thank you for your work Histidine!
Id venture to say that nex is the most core mod of SS.
Could you tell us a little about how nex is going to work under the new format?
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When it is done.
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yup!
Could you tell us a little about how nex is going to work under the new format?
Not much is going to change, at least for the initial release. Some stuff has been updated to be consistent with vanilla 0.9 behaviours (e.g. invasion and vengeance fleets will have advance notification before actually spawning) and the intel system also makes some UI enhancements possible, like this (https://cdn.discordapp.com/attachments/310517733458706442/525285162666164254/unknown.png).
I've also tweaked the player invasion mechanic a bit, and merged the faction membership system into commissions (so there's no separate join/leave faction handling, it's all done by taking a commission).
Some fancy new features are on the cards (https://bitbucket.org/Histidine/exerelin/issues?status=new&status=open), but they're some ways off.
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yup!
Could you tell us a little about how nex is going to work under the new format?
Not much is going to change, at least for the initial release. Some stuff has been updated to be consistent with vanilla 0.9 behaviours (e.g. invasion and vengeance fleets will have advance notification before actually spawning) and the intel system also makes some UI enhancements possible, like this (https://cdn.discordapp.com/attachments/310517733458706442/525285162666164254/unknown.png).
I've also tweaked the player invasion mechanic a bit, and merged the faction membership system into commissions (so there's no separate join/leave faction handling, it's all done by taking a commission).
Some fancy new features are on the cards (https://bitbucket.org/Histidine/exerelin/issues?status=new&status=open), but they're some ways off.
Sweet:) Many thanks for the preview
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is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :O
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is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :O
The Git hub has a version for 0.9 but the fact that it isn't out as a main download here means it probably isn't complete so downloaders beware.
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is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :O
The Git hub has a version for 0.9 but the fact that it isn't out as a main download here means it probably isn't complete so downloaders beware.
That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.
I just tested the newest version up on github, there's somethings that look like they're missing, but in my test run i didn't find any problems. I'll have to play test more to give any real feedback.
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That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.
I've am playing 0.8.1a successfully at the moment, and though saves were flaky at first, they work properly now after upping the memory Java can use. It's seems everything is a little more memory hungry in that version. I also make sure to wait 1-2 seconds when entering or leaving a system, but that may just be superstition at this point. PM me if have any questions about mod versions or whatever.
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Nexerelin for Starsector 0.9a has been updated to a releasable state, so... enjoy! Thanks to OutOfTheLoop and the unpaid beta testers on Discord for making this release possible.
Nexerelin v0.8.4y2Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4y2.zip)Spoiler
(https://i.imgur.com/SFzxQZ0.png)
Blueprint trader
(https://i.imgur.com/2BobZBb.jpg)
A typical day* in Chicomoztoc orbit
*not actually a typical day
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Notes:
- Update your Console Commands mod or it'll crash on startup!
- Some mod factions won't be properly balanced for random sector till they are updated
- Save early, save often, please report bugs
Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- New invasion dialog
- Added blueprint trader at Prism Freeport
- Removed faction membership system, now uses commissions directly
- Factions will not launch punitive expeditions or Hegemony AI inspections against you if you're commissioned with that faction, or allied to it
- All factions that were "playable" in last version (including e.g. Pirates, Luddic Path) offer commissions
- Officer deaths and warmonger event have been disabled
- Some colony-related stats are changed from vanilla:
- Base max admins 1 -> 2
- Colony over/under limit stability effect 2 -> 1
- No-spaceport accessibility penalty -100% -> 50%
- Tactical bombardment stability effect 5 -> 3
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That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.
I've am playing 0.8.1a successfully at the moment, and though saves were flaky at first, they work properly now after upping the memory Java can use. It's seems everything is a little more memory hungry in that version. I also make sure to wait 1-2 seconds when entering or leaving a system, but that may just be superstition at this point. PM me if have any questions about mod versions or whatever.
I think i restarted like 10 times, i had to put the game done cuz the save would break every other time i tried saving. I wanted to throw my laptop across the room lol. I'm using 4 gigs of ram for startsector, not sure how much more i'd need, i was thinking it was a problem with the mods.
Nexerelin for Starsector 0.9a has been updated to a releasable state, so... enjoy! Thanks to OutOfTheLoop and the unpaid beta testers on Discord for making this release possible.
Nexerelin v0.8.4y2Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4y2.zip)Spoiler
(https://i.imgur.com/SFzxQZ0.png)
Blueprint trader
(https://i.imgur.com/2BobZBb.jpg)
A typical day* in Chicomoztoc orbit
*not actually a typical day
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Notes:
- Update your Console Commands mod or it'll crash on startup!
- Some mod factions won't be properly balanced for random sector till they are updated
- Save early, save often, please report bugs
Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- New invasion dialog
- Added blueprint trader at Prism Freeport
- Removed faction membership system, now uses commissions directly
- Factions will not launch punitive expeditions or Hegemony AI inspections against you if you're commissioned with that faction, or allied to it
- All factions that were "playable" in last version (including e.g. Pirates, Luddic Path) offer commissions
- Officer deaths and warmonger event have been disabled
- Some colony-related stats are changed from vanilla:
- Base max admins 1 -> 2
- Colony over/under limit stability effect 2 -> 1
- No-spaceport accessibility penalty -100% -> 50%
- Tactical bombardment stability effect 5 -> 3
Oh happy day! Thank you!
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Thanks for the update! (and all your hard work :) )
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Crashed with this when I created a new game, right after choosing options, latest console mod version:
566639 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsReputation.syncPlayerRelationshipToFaction(NexUtilsReputation.java:178)
at exerelin.utilities.NexUtilsReputation.syncPlayerRelationshipsToFaction(NexUtilsReputation.java:194)
at exerelin.campaign.DiplomacyManager.initFactionRelationships(DiplomacyManager.java:1105)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:231)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Update your copy of Dassault-Mikoyan Engineering.
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I can't remember how it was in the previous versions -
Is it intended that you no longer get the vanilla commission monthly money? Also, is it intended that you get the Galatian stipend no matter which faction you pick?
I'm an idiot. I've been restarting so many times towards the beginning checking out all the starting options that I hadn't actually played a month - once you roll past the first month, the faction money shows up in your income tab.
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(https://i.imgur.com/nZIn9Pb.png?1)
Now we are talking real war. The wait for Nex 0.9 update was 1000% worth it.
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Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- Added blueprint trader at Prism Freeport
On a scale of 1 to 10, how hard is it to just use this blueprint trader and not the entire mod?
-
It would be cool to have the spacer start option in Nexelerin.
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I can't seem to track any personal bounties. They show up in the lower left corner of the screen like any other intel update, but when I check the bounties tab in my intel screen, I only see system bounties or station bounties (pirate bases, Luddic Path camps). Only seem to have this problem since installing Nexerelin.
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Yeah i also have this issue, it appears in the bottom left corner but when i go into the intel page it doesn't show up just station bounties.
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Don't know if this is a known issue or where I should be reporting this, but random generation crashes my client. Don't know if it's due to comparability or what.
-
I've selected enable random core systems but it's not doing so? Is there something else I have to do to change it all?
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Bounties not showing up in intel screen is caused by conflicts with Kadur Remnant's custom bounty stuff.
Set "usePirateBountyManager":"NEVER" in mods/Kadur Remnant/KADUR_SETTINGS.ini
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Spoiler
1617262 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at third_bogota_backwater, 10 total available
1625048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel.createSmallDescripti on(PersonBountyIntel.java:874)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
at com.fs.starfarer.coreui.map.A.super(Unknown Source)
at com.fs.starfarer.coreui.map.null.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.coreui.map.M$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.map.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This error happened when I clicked on a Luddic Church bounty fleet. Likely will happen with other bounties too.
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Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- Added blueprint trader at Prism Freeport
On a scale of 1 to 10, how hard is it to just use this blueprint trader and not the entire mod?
Well, it's a 10 minute job to copy the code from Nex, should be almost entirely plug and play :) Requires someone to actually do it, though.
Don't know if this is a known issue or where I should be reporting this, but random generation crashes my client. Don't know if it's due to comparability or what.
Could you paste the error message from your log after getting the crash? (starsector-core/starsector.log, at the end)
I've selected enable random core systems but it's not doing so? Is there something else I have to do to change it all?
Nothing else is needed. Just make sure it's correctly enabled; if when the dialog option says "enable random core worlds" that means "click here to enable random core worlds" not "random core worlds are currently enabled".
(I may need to find a better way of conveying the information that doesn't result in either a confusing dialog option or confusing text in the upper-left text display)
@Takion Kasukedo: Bug with another mod probably, not Nexerelin.
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Hey guys, can you tell the difference between 0 and 1? I can't
Hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) for officers not gaining any XP in cruisers or capitals, and some crashes. Place in Nexerelin/jars.
Proper patch update coming later. Thanks to DrakonST for identifying the bug.
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Thanks for your hard work Histidine, so excited that I can play Starsector again! (I don't really like to play without your mod because of no real win condition etc)
I really should contribute to some mods at some point, I do C# for my day job so I should be able to fumble around this Java ;)
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what happens if i add a mod for a faction not supporting nexerlin mod?
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How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?
BTW noticing the AI is really going hard at each other. 5 markets have become decivilised, including Eventide, from AI wars.
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what happens if i add a mod for a faction not supporting nexerlin mod?
It very likely will not see the mod.
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I'm maybe 4 into my first character on Nexerelin 0.9 (v0.8.4y2 with Jan 7 hotfix). 8 markets have been decivilized, including Sindria. Tri Tachyon and the Sindria Diktat have both been eliminated. At this rate only a single faction will be left in another 4 hours.
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I'm getting notifications about personal bounties, but they don't seem to be showing up in the bounty list. Am I just checking the wrong intel slot or is this a bug?
E: Asked around and it might be related to Kadur? I've never touched its options file, could something in there be conflicting with Nex?
E2: Yep, set Kadur's bounty handling to BOTH and it's working again. Gonna leave this up as a heads up to anyone else encountering this. :) Shoutouts to GingaBomber on discord for giving me the tip.
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Update with fixes and some changes. The decivilization trend might be less runaway now, although I can't guarantee anything.
Nexerelin v0.8.4z
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4z_RC2.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.4z
* NPC invasion fleets don't bombard target before invading
* Player faction can launch NPC invasions
* Faction cooldown before next invasion is longer if the last invasion fleet was large
* Invasion strength can't partly negate opponent's strength when calculating damage
* Blueprint trader stock uses rarity mult
* Unassign player admin if a player market is captured (unless it's an AI core)
* Hide faction respawn options (currently do nothing)
* Many bugfixes:
* Fix officers not gaining XP in cruisers or capitals
* Fix crash on trying to trade with a captured-from-player market that has military base
* Fix a crash with Follow Me command
* Fix level 1 orbital stations not spawning in random sector
* Fix procurement missions for old agents/saboteurs sometimes appearing
Notes (reminder):
- Update your Console Commands and Dassault-Mikoyan Engineering mods or it'll crash on startup!
- Some mod factions won't be properly balanced for random sector till they are updated
- Save early, save often, please report bugs
How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?
Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.
what happens if i add a mod for a faction not supporting nexerlin mod?
It won't appear in the random sector; its planets and stations will be there in normal sector but it won't participate in things like invasions.
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Bug.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
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Is there any way to directly improve relations between the faction you're commissioned with and another faction? I remember Agents having that ability in .8 Nex but I can't seem to find any now.
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Bug.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
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Bug.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
Some of the new Vanilla behaviors are shite. I've just decided a general state of war with factions that hate AI core usage is agreeable. Hem slipping in and trying to steal my cores because I missed a alert aint gonna happen no more lol, besides I've always liked Corvus, nice place to setup shop.
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Question: How do I know which mods are compatible with Nexerelin? (especially the faction mods that are currently 0.9a)
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I think there's a bug in Luddic Church invasion fleets...i just saw them launch 13-15 full size fleets from Tenacity and doubt they have enough markets to support em:)./
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Hey, fantastic work Histidine. I'm not sure if this is the place but I was cruising through space on the way to a Luddic Path Cell when I got a null pointer crash. Here is the log:
20776447 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: hand_weapons to Hlidskjalf Mantle
20777664 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:540)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:642)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hope it helps. If this is the wrong place to post this I apologize. Thank you!
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Bug.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
I was pretty sure this did not apply to independents as they share plenty of systems with other factions, not to mention they are not a full "faction" in the first place, more of a collection of everyone from neutral explorers and smugglers.
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Hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) for invasion fleet manager crashing under certain conditions.
Place in Nexerelin/jars
Or you can download the full 0.8.4z RC2 (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4z_RC2.zip) here
Question: How do I know which mods are compatible with Nexerelin? (especially the faction mods that are currently 0.9a)
You'll just have to see if the mod's thread OP says it's compatible, for the most part.
If it doesn't say, you can also check the mod's folder to see if it has a folder data/config/exerelin or data/config/exerelinFactionConfig, although some older mods don't have this (since their config files are in Nexerelin itself).
Is there any way to directly improve relations between the faction you're commissioned with and another faction? I remember Agents having that ability in .8 Nex but I can't seem to find any now.
Anything you do to personally gain rep with the target faction will also gain rep for your commissioned faction.
For specific methods: agents haven't been reimplemented yet, but you can use prisoners or do missions for them.
Bug.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
I was pretty sure this did not apply to independents as they share plenty of systems with other factions, not to mention they are not a full "faction" in the first place, more of a collection of everyone from neutral explorers and smugglers.
Only player ever gets saturation bombed for territoriality, the other factions won't do this to each other. (Unfair, I know)
Independents are territorial too. I think there was a post or thread somewhere about changing this, but it wouldn't hurt to mention it to Alex again. Either way, I'll probably disable it for independents in next Nexerelin release (and eventually adjust the mechanic overall)
(If you want to do it yourself quickly: starsector-core\data\world\factions\independent.faction -> "territorial":false, in punitiveExpeditionData table)
I think there's a bug in Luddic Church invasion fleets...i just saw them launch 13-15 full size fleets from Tenacity and doubt they have enough markets to support em:)./
There's currently no technical limit on invasion fleet sizes at such (always scales to match the target), but it does make them have to wait longer before the next invasion fleet if they don't have enough military-capable markets.
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Edit: Added some more notes about deciv's at the very end after >10 hours into a save.
Hopefully it's okay to leave a bit of fan mail here. The last part of my post will be some observations with hotfix 2019-01-09, and some questions about the future of the mod now that we have the 0.9 survey-> colonization game loop.
Here goes: to Histidine, LazyWizard (for LazyLib which Nexerelin depends on), and of course, Zaphide for Exerelin, thank you! I really love this mod. I waited to try 0.9, maybe foolishly, until Nexerelin was released. I'm a big fan of 4X games. And I absolutely adore Mount&Blade because it is the game I dreamed of when I was a child. I view Nexerelin as a way to achieve that fantasy in Starsector and I deeply appreciate your efforts here. I am having a blast building up my fleet, my faction, and competing with the big players in the sector.
Onto some observations: it looks like decivilization may still be a bit of an issue, but it has been lessened to some extent. Currently, in my save, I am more than 4 hours in. All the factions are still around, and only about 5 places have been decivilized. This is an improvement of 8 places deciv'd and 2 factions eliminated that I reported pre-hotfix occurring over a shorter time period.
I am looking forward to seeing the mod evolve the 4X gameplay in 0.9. I looked through the wishlist in the OP. I'm wondering if you have anything to add onto your wishlist now that we have colonization and the surveying system in the game officially (for example, should NPC factions be able to do these two things? Should new factions be able to spawn?). I have looked through the thread about colonization and mostly came across stuff from 2016 or earlier. My apologies if these questions have already been answered.
Edit 2:
NPC colony expeditions appear to be on the Bitbucket Issue Tracker.
Edit:
Played several more hours into my save. Decivs still seem to be a problem, at about 11 now. I guess I'm at >10 hours into this save. Notable decivs include Jangala and Sindria. Ragnar Complex was also deciv'd (is that a standalone station without a planet?). Since it looks like planets can only be deciv'd and not resettled by the AI, decivs will continue to be more problematic over time. I would guess that, given enough time, only a single faction will remain, only holding a handful of worlds, with the rest of the worlds having been deciv'd.
From an NPC faction point of view, the crux is that settlements can only be destroyed, and cannot be resettled. The result of this is that, over time, more and more settlements will be destroyed by decivilization. Even if previously deciv'd worlds could be resettled by AI, I imagine it would be problematic to fine tune the system such that the rate of deciv vs colonization is at least equal. Barring that, I am going to guess most games will go into what is essentially a decivilization spiral. This is what I have been experiencing myself.
If you want to map paint, maybe that's okay, since you can just resettle everything yourself. But I like having multiple factions around so interesting things can happen.
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How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?
Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.
I tried using the planet transfer and it didn't increase the reputation with the faction at all even though it said it would...
Also how possible do you reckon it to be to allow the player to order their fleets to attack a target station/planet, maybe at a cost to account for supplies needed or something.
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Will the function of spawning fleet with credit come back later? Attack fleet are too large to deal with without some extra defense fleet.
With the current balance Planet just never seem to have enough space defense and get bomb to empty ground without player around, it with be handy if there are way to temporary add defense fleet. And have a way to repair planet defense is good too since a planet is basically dead once it defend go down for more than a month.
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Thirding. Invasions are far too large and far too common. Invasions should be rare both from lore and also from a gameplay angle. The game is there for players to effect and not for players to watch happen.
From a lore perspective the sector is pretty stable on that front. The AI wars saw a few planets destroyed and these were events that scarred the system for hundreds of years to come. Invading a planet is difficult and costly and not really in the spirit of how warfare is carried out in the lore.
Invasions should only happen when one side has commited a significant act. (Decivilizing a planet as an example, even if by accident) while raids and combat can be common. If there is needed a way to provide the transfer of colonies to another then i would propose a method based on stability
If stability gets too low for too long then planets rebel and are swapped to a pirate or independent faction. After a certain amount of time they then join the faction with the closest high stability planet unless that planet is from the faction they were at the time they dropped. In which case they become pirate or independent for real. Each faction gets a planet that is immune to this check. Alternately to “closest high srability” is that interested factions could make a “bid” and fight over the independnt colony(without invading it)
Rather than sending invasion fleets factions send excursions(disrupt mining, refining, fuel, light industry, commerce, ground defenses, food only), raids(transfer valuable items like ai cores and nanoforges), blockades(sit on a hyperspace point and disrupt shipping), or bounty(send forces against specific fleets). This can be used to give factions character too. The hegemony is likely to blockade before disrupting industry while the Diktat is probably going to send out bounty hunters, the Persean League is going to protect its industry(by bombing yours), and tri-tach is going to try to steal all that valuable technology.
Many of those have stability effects so they can trigger colony swapping if enough happens in time. Or invasions if these trigger a deciv. Or invasions if you trigger a war by invading personally
More importantly they give the player things to do besides try and desperately stop/Help invasions. They can find rading fleets and take them down after they are successful to steal that loot. They can do faction bounties themselves(bonus payout for in commission!), they can run blockades and stockpile goods in advance of shortages.
In order to be “dynamic” for the player facing effects the system has to be stable. Invasions are currently degenerate and are likely to stay that way even if their severity and frequency are reduced
Edit: invasion fleets are also just far too large now. There is no defending fleet anymore and invasion sizes seem to have quadrupled or more over .8 nex (where a 2 stack would be a decent size now 8 stack invasions are common against a weaker auto-resolve defender)
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Will the function of spawning fleet with credit come back later? Attack fleet are too large to deal with without some extra defense fleet.
With the current balance Planet just never seem to have enough space defense and get bomb to empty ground without player around, it with be handy if there are way to temporary add defense fleet. And have a way to repair planet defense is good too since a planet is basically dead once it defend go down for more than a month.
Just make your home base in a system with multiple habitable planets...each High Command you have adds lots more ships to fly around and blockade stuff...also, having good ship blueprints and sensibly setting up your doctrine makes this a breeze.
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Just wanted to say that I seem to still get significant decivs early as well, within one and a half game years in my latest campaign Sindria went under, but I think a bug might be occurring since I saw Fulcrum Station from Arkgenesis have a -92 stab hit from a invasion at one point but it never deciv'd so it might just be something on Arkgenesis's end.
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Thanks for all the feedback!
I'll probably do the following:
- Greatly reduce invasion frequency (possibly 1/3rd of current), and adjust their size
- Add a raid system in their place (probably just a clone of the existing pirate raids), along with certain rare offensive events like saturation bombardment fleets at vengeful status
- Reintroduce the rebellion mechanic from previous versions earlier than I would have otherwise
There'll also be a fleet orders menu where you can purchase a fleet for credits and direct it to invade a market, bombard/destroy a market (e.g. for removing pirate and Pather bases) or defend a system, usable remotely (i.e. you don't have to be at the specific target as with the old system).
In the meantime, anyone who wants to make invasions less frequent locally can edit exerelin_config.json and increase the pointsRequiredForInvasionFleet setting.
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im proberbly just stupid, but where is the blueprintshop?
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im proberbly just stupid, but where is the blueprintshop?
Open comm board at Prism, talk to any of the base officials
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Thanks for all the feedback!
I'll probably do the following:
- Greatly reduce invasion frequency (possibly 1/3rd of current), and adjust their size
- Add a raid system in their place (probably just a clone of the existing pirate raids), along with certain rare offensive events like saturation bombardment fleets at vengeful status
- Reintroduce the rebellion mechanic from previous versions earlier than I would have otherwise
There'll also be a fleet orders menu where you can purchase a fleet for credits and direct it to invade a market, bombard/destroy a market (e.g. for removing pirate and Pather bases) or defend a system, usable remotely (i.e. you don't have to be at the specific target as with the old system).
In the meantime, anyone who wants to make invasions less frequent locally can edit exerelin_config.json and increase the pointsRequiredForInvasionFleet setting.
Well now I can't wait...
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It was at that time that Hegemony decided that enough is enough and that the sectory really belonged to them...
Spoiler
(https://i.imgur.com/5HryNz0.png?1)
All of those are invasion fleets.
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im proberbly just stupid, but where is the blueprintshop?
Open comm board at Prism, talk to any of the base officials
IS Prism a colony or a starsystem? :O
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It is a station in a system. The system itself is right under Corvus.
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So re: invasions.
I actually like the massive invasions. They probably need to be less frequent, but when a faction is on the warpath, they should be sending massive fleets.
One thing that i feel really feels like a chore is the vanilla endgame mechanic: pathers. The whole thing was disussed on the main patch threads, but could the pather cell cooldown (and base respawn) be massively increased (maybe to 5-10 years).
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One thing I've wondered: does whichever faction the player joins have less fleets/invasions in order to compensate for the player being present?
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I fought a station and got 166,000 XP (and to top that off it was a damaged station with only one slice left) is that intentional? I like the new invasion system.
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After seeing one particularly degenerate case WRT invasions (https://cdn.discordapp.com/attachments/514566265453543461/533526908965486594/screenshot069.png) I decided to fast-track the rebalance update. Also comes with some other fixes and a new feature
that could help save the Sector:
Spoiler
(https://i.imgur.com/3t6Tgtf.png)
Nexerelin v0.8.4z2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4z2.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.8.4z2
* Restructure invasions
* Much lower frequency (about 67% lower base)
* Fleet size no longer uses source market fleet size mult
* Revised fleet size calculation; no longer checks random fleets that happened to be in-system at time of invasion preparation
* Local production of ships/supplies/marines contributes more to invasion points
* Talk to a market admin for a way to reduce recent unrest on other factions' markets
* Raids and bombardments add vengeance points
* Expeditions, vengeance fleets, invasions should handle "source market captured" case correctly
* Don't auto-join player to an alliance
* Stop "ruins stripped" message spam
* Fix market transfer not gaining reputation
* Random sector procgen shouldn't populate red planet's system
* Fix incorrect blueprint trader prices
One thing I've wondered: does whichever faction the player joins have less fleets/invasions in order to compensate for the player being present?
Nope!
On the other hand, one of the revenge mechanics involves enemy factions launching invasion fleets at your faction. (It doesn't have a special indication that this is what it's doing, it just looks like a normal invasion.)
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As usual we don't need a new game, right?
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Could you explain the mechanic for player faction launching NPC invasions? I never see this happening automatically, so maybe i missed a button or UI piece somewhere. Ty!
Also, do the NPC factions have a chance now at recovering from a deciv by the mechanism available to the player?
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Hi love the mod! Just wanted to report a bug I found regarding the blueprint trader. If you open the trading dialogue to "sell" your blueprints for points, if you right click the blueprints in this menu you learn the blueprint but the blueprint remains in the players inventory. If you close the menu and re-initiate the trade you can proceed to sell the blueprint.
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Hi guys. First at all, sorry for bad english, but i want to share this error.
New game. Trying trade option in Prism Freeport and get this error:
92686 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [HostileWaters.ogg]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [Ambush.ogg]
92702 [Thread-8] INFO sound.O - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
92917 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
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Hi guys. First at all, sorry for bad english, but i want to share this error.
New game. Trying trade option in Prism Freeport and get this error:
92686 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [HostileWaters.ogg]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [Ambush.ogg]
92702 [Thread-8] INFO sound.O - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
92917 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
Appears to be an issue with SWP.
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That should resolve itself when I update SWP later today.
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Thx for fixing that and thanks for that awesome mods guys! :)
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Should've checked the reverse compatibility code more closely. Sorry! :'(
Anyway: If anyone has been opening comm links and getting annoyed by the null error message, I have a hotfix for you here (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=0).
(Place in Nexerelin/data/campaign/)
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I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.
Granted, I took the Pirate Start, so literally every faction was hostile to me except for Pirates, Kadur, and the Independents, but even so. Dassault-Mikoyan has sent invasion flights while I was busy fighting off their previous invasion fleets. I can't leave my colony even to go to the core of the sector and back without missing at least one invasion. Is it really supposed to be like this?
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you can manually edit your nexerelin config file and change "pointsRequiredForInvasionFleet": 12000 to a higher number to make invasions happen less frequently (at same strength), space stations also tend to fight MUCH better if you observe the battle than if they autoresolve, i agree invasions are too frequent if you run many factions, but for vanilla i think the 12 000 is fine, try raising it to 3x or so of its original value.
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I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.
I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.
On another note re:decivilisation of the sector. I noticed this seems to be more noticeable for station-only markets. And when these markets are gone, you can't interact with them (no resettling, no looting etc.).
On another another note, do people find prisitne nanoforges? I have like 35 corrupted naofroges and synchrotron cores, but no pristine forge. Also, maybe give nanoforges to allied factions for reputation or other goodies on a point system like prism freeport, since there is no use for that many of them. For example, I want a Snow Goose and 6B Kormoran, but neither of them can be found easily even when commission by DME, but maybe in exchange for some forges/cores, they could give you one?
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Some question on player faction invasion. I have saw my faction want to send out invasion a few time but all of them end in "invasion fleet fail to gather", I had check on one of them and see a invasion fleet(only one) spawned from the planet, then the invasion end a few day later with the "invasion fleet fail to gather" message. What is causing these?
>Shad I have find 3 pristine nanoforge from exploration and i have 12 corrupted nanoforge now. And i like the idea of gifting these item for reputation too, these item is somewhat more rare than Ai core and should make some good reputation to other faction.
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Is it normal for my own faction to start its own wars without consulting me? As soon as I started the faction, it started to declare war on others and sending invasion fleets across the map.....also what's the point of other factions sending me expeditionary forces (shouldn't this be a declaration of war, but isn't)?
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I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.
On another note re:decivilisation of the sector. I noticed this seems to be more noticeable for station-only markets. And when these markets are gone, you can't interact with them (no resettling, no looting etc.).
On another another note, do people find prisitne nanoforges? I have like 35 corrupted naofroges and synchrotron cores, but no pristine forge. Also, maybe give nanoforges to allied factions for reputation or other goodies on a point system like prism freeport, since there is no use for that many of them. For example, I want a Snow Goose and 6B Kormoran, but neither of them can be found easily even when commission by DME, but maybe in exchange for some forges/cores, they could give you one?
Thanks. I'm going to restart my game (Diable Avionics got wiped out early on, and I was angling to get a Pandemonium from them) with the new variables, and I'll let you know how it goes.
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All factions can respawn one more time. After that, they're gone for good. You can also set them to respawn infinitely if you want more chaotic undying game.
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I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.
Granted, I took the Pirate Start, so literally every faction was hostile to me except for Pirates, Kadur, and the Independents, but even so. Dassault-Mikoyan has sent invasion flights while I was busy fighting off their previous invasion fleets. I can't leave my colony even to go to the core of the sector and back without missing at least one invasion. Is it really supposed to be like this?
Well, if you're hostile to almost everyone that's not going to work well, yeah.
That said, I'm changing things so that if the player has a pirate commission other factions won't invade player colonies (same as how they don't invade pirate markets). Other relevant changes: fixed a bug where invasion autoresolve strength was still using market size mult, limited simultaneous invasion events to 10, and reduced invasion point accumulation the more invasions are currently active.
Some question on player faction invasion. I have saw my faction want to send out invasion a few time but all of them end in "invasion fleet fail to gather", I had check on one of them and see a invasion fleet(only one) spawned from the planet, then the invasion end a few day later with the "invasion fleet fail to gather" message. What is causing these?
There may be a bug with invasions from player markets (even if I can't imagine what would work differently at this particular moment), I'll look into it. Thanks for mentioning!
Is it normal for my own faction to start its own wars without consulting me? As soon as I started the faction, it started to declare war on others and sending invasion fleets across the map.....also what's the point of other factions sending me expeditionary forces (shouldn't this be a declaration of war, but isn't)?
1) Player diplomacy is a bit of a WIP currently, but one thing I made it unable to do is do the 'declare war' event on someone else (or any of the other diplomacy events whose descriptions imply deliberate actions by a certain party.) Other people can still declare war on you, of course.
If you (or anyone else) sees it again, a screenshot would be good perhaps?
(In the meantime, if you want it to just stop all diplomacy with the player faction completely, there's a followersDiplomacy option in the config file. Bear in mind that it also prevents automatic ceasefires.)
2) The expeditions are vanilla behavior that I could remove but haven't yet felt a particular need to (among other things, mid to late game is kinda easy enough as it is). There's a bunch of discussions about expeditions in other threads you can search for, including complaints like the non-declaration of war thing.
All factions can respawn one more time. After that, they're gone for good. You can also set them to respawn infinitely if you want more chaotic undying game.
Faction respawn is currently disabled and likely won't be reimplemented in time for next version. Although next version, you can give away a market to a dead faction if you want them to (re)spawn.
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How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.
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How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.
Hmm. Sylpheed station was one of the stations I also saw get hit with a -30 penalty. Gave the poor fellas 2 aid packages, but it was a dep in the bucket, so the station still collapsed.
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So I've been making sure to have Prism Freeport enabled on sector generation but it hasn't been showing up for me.
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Just touching base since I registered just now to post some of feedback and love for various mods.
Is it considered impolite to ask modders if they're adding/planning to add Nexerelin support? Just making sure I don't get on anyone's nerves with an old unwritten rule. :)
So I've been making sure to have Prism Freeport enabled on sector generation but it hasn't been showing up for me.
When I enable it, its an object in hyperspace to go to.
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When I enable it, its an object in hyperspace to go to.
Where in hyperspace does it appear? Because it doesn't get listed in the intel planets tab.
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Ah, might have found out why.
https://i.imgur.com/jNMo41q.png
https://i.imgur.com/rsEsV2W.png
but if you turn the starscape off: https://i.imgur.com/0M8TfQY.png
https://i.imgur.com/osRdqnE.png
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How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.
Hmm. Sylpheed station was one of the stations I also saw get hit with a -30 penalty. Gave the poor fellas 2 aid packages, but it was a dep in the bucket, so the station still collapsed.
Hm. The way invasions work means it's technically possible for NPC invasions to cause -20 stability or such despite per-invasion stability losses being limited to -5 each, since multiple fleets are involved and invade the market once each. I hadn't anticipated the circumstances would arise (series of invasion executions that all last enough rounds to cause that kind of stability loss, without actually succeeding in capturing the market) but it's not apparently impossible.
I'll adjust the logic so the "stability loss halved if invasion fails" modifier is applied after the -5 cap, and perhaps make it so invasions can't ever increase total recent unrest past -10 or such.
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I've been getting an occasional application hang in the Prism Freeport station when selecting the Trade option (either by clicking on it directly or when using one of the hotkeys like 'F'). After selecting the option, the game just gets stuck as if it's in an infinite loop or something - I can still move the mouse around, but that's about it. Eventually, I give up waiting and mash ALT-F4 until Windows finally brings up the dialog to let me force-close the program.
Full disclosure, I'm trying this on an old Win10 32-bit computer instead of my normal rig, so I know I'm sort of pushing my luck by adding any mods at all. I've tried to compensate for that by using a small sector plus Nex's random sector option to decrease the memory load. And so far everything works just fine (aside from the occasional Prism hang) running with the following mods:
- Nexerelin 0.8.4z2 (plus the rules.csv hotfix)
- Combat Chatter 1.9.2b
- Console Commands 3.0
- LazyLib 2.4b
I've also modified a couple of exerelin_config.json options knowing that I'll never be able to install the Ship/Weapon Pack mod on this machine:
"prismNumBossShips": 0,
"prismRenewBossShips": false,
"prismUseIBBProgressForBossShips": false,
Unfortunately, the starsector.log file isn't incredibly helpful since it doesn't indicate any error. Instead, it always ends with something like this:
1776496 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - Days since update: 31.203451
1776502 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Misc\games\Starsector\starsector-core\..\mods\Nexerelin 0.8.4z2]
1776507 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Misc\games\Starsector\starsector-core\..\mods\Nexerelin 0.8.4z2]
1776507 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 0
I know that isn't much to go on, and this could just be a problem due to my pushing the limits of a 32-bit system. However, I never ran into this problem with my previous campaign using Nex v0.8.4y2, and in that game I was using Prism Station as my primary storage location while searching for my first colony world...
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Looks like an infinite loop in the Prism weapon addition code. Thanks, I'll fix it for next version.
In the meantime, adding a mod of some kind that adds some weapons (shouldn't need to be particularly big) should make the problem go away, if your system can handle it.
(You shouldn't need to change the config options btw, they'll just do nothing if SWP isn't present)
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Good to know you found the issue. I was just going to update my original message saying I reproduced the problem using my normal 64-bit machine with only those four mods enabled. (I just never saw it before because I've normally got a bunch of mods enabled on that computer.)
Also, thanks for letting me know about the IBB config settings - it's one less thing I have to remember to change when updating. Speaking of settings, I see there's one for "prismMaxWeapons" as well. Would setting that to a smaller value avoid the infinite loop for now? It seems like a safer option than adding more mods...
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Speaking of settings, I see there's one for "prismMaxWeapons" as well. Would setting that to a smaller value avoid the infinite loop for now? It seems like a safer option than adding more mods...
Good idea! That should work, yes.
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Thanks for adding in the new stability features!
For those of us that are trying to rescue an imminent collapse of civilization as we know it, is there any way to edit the config files to allow us to "restabilize" a market more often or to have the restabilization procedure have more of an effect?
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Got a repeatable crash: I invaded a size station and capture it. Then I went to it's colony page and selected abandon. Crashed:
277024 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.create(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.K.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.O00o.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.while.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Bug in base game atm. Should be fixed in most recent version. Has to do with abandoning stations rather than deciving them.
http://fractalsoftworks.com/forum/index.php?topic=14913.0
Should be fixed at some point in the future (when it gets pushed out). For now avoid abandoning stations
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For those of us that are trying to rescue an imminent collapse of civilization as we know it, is there any way to edit the config files to allow us to "restabilize" a market more often or to have the restabilization procedure have more of an effect?
Not in current version, sorry! I might add config options at some point though.
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Bug in base game atm. Should be fixed in most recent version. Has to do with abandoning stations rather than deciving them.
http://fractalsoftworks.com/forum/index.php?topic=14913.0
Should be fixed at some point in the future (when it gets pushed out). For now avoid abandoning stations
Thanks Goumindong
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Finally saw my faction launch some invasions....sadly, it wont do expeditions yet, which would be a nice invasion..
Now if only i could tell my counselors "yo dude....dont invade that...its terrible"....
Speaking of which, if were going to get random invasions of various markets, i think the number of hire-able counselors must be increased. Also...Even having an advanced(+3/+3) counselor at some of those places isnt enough to get them out of the hole:)[looking at you factions that colonize volcanic planets with 225%+ modifiers) Btw, is there any chance we could see what the "special" market conditions do? Most captured markets have a whole row of things that ive no idea what the are actually doing, IE, hydroponics labs etc.
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Hello all you captains out there!
So i'm not to sure if its this mod but i conquered a research base (a base that floats around the planet that you can go to buy stuff and so on) and like how you would when you build a base on a planet i upgraded the station. When an enemy fleet came to me, i was next the base but instead of the base appearing in the combat, i was left alone? So was wondering if it was on purpose to be more of the base protects itself only and not act like a base that you would of constructed on a planet that would protect you if you were near it.
cheers.
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Histidine just told me a good idea which is to post my save file before the battle happens to see why the base isnt in combat, next time it happens i'll post it up for you all to check! ;D
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Game won't load if I use your rules.csv hotfix. Failed to load object.
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Love the game and mod, just wanted to ask two things.
First, is it possible to customize/equip the weapons of your high/midline/low tech battlestation? My high tech one has nothing but plasma streamers. I suspect that depending on what tech your faction has at the time of the station construction determines the stations load out.
Second, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?
Thanks!
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First, is it possible to customize/equip the weapons of your high/midline/low tech battlestation? My high tech one has nothing but plasma streamers. I suspect that depending on what tech your faction has at the time of the station construction determines the stations load out.
Same as vanilla, your stations armament is based on what blueprints you know and have prioritised. Try changing prioritised weapons under doctrine to somthing else, or just select a wider variety of weapons under priorities.
Second, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?
As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
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I've had a semi-unofficial beta version v0.8.5 (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.5.zip) kicking around on Discord. v0.9 (the first release for Starsector 0.9 that won't be labelled "beta") will probably be this + a few more fixes.
Changelog preview (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Game won't load if I use your rules.csv hotfix. Failed to load object.
Could you try the version linked above? If it still breaks, post the error message from starsector.log.
Second, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?
As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.
Any objections?
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Been playing around with this, and it seems that the NPC planets don't ever seem to grow, they get a population indicator to 100% but never actually move up a population category
(i.e size 3 colony never becomes size 4 colony)
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I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.
Any objections?
Would it be possible to make it so you can prioritize where to hit next or tell them to stop invade altogether?
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A option in the setting file to toggle auto-invade/raid/no aggressive is good and it is always better with a in-game option menu. :P
And talking about nerf, I think the player faction in Nexerelin is at a really strange position, it is almost full auto like other npc faction and player have to take hit on its decision, sometime I feel they are making more trouble(faction relation/penalty of holding more market that you can/inability of self defense) than the benefit they bring, unless you are in a late game stage which you don't need to explore and can hold off a very strong invade yourself. So I don't think taking out the auto-invade is a nerf at all.
If the fleet request function can do something like remote order npc fleet to invade/raid, than the auto-invade function should be gone. it is better to let player have full control on those thing.
And some questions
What resource(Credit or invasion point) will be use to call a fleet on the fleet request function?
Will spy and agent came back? some way to control relation is good.
Can Nexerelin modify the Colony Management skill to increase the number of administrator player can employ?
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Second, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?
As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.
Any objections?
As mentionned by others, what resource will be used to call invasions? Money alone is not a good idea as it becomes abundant in late-game.
The one thing which does seem to scale properly and is logical is the monthly limit on custom production (which I think is tied to ho how much heavy industry you you have). Could this mechanic be used? say if your monthly cap of production is 100k, you get say 100 mothly Fleet points worth of invasion size, so after 3 months you can spawn a 300 size fleet?
Regarding v0.8.5 beta, I assume it breaks saves?
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I don't feel like a dialog to toggle auto-invasions is worthwhile at present. I'll just add a config option for now.
Right now fleet requests will just use credits. Tying it to industrial production might be neat though, I might do that in a future version; thanks for the idea!
Will spy and agent came back? some way to control relation is good.
Soon™*
*not actually soon
Can Nexerelin modify the Colony Management skill to increase the number of administrator player can employ?
It could, but I don't plan on messing with that right now.
My idea is to increase the administrator cap with total empire size; e.g. when the sizes of all your markets adds up to 5, you gain +1 admin cap, at 12 you gain another +1, then at 20, etc.
Regarding v0.8.5 beta, I assume it breaks saves?
It shouldn't, and no-one has reported their save being broken yet :)
Been playing around with this, and it seems that the NPC planets don't ever seem to grow, they get a population indicator to 100% but never actually move up a population category
(i.e size 3 colony never becomes size 4 colony)
Yeah, NPC markets don't size up currently. I feel like doing this under normal circumstances would mess with the normal Sector's economy and planet/station lore bits too much.
Although when NPC colonies are introduced they'll have population growth (probably only up to size 5 though)
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This is the first official, non-beta release for Starsector 0.9. Hooray!
Now hopefully, that's the last dev work I'll have to do on this mod for a long time.
Should be compatible with all save games last saved with v0.8.4z2 or later.
Nexerelin v0.9
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.zip)
Spoiler
(https://i.imgur.com/DPpr9dq.jpg)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9
* Invasion task forces capped at 2k FP
* Invasion fleets don't drop marines when killed
* Player faction does not launch invasions or raids on its own by default (can be changed in config)
* Mining fleets can have partially filled cargo on spawn (to simulate them having existed for a while)
* Stabilization package effect defined in config
* Remove obsolete alliance list dialog option
* Fix base strike event crash
* Fix legacy covert ops manager still being added to game
* Fix aquaculture procgen
v0.8.5
* Add fleet request dialog
* Invasion improvements
* Stability penalty halving for failed invasion applied after -5 cap
* Invasions won't increase recent unrest beyond -10
* If player is commissioned with a pirate faction, player colonies won't get invaded except where normal pirate markets could be invaded
* Fleet sizes obey faction doctrine
* Super-sized invasion fleets are now only 50% bigger instead of 100%
* Invasion points required 12000 -> 18000
* Invasion points accumulate more slowly the more invasions are ongoing
* Invasion points per player level 1 -> 0.5, economy mult 0.3 -> 0.5
* Reduce strength of, unrandomize invasion size scaling that tries to match fleet size mults of defender markets
* Marines per invasion fleet capped at 2,500
* Fix improper autoresolve strength calculation
* Add faction raid fleets
* Market capture reputation rebalance
* Base gain from capture now size-2 (was size)
* Gain from capture halved for pirate factions and Templars
* Andrada option rep penalty now 5*size (was 4*size)
* Being hit by raids/bombardments and failing in invasions/raids increases war weariness
* Markets can be transferred to destroyed/non-spawned playable factions
* NPC factions will build appropriate industries on a market captured/received from player
* Adjust Prism stock handling
* Higher export value for domestic and luxury goods, lower for drugs
* Stats tracker includes markets raided and bombarded
* Fix vengeance fleet sizing, spawning
* Fix Prism Freeport hang on trying to trade
* Fix null error in comm link
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Would it be possible to make the number of inhabited planets per randomly generated core system a config-adjustable value? The random core generation seems to favor creating systems with 4+ inhabited planets/stations, often belonging to different factions, which results in constant trade disruption and rapid decivilization. Even with the number of inhabited systems set equal to the number of inhabited planets, the randomly generated core contained mostly systems with at least 3 different factions. Just being able to limit the number of different factions in a system would help prevent totally unstable configurations from generating.
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Would it be possible to make the number of inhabited planets per randomly generated core system a config-adjustable value?
Ask and ye shall receive
(I didn't actually do this update just for the setup option, but anyway, here it is)
Nexerelin v0.9b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9b_RC2.zip)
Spoiler
(https://i.imgur.com/DPpr9dq.jpg)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9b
* Fleet request improvements
* Fixed NPEs, erroneous strength display
* Display intel item on launch, even when outside of comm relay range
* Nicer GUI
* Base strike mission: Fix base kill sometimes not working properly; adjust autoresolve time
* Random sector: Setup dialog options for max populated planets, stations per system
* Fix blueprint trader stock refresh cooldown being reset after purchase
* Adjust raid intel bullet points
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Replaced the download links with the RC2 hotfix version, which makes tooltips for invasion fleet request targets display the ground defense strength again.
EDIT: Reuploaded with the actually fixed version
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How do you actually request fleets? Which dialog is it under?
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Unsure if this is a new Nex bug - started a new game and the first warning beacon i find I enter the system and I see this: https://snag.gy/3e2agy.jpg (empty blade breaker fleets, LOTS of them around POIs). Also it was an exceptionally large system (11 planets) https://snag.gy/HDJMAQ.jpg
It happened twice more in that system around derelict kite shuttles, I didnt encounter any actual enemies.
Do you need the seed? I'm not sure how to get that.
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How do you actually request fleets? Which dialog is it under?
Press Z while in campaign map (key can be changed in config, but you'll have to look up the key numbers somewhere)
Unsure if this is a new Nex bug - started a new game and the first warning beacon i find I enter the system and I see this: https://snag.gy/3e2agy.jpg (empty blade breaker fleets, LOTS of them around POIs). Also it was an exceptionally large system (11 planets) https://snag.gy/HDJMAQ.jpg
It happened twice more in that system around derelict kite shuttles, I didnt encounter any actual enemies.
Do you need the seed? I'm not sure how to get that.
Hmm, think that's an obscure bug with the type of (vanilla) fleet generator script that BBs use. A similar issue with Remnants was reported here (https://imgur.com/a/k5pe3Rl)
Seed (and modlist, and starting faction + options if you still have them) might be good, although a save might be even better. Seed is in Character tab (where you unlock skills), bottom right of the screen.
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EDIT: In that save I can see a similar thing is happening to SAD fleets and Remnant so it is not limited to BB (although Ninth Battlegroup seemed OK)
I started a new game with the same seed and same settings and the fleets seem to have generated properly this time? (using devmode to find warning beacon galaxies)
Manage to replicate the issue again on a new game spawning as Lanestate with a different seed.
EDIT2: After lots of testing I'm pretty sure it was the Vesperon Combine mod and not Nexerelin, sorry. - http://fractalsoftworks.com/forum/index.php?topic=14915.msg242918#msg242918
Seed: MN-77370515567613364
Faction: Tri-Tachyon
Options: Random Core, Prism, Starfarer, others at defaults
Save: http://www.filedropper.com/savepiggery3877972267064235278
Mods (all latest versions):
Active-Gates
Arsenal Expansion 1.5.3b
Artefact
Audio Plus
Autosave
Celestial Mount Circle
Combat Chatter
CombatAnalytics
Common Radar
Console Commands
Dassault-Mikoyan Engineering
DIABLEAVIONICS
DisassembleReassemble_v1.6.4
Extratential Lanestate Union
Fix Empty Planets
Foundation Of Borken
GraphicsLib
JP_RC
Kadur Remnant
LazyLib
Leading Pip
Legacy of Arkgneisis
Lightshow
MagicLib
Mayasuran Navy
Neutrino corp
Nexerelin
ORA
Safety Override mod
SanguinaryAnarchisticDefectors
Save Transfer
SCY
Shadowyards
SkilledUp
SpeedUp
Stop Gap Measure
sylphon
tahlan
trailermoments
transponder-reminders
Tyrador Safeguard Coalition
Underworld
UnknownSkies
UpgradedRotaryWeapons
Version Checker
vesperon-1.1.0
WeaponArcs
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Why Pathers still sabotage my colonies if i start as Luddic Path raider?
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Why Pathers still sabotage my colonies if i start as Luddic Path raider?
You have drifted off the right path with you populated colonies and industries.
But seriously, pather random whackamole is annoying.
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Just meet a Lv2 pirate hit-fleet and wander how large a Lv3 one will be.
https://imgur.com/a/XoyuWgf
I suppose I am partly responsible by setting max ship in fleet to 60 but i am sure this is the largest single fleet I had see.
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Are invasions of pather and pirate bases that are normally destroyed by the player fleet when attacked, not intended to destroy them?
I'm just curious if I have a mod conflict or something on that line.
E: I love being able to call invasions 'tho. This is the good stuff.
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Why Pathers still sabotage my colonies if i start as Luddic Path raider?
You have drifted off the right path with you populated colonies and industries.
Pretty much
(The real reason is that the vanilla Pather cell code would require more work to replace than I wanted to deal with at the time. Future versions will add a way to remove cells, so there's that.)
Are invasions of pather and pirate bases that are normally destroyed by the player fleet when attacked, not intended to destroy them?
I'm just curious if I have a mod conflict or something on that line.
Could you explain more? You shouldn't be able to invade the Pather/pirate bases, either personally or using the fleet request menu. The "base strike" fleets are specifically there to kill the bases; there was a bug in 0.9 that kept them from doing this sometimes, but it's fixed in 0.9b.
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The "base strike" fleets are specifically there to kill the bases; there was a bug in 0.9 that kept them from doing this sometimes, but it's fixed in 0.9b.
Sounds like you squashed what my problem was! If i see it happen again in the new version ill try to snip the part of the stream and link you.
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Just won a diplo victory, only 11k orphans made which in the grand scheme of things with peace in the sector at stake is probably pretty low!
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Yup! My issue is gone. This is so good! Really helps me focus more on the exploring or bounty hunting or warring aspects while my fleets deal with insignificant pirate lairs that I swat without breaking a sweat.
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So how does war wariness coupled with cease fire/peace treaty relation change work? Right now in my latest game more and more factions are slowing ending up at war with me since they are trigger happy on anyone with a suspicious rep or worse and the diplomacy events very easily set you into suspicious. I'm wondering if going on the offensive to bleed them into surrender will reset relations enough to get a lasting peace with them if I beat them hard enough or if I will only dig myself deeper and have everyone forever vengeful.
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So how does war wariness coupled with cease fire/peace treaty relation change work? Right now in my latest game more and more factions are slowing ending up at war with me since they are trigger happy on anyone with a suspicious rep or worse and the diplomacy events very easily set you into suspicious. I'm wondering if going on the offensive to bleed them into surrender will reset relations enough to get a lasting peace with them if I beat them hard enough or if I will only dig myself deeper and have everyone forever vengeful.
Weariness accumulates over time when a faction is at war, and also whenever the faction loses ships in battle or gets its colonies raided or bombarded, or its invasion or raid fails. (Weariness doesn't increase from losing markets; I forget if this is deliberate to e.g. model revanchism)
When a faction's war weariness gets high enough, it'll try to ceasefire/sign a peace treaty with one of its enemies; this reduces both parties' weariness. So you can try to make a faction sue for peace by hitting it hard enough, yes. The faction they make peace with may not be you, though!
(Also the other faction needs to have a minimum amount of weariness as well)
In a later Nex version I'll make it so other factions will offer ceasefires/peace treaties with the player and you can specifically choose whether to accept or not.
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When I trade a prisoner for money, I'm getting a $prisonervalue line displayed instead of the actual value. I still get the money though so it's not a big deal.
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I'm having a bizarrely fun time in my streamed run of OM/PI in trying to be firmly neutral in my dealings and then getting frustrated when my company *** up a trade deal and oh boy -50/100! I better trade them something nice before they go to war and ruin my profits!
Its... really different from just throwing behind a faction or deciding to be a warmonger. :D
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Speaking of the bizarre, I've seen some unusual things happening with the new faction raids. (Or at least I think the raids are new - either that or I just didn't notice the factions raiding before because they were too busy launching invasions instead...)
The first scenario involved a fleet that I decided to follow because they flew right by me on their way to raiding the Hegemony (who really disliked me at the time). I tailed them all the way to their target system where they promptly jumped in, declared the raid a failure, jumped back out, and flew home. At first, I thought maybe there was a massive fleet that intercepted them on the other side, so I traveled backwards in time (i.e. reloaded the last save) and jumped ahead of them to clear the way. There were no hostile ships this time though, and a few seconds later the raid fleet jumped in, immediately declared the raid a failure again, and jumped back out as I sat there shaking my head. My only explanation is that maybe the fleet I followed was a straggler and the rest of the raid force arrived days earlier and got crushed before we even got a chance to help.
The second scenario involved a raid launched by a very unexpected faction: I was way out in the far reaches of the sector at the time, so I missed the raid, but I did stumble upon the retreating force after they too failed to raid the evil Hegemony. I somehow managed to dodge the scary fleets (plural!) as they flew past, and discretely tailed them back to a nearby system with a warning beacon. I didn't follow, having already learned in a previous life that the system in question is the special "challenge" system generated by the Tyrador Safeguard Coalition mod. I'm not sure if it's intentional that this particular faction can launch raids (or if it's somehow a side effect of this particular system), but it certainly caught me by surprise...
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Hey there, Histidine, crossposting from over here (http://fractalsoftworks.com/forum/index.php?topic=11646.msg243166) in the ORA thread.
I seem to have had an oopsie, ORA stations in my settled system have broken. Traveling to an ORA station to interact with it results in this instead. Initially all is okay (https://cdn.discordapp.com/attachments/176158444951306240/538275206649741312/20190125083259_1.jpg), however, attempting to invade throws an error (https://cdn.discordapp.com/attachments/176158444951306240/538271342185807872/20190125081733_1.jpg). Examining the colony again results in something new (https://cdn.discordapp.com/attachments/176158444951306240/538275636809302027/20190125083439_1.jpg), but now the only option is to have the game commit non-existence (https://cdn.discordapp.com/attachments/176158444951306240/538275802148503591/20190125083545_1.jpg[/url). Alternatively, simply hovering the mouse over one of these stations crashes the game with the following error. And it appears hostilities with the ORA means eventually one of my fleets will interact with a station, also crashing the game.
1470738 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.if.float(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Would it be a nightmare to add "random spawning weights" as an addition to turning the default ones off? It'd be nice to see some traditionally larger factions start off small and war their way to the top.
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Found 2 new problems on you mod:
1. When i put on blueprint trade window(Prism Freeport) some new for me blueprints and use right click on them blueprints disappeared(it`s ok). But when i return to my inventory this blueprints has return as duplicate blueprints.
2. Remnants in Remnants Raids not a true Remnants. They not give AI cores, they can retreat in battle, battle with them have special points(ECM, Nav and Com). Why and how?
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How does invasion scaling work? It seems no matter how large and well defended I make a colony the invasions seem to scale up in size enough to require personal intervention, since I'm always at war with half the factions my very valuable colonies are under constant threat of being conquered or stab killed and right now I'm afraid I'll lose a size 9 from having to deal with another doom invasion right after killing another with significant losses. Is it possible to implement a limit to how much you can be raided/invaded in a single year like what alex is planning for 0.9.1?
Also I'm told that vanilla expeditions can be disrupted by raiding the space port at the organizing market, could the same be done for nex invasions and raids?
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1. When i put on blueprint trade window(Prism Freeport) some new for me blueprints and use right click on them blueprints disappeared(it`s ok). But when i return to my inventory this blueprints has return as duplicate blueprints.
Yeah, known bug. I can't fix it without introducing a new bug, but it'll go away next Starsector version (http://fractalsoftworks.com/forum/index.php?topic=14930.0).
2. Remnants in Remnants Raids not a true Remnants. They not give AI cores, they can retreat in battle, battle with them have special points(ECM, Nav and Com). Why and how?
Seems the "normal" remnant fleets have a config set up that I don't (didn't even know it existed lol). I'll make them drop AI cores and never retreat next version, think I'll keep the objectives though.
How does invasion scaling work? It seems no matter how large and well defended I make a colony the invasions seem to scale up in size enough to require personal intervention, since I'm always at war with half the factions my very valuable colonies are under constant threat of being conquered or stab killed and right now I'm afraid I'll lose a size 9 from having to deal with another doom invasion right after killing another with significant losses.
It guesses how strong the defenses are, then scales to match. It's made to underestimate the effects of defensive industries somewhat (but possibly not enough).
For the space strength: it gets each market in the target system of the same faction as the target market, adds up the strength of all the patrols those markets can spawn (assuming average patrol size), and multiplies that by an underestimate of the fleet size mult (if said mult > 1). Then it adds the station's strength. The final task force strength is based on this total.
You can see the code here (https://bitbucket.org/Histidine/exerelin/src/705b801c15a9a246f31672a3d65bdf0f9a96bb8f/jars/sources/ExerelinCore/exerelin/campaign/fleets/InvasionFleetManager.java?at=master&fileviewer=file-view-default#InvasionFleetManager.java-156:247).
Ground strength (https://bitbucket.org/Histidine/exerelin/src/705b801c15a9a246f31672a3d65bdf0f9a96bb8f/jars/sources/ExerelinCore/exerelin/campaign/InvasionRound.java?at=master&fileviewer=file-view-default#InvasionRound.java-168:197) does a similar thing, but only for the target.
Is it possible to implement a limit to how much you can be raided/invaded in a single year like what alex is planning for 0.9.1?
I could, but probably won't. Losing a colony isn't fun but you can always retake it, and at some point there needs to be something that can threaten an entrenched player.
Also I'm told that vanilla expeditions can be disrupted by raiding the space port at the organizing market, could the same be done for nex invasions and raids?
Sounds like a good idea! I'll see about putting that in. (I thought it was already in, but tested and apparently not)
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The next feature update will be some ways off and there were things in the current version that were bothering me, so here's a bunch of fixes and improvements for now.
Nexerelin v0.9c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9c
* Add ceasefire offer intel item
* Vengeance fleet adjustments
* Smaller in general
* Quality bonuses only from vengeance tier, not fleet size
* Fix time to spawn display in bullet points
* Remnant raiders can drop AI cores; don't retreat from battle
* Adjust invasion size scaling vs. stations
* More accurate invasion/raid strength estimates
* New random sector features
* New start setup option: Randomize faction spawn weights
* Rebalance random sector industry spawning
* Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
* This is a placeholder for future starting blueprint options
* Add global invasion/vengeance fleet size mults to config
* New blue player flags by Soren
* Intel screen accessible from non-dock special menu
* Easier handling of market arguments for SpawnInvasion/RaidFleet console commands
* Fix some random sector landmark issues (particularly abandoned station in star)
* Fix defense strength tooltip when requesting an invasion fleet
* Fix issue with alliances declaring war not long after making peace
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"New update" it SS - 0.9.1? Or next update of you mod? Remnant crisis?
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I have been observing alliances in my current game and it seems with two member alliances at least you get situations when only one alliance member peaces out. Aside from that I was wondering if you could have a successful vote require over half of members rather then at least half? There seems to be a slow spiral into being at war with absolutely everyone for the rest of the game and since the vast majority of alliances are two members with alliances coming and going due to relation changes it means you get a cascade effect with people your on good terms with who suddenly end up hating you because they joined a two polity alliance with a faction who was at least suspicious of you and decided to hit the big red button, then they split after a hour or so of game play and it starts over again when they forge separate alliances.
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"New update" it SS - 0.9.1? Or next update of you mod? Remnant crisis?
Remnant crisis is a looong way off.
Next Nexerelin update will have some new gameplay features. Not sure whether it'll come out before or after Starsector 0.9.1.
Aside from that I was wondering if you could have a successful vote require over half of members rather then at least half? There seems to be a slow spiral into being at war with absolutely everyone for the rest of the game and since the vast majority of alliances are two members with alliances coming and going due to relation changes it means you get a cascade effect with people your on good terms with who suddenly end up hating you because they joined a two polity alliance with a faction who was at least suspicious of you and decided to hit the big red button, then they split after a hour or so of game play and it starts over again when they forge separate alliances.
Yeah, I may have to do something about alliance votes.
Currently it requires 'yes' votes > 'no' votes, but since members often abstain instead of voting no the resolution often passes. I might just remove abstentions, they're not very interesting.
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Aside from that I was wondering if you could have a successful vote require over half of members rather then at least half? There seems to be a slow spiral into being at war with absolutely everyone for the rest of the game and since the vast majority of alliances are two members with alliances coming and going due to relation changes it means you get a cascade effect with people your on good terms with who suddenly end up hating you because they joined a two polity alliance with a faction who was at least suspicious of you and decided to hit the big red button, then they split after a hour or so of game play and it starts over again when they forge separate alliances.
Yeah, I may have to do something about alliance votes.
Currently it requires 'yes' votes > 'no' votes, but since members often abstain instead of voting no the resolution often passes. I might just remove abstentions, they're not very interesting.
But even so, I often find less than few months of peace going before the faction jumps back in into the war - no matter how well or bad it was going for them. It's especially strange if throughout the previous months if not cycles the aforementioned faction was pushing for peace in the alliance and had multiple "war weariness" events.
Have you thought about putting some hard lock on "peacetime" (which can be of course broken by the player) or something like that?
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Not sure if this is a bug:
When defending against invasion fleets, enemies will choose to fight with their tankers and freighters instead of retreating when all enemy combat ships are destroyed.
During battle: They will enter the battle and then immediately retreat from the battle.
Post battle: They will continue to choose to fight you (you will have to join the engagement), so you can't get away unless you leave and lose the post battle loot.
It's quite tedious, not sure if it's with Nex or the game itself.
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If I remember correctly this is a vanilla issue that Alex has fixed for 0.9.1.
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* New random sector features
* New start setup option: Randomize faction spawn weights
* Rebalance random sector industry spawning
* Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
* This is a placeholder for future starting blueprint options
You're too kind. :D
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I'm _really_ excited for the blueprint pack! Thanks!
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Nice to see my suggestion implemented so quickly. Now the player isn't thrown to the wolves right out of the gate. Though...
* Intel screen accessible from non-dock special menu
You can just press E anytime, can't you?
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* Intel screen accessible from non-dock special menu
You can just press E anytime, can't you?
On the campaign map you can. In the dialog you get by pressing Z though, there was previously no way to access the core tabs (intel, cargo, etc.), and closing the dialog means you have to reconfigure any incomplete fleet request. I found this annoying when I needed to check details of a fleet request target, like "which pirate base is the one I need to kill?"
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I have been experimenting with invasion/raid auto resolve and sitting in system doing nothing and it seems that you are better off not investing in any defense structures whatsoever other then a star fortress when you personally have to deal with a invasion by sitting on your colony since the scaling is so great even in a best case scenario the auto resolve with a size 10 colony with every defense structure fully upgraded coupled with alphas on the planetary shield plus ground batteries will still fold like a house of cards or be utterly crippled even if the intel screen says your ground defense is superior(perhaps that's a result of all opposing fleets attempting to invade individually).
If you sit in system you first notice how the invading fleets even if overwhelming are very reluctant to invade and spend their time chasing every last frigate down (I'm thinking hovering over your planet with your transponder off might also be a cause, flying a bit a way while still being within system seemed to solve the issue if there was no distraction npc allies), also it appears there is a bug where the event can conclude with the invasion succeeding and all invasions/raids getting cancelled if applicable(this has happened when I had overwhelming ground advantage and just sat in system watching) but you still retain control of the colony. finally with just passively watching in system even if you are massively superior ground defense wise the colony will quickly get disrupted in the majority of its industries and this can easily result in it folding if a single defense structure goes down(I don't include the ground defense from a space station since that will always fall before any invasion starts).
Almost forgot, Raids seem busted currently, even if you are at risk from them on the intel screen it seems they always resolve themselves after a while with no damage done to your colony aside from losing the star fortress when I imagine they should hit you with stab damage(I have gotten the raid successful message and checked my colony in question and there was no stab hit), currently I completely ignore them.
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I've noticed that invasion fleets belonging to other factions will remain hostile even if the war between their target faction ended. This *** me when I stopped by a Diable station to resupply, the invasion fleet was lurking there forcing me into a battle with not only that fleet, but their battlestation too.
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Early update for compatibility with a new mod (currently pre-released on Discord).
Thanks to Spess Mahren for prompting a review of some invasion issues.
Nexerelin v0.9d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9d
* Invasion fixes, adjustments
* Fix various bugs in non-auto invasion resolution
* Invasions can't increase recent unrest beyond (number of rounds) * 2
* Fix per-round damage sometimes being too low
* Fix possible bug where the same invasion fleet could make multiple invasion attempts
* Invasions/raids will be canceled if spaceport is disrupted or nonexistent during assemble stage
* Invasion disruption time reduced if defender's damage that round exceeds attacker's
* Fix raids not causing stability damage
* Compatibility with Vast Expanse mod
* Add a random event at decivilized worlds
* Ceasefire length 90 -> 150 days
* Aquaculture planets in random sector have lobster pens
* Gain admin cap bonus based on empire size
* Vengeance points from raids lowered 25%
* Alliance intel GUI tweaks; fix invalid text on leaving alliance
I've noticed that invasion fleets belonging to other factions will remain hostile even if the war between their target faction ended. This *** me when I stopped by a Diable station to resupply, the invasion fleet was lurking there forcing me into a battle with not only that fleet, but their battlestation too.
Hmm, this seems unlikely. AFAIK invasion fleets don't work any differently from most normal fleets and should obey current faction relationships (unlike e.g. expedition fleets, which are set to be hostile to player regardless of faction reputation). There isn't even a way I've heard of to make NPC faction fleets have different relations to each other than their factions do.
It sounds like you attacked the fleet with transponder off at some point and it remembered that? (although I'd have expected it to have forgotten after a week)
Well, if you have a save that might help debug it. I'll keep an eye out in the meantime.
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How likely do you think Nex will break with .91?
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* Compatibility with Vast Expanse mod
What mod is that?
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Add a random event at decivilized worlds
What is it?
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* Compatibility with Vast Expanse mod
I can't seem to find this mod...
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Add a random event at decivilized worlds
What is it?
Local survivors offer a favourble exchange of resources.
Though the last time this happened, the game crashed with a "Exception Null" crash.
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* Compatibility with Vast Expanse mod
I can't seem to find this mod...
You can get the link to it on the official discord but here it is. https://www.dropbox.com/s/8zvku5d54bwy9v3/Vast%20Expanse.7z?dl=0
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Add a random event at decivilized worlds
What is it?
Local survivors offer a favourble exchange of resources.
Though the last time this happened, the game crashed with a "Exception Null" crash.
I got the same crash from trying to explore ruins on a planet that had that event. Part of me is curious if it's Nex or if it's an interaction with that mod that fills 'empty' planets; some of the planets I ran into had both widespread ruins AND scattered ruins, giving me a visually broken exploration option.
For the record, the planet that caused the crash only had Decivilized, the Decivilized trade event, and Vast Ruins.
Another update, reloaded the save, surveyed and explored the ruins *first*, no crash. I have no idea why the sequence changed things, but that's my best guess.
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If anyone could provide an error log and/or a save from just before the crash that would be really helpful, thanks!
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I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:
9 Conquests
6 Victories
4 Chronos
7 Triumph's
Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
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Edited changelogs with a note that got left out:
- Invasion disruption time reduced if defender's damage that round exceeds attacker's
I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:
9 Conquests
6 Victories
4 Chronos
7 Triumph's
Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
That sounds like it shouldn't be happening, except from two invasion events at once (and even then not for a size 4, except under certain circumstances). Is that's what's occurred?
(Generating an invasion fleet from Kazeron to Jangala (a size 6) with a new level 16 character gets me 9 Conquests (and 7 Atlases))
If you like, I can look at your save and see what factors (intended or otherwise) are resulting in those fleets.
In the meantime I'll change the opportunistic war declaration a bit so some "nicer" factions require worse relations to do it. That won't help with Diktat, but I might also change the alliance vote logic so Perseans won't get also pulled in if they like you enough.
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Fast fix release since I managed to identify and fix the deciv event crash.
Nexerelin v0.9e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9e
* Player can start with some special items (e.g. blueprints) depending on starting faction; implemented starting blueprints for some factions
* Alliance members will vote no to declaring war on someone they're Friendly or better with
* Will defy a yes vote if they like the target more than the ally involved
* Factions may require inhospitable relations to declare war (or may not do it all), depending on alignments
* Periodically set/unset free port status for NPC markets if they should/shouldn't have it
* Deciv event: Fix crash; refugee event chance is multiplied by hazard rating
* Remove random variation from console-spawned invasion fleet size
* Fix a bug in invasion/raid strength estimates shown in GUI
* Fix devmode dialog options sometimes appearing without devmode
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Edited changelogs with a note that got left out:
- Invasion disruption time reduced if defender's damage that round exceeds attacker's
I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:
9 Conquests
6 Victories
4 Chronos
7 Triumph's
Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
That sounds like it shouldn't be happening, except from two invasion events at once (and even then not for a size 4, except under certain circumstances). Is that's what's occurred?
(Generating an invasion fleet from Kazeron to Jangala (a size 6) with a new level 16 character gets me 9 Conquests (and 7 Atlases))
If you like, I can look at your save and see what factors (intended or otherwise) are resulting in those fleets.
In the meantime I'll change the opportunistic war declaration a bit so some "nicer" factions require worse relations to do it. That won't help with Diktat, but I might also change the alliance vote logic so Perseans won't get also pulled in if they like you enough.
It was 5 Persean grand invasion fleets. What really screwed me over was I also got hit the with bug that limits me to 200 deployment points so I couldn't even deploy my big ships. The link below should get you my save. I've never needed to use Googledrive before so hopefully I got it right.
https://drive.google.com/open?id=1O_l3AQDyzWLlxjBawPTO5Xa_L-OdUoek
Also, I'm using a massive list of mods aside from Nex. I'll go ahead and list them all just in case:
Spoiler
Arsenal Expansnio 1.5.3c
Autosave 1.1
Combat Chatter 1.9.2
Common Radard 2.5
Console Commands 3.0
Dassault Mikoyan 0.9.9e
Diable Avionics 2.02
Disassemble Reassemble 1.6.4
Fix all Empty Planets 1.0
Foundation of Borken 0.2.4-RC3
Lazylib 2.4b
Leading pip 1.8.3
MagicLib 0.22
Neutrino Corporation 1.85-RC3
Nexerelin 0.9c
Oga Portrait Pack 1.1
Practice Targets 1.3
Scy Nation 1.53
Shadowyards 0.8.1
Ship/Weapons Pack 1.9.1
SpeedUp 0.5.1
Stop Gap Measures 0.71
Sylphon Rnd 0.9.3d
Tahlan Shipworks 0.3.3a
Tyrador Coalition 1.6.1c
Underworld 1.3.0b
Unknown Skies 0.30
Vesperon Combine 1.1.2
ZZ GraphicsLib 1.3.0
Though to be honest I doubt it's a mod conflict given that it was the vanilla factions that decided I wasn't allowed to have that planet. But again I'm no modder. Thanks for taking the time to look at this.
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It was 5 Persean grand invasion fleets. What really screwed me over was I also got hit the with bug that limits me to 200 deployment points so I couldn't even deploy my big ships. The link below should get you my save. I've never needed to use Googledrive before so hopefully I got it right.
https://drive.google.com/open?id=1O_l3AQDyzWLlxjBawPTO5Xa_L-OdUoek
Also, I'm using a massive list of mods aside from Nex. I'll go ahead and list them all just in case:
Spoiler
Arsenal Expansnio 1.5.3c
Autosave 1.1
Combat Chatter 1.9.2
Common Radard 2.5
Console Commands 3.0
Dassault Mikoyan 0.9.9e
Diable Avionics 2.02
Disassemble Reassemble 1.6.4
Fix all Empty Planets 1.0
Foundation of Borken 0.2.4-RC3
Lazylib 2.4b
Leading pip 1.8.3
MagicLib 0.22
Neutrino Corporation 1.85-RC3
Nexerelin 0.9c
Oga Portrait Pack 1.1
Practice Targets 1.3
Scy Nation 1.53
Shadowyards 0.8.1
Ship/Weapons Pack 1.9.1
SpeedUp 0.5.1
Stop Gap Measures 0.71
Sylphon Rnd 0.9.3d
Tahlan Shipworks 0.3.3a
Tyrador Coalition 1.6.1c
Underworld 1.3.0b
Unknown Skies 0.30
Vesperon Combine 1.1.2
ZZ GraphicsLib 1.3.0
Though to be honest I doubt it's a mod conflict given that it was the vanilla factions that decided I wasn't allowed to have that planet. But again I'm no modder. Thanks for taking the time to look at this.
What is your battle size set to? If it is set to 500, then you getting 200 DP is not a bug since it sounds like you were super outnumbered. And in SS, the side with more ships gets more DP out of the battle size pool, up to 60% of it. Now if you had a battlestation as an ally, that can take up a large portion of your DP
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It was 5 Persean grand invasion fleets. What really screwed me over was I also got hit the with bug that limits me to 200 deployment points so I couldn't even deploy my big ships. The link below should get you my save. I've never needed to use Googledrive before so hopefully I got it right.
https://drive.google.com/open?id=1O_l3AQDyzWLlxjBawPTO5Xa_L-OdUoek
Also, I'm using a massive list of mods aside from Nex. I'll go ahead and list them all just in case:
Spoiler
Arsenal Expansnio 1.5.3c
Autosave 1.1
Combat Chatter 1.9.2
Common Radard 2.5
Console Commands 3.0
Dassault Mikoyan 0.9.9e
Diable Avionics 2.02
Disassemble Reassemble 1.6.4
Fix all Empty Planets 1.0
Foundation of Borken 0.2.4-RC3
Lazylib 2.4b
Leading pip 1.8.3
MagicLib 0.22
Neutrino Corporation 1.85-RC3
Nexerelin 0.9c
Oga Portrait Pack 1.1
Practice Targets 1.3
Scy Nation 1.53
Shadowyards 0.8.1
Ship/Weapons Pack 1.9.1
SpeedUp 0.5.1
Stop Gap Measures 0.71
Sylphon Rnd 0.9.3d
Tahlan Shipworks 0.3.3a
Tyrador Coalition 1.6.1c
Underworld 1.3.0b
Unknown Skies 0.30
Vesperon Combine 1.1.2
ZZ GraphicsLib 1.3.0
Though to be honest I doubt it's a mod conflict given that it was the vanilla factions that decided I wasn't allowed to have that planet. But again I'm no modder. Thanks for taking the time to look at this.
What is your battle size set to? If it is set to 500, then you getting 200 DP is not a bug since it sounds like you were super outnumbered. And in SS, the side with more ships gets more DP out of the battle size pool, up to 60% of it. Now if you had a battlestation as an ally, that can take up a large portion of your DP
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
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It also doesn't make sense to me to be honest. The side that has less ships should have more DP.
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It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
It's default vanilla behaviour, not a bug. The larger fleet has up to a 3:2 advantage, depending on total FP.
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It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
If you're outnumbered, you should feel outnumbered. The enemy being able to throw wave after wave of units at you wouldn't matter if you could destroy the waves as they appear.
edit: sorry to take part in this derail, since this isn't relevant to this mod the discussion should take place in a suggestion or discussion topic.
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It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
If you're outnumbered, you should feel outnumbered. The enemy being able to throw wave after wave of units at you wouldn't matter if you could destroy the waves as they appear.
I'm sorry but having a arbitrary limit is unrealistic and stupid. If I have the ships to deploy I should BE ABLE TO DEPLOY THEM.
I just had it happen again in my new game. Neutrino declares war on me. Shows up with something like 6 invasion fleets with something like close to 20 Hildofr's between them and can have 4 of them plus a Jackhammer on the field at once. There's no way to fight that and it's not fun.
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You want to bring this up with Alex in a fresh thread then, if you dislike the fact that outnumbered means outnumbered. It's not Nex's fault, it's how the vanilla game goes.
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As far as I'm aware the invasion fleet is very much a Nexerelin thing. Vanilla Starsector doesn't have invasion fleets that I know. I've been primarily talking about the issue with Nexerelin trying to treat me like Vegeta and stomp me in the *** and mentioned that the deployment cap wasn't helping in that regard. I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended. So the deployment cap comment was picked up by others when that was not the primary issue I was having.
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Apologies Dreamyr. My comment was aimed at anyone complaining about the deployment issues, not at the Nex invasion fleet discussion.
That said, if you want to be able to deploy every single ship you have? Knock the battlesize up waaaay higher. You can crank that thing in settings.json.
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Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?
Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
E: As well as having the "Follow me!" command.
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Got around to looking at the save (thanks for uploading it!)
Seems the fleets are so big mainly because of the Star Fortress with alpha core. It's generating 189 FP of combat ships (before doctrine modifiers) to match the patrols from a size 4 High Command... and 870 for the station. Also, it turns out that contrary to my previous belief, alpha cored HT Star Fortress does not actually kill infinite ships.
I'm reducing the strength estimate multiplier for stations in the next version, by about 30%.
I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended.
Enemy obeys the fleet cap in the same way that player does.
You can increase the limit in settings as Axle suggests, if your CPU can handle it.
Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?
Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
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I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
Neat. If nothing else the longer period of following might help smooth off the edges.
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I probably shouldn't be able to turn a market over to the 9th Battlegroup.
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I probably shouldn't be able to turn a market over to the 9th Battlegroup.
That one is intentional by the mod that adds them.
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Got around to looking at the save (thanks for uploading it!)
Seems the fleets are so big mainly because of the Star Fortress with alpha core. It's generating 189 FP of combat ships (before doctrine modifiers) to match the patrols from a size 4 High Command... and 870 for the station. Also, it turns out that contrary to my previous belief, alpha cored HT Star Fortress does not actually kill infinite ships.
I'm reducing the strength estimate multiplier for stations in the next version, by about 30%.
I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended.
Enemy obeys the fleet cap in the same way that player does.
You can increase the limit in settings as Axle suggests, if your CPU can handle it.
Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?
Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
Thanks Histidine! And yea that makes sense. I hadn't bothered before to throw a core in the battlestation so that explains why I couldn't figure out what I'd done to cause it when I'd never had this problem while running Nex before. I wonder if the AI core has anything to do with the station refusing to upgrade from autopulse lasers as well even though I have other large energy weapons selected in the doctrine screen. That's probably something more to bring to Alex's attention though if it is happening. I may need to test that more.
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AI doesn't respect 30 ships per fleet rule as the player but still obey the deployment point in combat as the player.
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(Hopefully) one last fix + tweak version. Now alpha core on station shouldn't be a trap any longer.
Nexerelin v0.9f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9f
* Adjust invasion fleet scaling
* Station officers count half as much as they did before
* Patrols + station together count for a further 25% less
* Add factor based on square of market size
* Independents and pirates are non-territorial
* Disable NPC market growth (previously they grew up to size 3)
* Fix inappropriate resetting of free port bonuses on NPC markets, or when player captures a market
* Fix possible bug delaying effect of admin bonus from population
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I hate semicolons
Nexerelin v0.9f2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9f2.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9f2
* Fix multiple stacking free port conditions on NPC markets
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FYI, Ran into a nullpointer randomly while mining. Couldn't recreate it afterwards.
(https://i.imgur.com/wjnPu5A.png)
Version is current: (https://i.imgur.com/cJz6ZM4.png)
8707476 [Thread-4] INFO exerelin.campaign.MiningHelperLegacy - Regenerating resources for Asteroid: 0.08856936
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707662 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
8708955 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: metals to Orthrus
8709472 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for tritachyon considering options
8710388 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for sindrian_diktat considering options
8710400 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gargoyle, faction: independent
8710857 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_GetMiningResults: null
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at exerelin.campaign.MiningHelperLegacy.getRandomFighter(MiningHelperLegacy.java:598)
at exerelin.campaign.MiningHelperLegacy.findCaches(MiningHelperLegacy.java:811)
at exerelin.campaign.MiningHelperLegacy.getMiningResults(MiningHelperLegacy.java:904)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_GetMiningResults.execute(Nex_GetMiningResults.java:43)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:88)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:115)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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By the way, how do you mine asteroid belts? Since there's no menu and I don't think there's a "mine here" skill.
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Thanks for the report! Should be fixed for next version.
By the way, how do you mine asteroid belts? Since there's no menu and I don't think there's a "mine here" skill.
Click on the asteroid entity to interact with it.
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By the way, how do you mine asteroid belts? Since there's no menu and I don't think there's a "mine here" skill.
Click on those tiny visible asteroids. You might need to zoom it a little bit to make it easier to click.
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https://www.youtube.com/watch?v=p-3e0EkvIEM
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Updated this morning and ran into this about 5 minutes after starting to play.
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Scratch the previous post. Looks like its an issue in the updated ship and weapon pack. I see ppl posting it in there as well. Sorry about that, should have looked into it more before I posted.
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How do I add a faction to the list of factions you can turn a market over to, and have it work? I want to mod my own local version of nex to see what happens when Remnants get a market, for my own amusement.
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If this isn't the last fix version (for real this time) I'm gonna be so mad
Nexerelin v0.9g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9g
* Fix admin bonus from population
* Fix alliance intel crash when drawing crests for zero factions
* Fix mining cache errors
* Fix some text issues
How do I add a faction to the list of factions you can turn a market over to, and have it work? I want to mod my own local version of nex to see what happens when Remnants get a market, for my own amusement.
For Remnants specifically: Nexerelin/data/config/exerelinFactionConfig/remnants.json, set playableFaction to true
(and add "startingFaction":false, if you want to keep it from being a selectable faction at start)
If you just want a one-off and don't want the Remnants to do the usual playable faction things (invade other factions, engage in diplomacy, etc.), you can also use the console command: SetMarketOwner <market_name> <faction ID>
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Glad to see all the hotfixes, I installed this for 9 awhile back and oof I had to eventually drop the game cause my faction sent out 20 maxed out revenge fleets from a recently captured market against me even though we were at 100 rep.
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Market invasion needs to have a cooldown period of at least one month. There is a potential exploit: once you have defeated defenders you can keep raiding the market and then capturing it to get money via shutting down industries and then give it back to raid more.
Also, there is a bug: after raiding and invading a market a player can fight defenders, which is his own fleet. Choosing this option leads to a battle where no enemy ship spawn.
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Is there a good way of finding habitable systems without having to visit each one?
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Is there a good way of finding habitable systems without having to visit each one?
Orange star systems tend to have the most.
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Is there a good way of finding habitable systems without having to visit each one?
Orange star systems tend to have the most.
Basically you would expect realistically.
Orange/yellow stars are most likely to have habitable worlds, then all the red/brown dwarfs. Pretty much every other type of star makes habitable worlds impossible.
Also, I tend to find that the constellations close to the the core sector have fewer habitable worlds.
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Market invasion needs to have a cooldown period of at least one month. There is a potential exploit: once you have defeated defenders you can keep raiding the market and then capturing it to get money via shutting down industries and then give it back to raid more.
Yeah, I'll need to do something about that. Probably a brief cooldown (shared with raids?) plus making the NPC structure building use a queue instead of all the stuff appearing at once (so you have to wait longer before re-looting the planet gives maximum revenue).
Don't know about a one-month or longer cooldown on invading the same market. It'd certainly be by far the easiest for me to implement, but also feels like it screams "arbitrary restriction!" when someone encounters it.
Also, there is a bug: after raiding and invading a market a player can fight defenders, which is his own fleet. Choosing this option leads to a battle where no enemy ship spawn.
Thanks, will try to fix.
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How are you supposed to pronounce Nexerelin?
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I say it nay-xay-rey-leen.
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I don't associate any foreign accents with the word so I just say it as I read it, Nex-e-re-lin.
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Necks Air Uh Lynn :-X
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I am getting null error when Persean Fleet intercepts me near Torment Listening Post
163382 [Thread-10] INFO sound.H - Playing music with id [Sovereignty.ogg]
164026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:522)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:284)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:339)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).
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Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).
yes I am.
I will start a new game to see if its fixed.
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Just had this bug pop up. Any idea what might be causing it? I'm only posting it here since it mentions Nexerelin.
658065 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from market_system_b9a:planet_4, 40 total available
712215 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
at exerelin.campaign.submarkets.Nex_OpenMarketPlugin.updateCargoPrePlayerInteracti on(Nex_OpenMarketPlugin.java:22)
at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
This happens if you've installed mod updates that remove things since starting the playthrough. SWP, Kadur Remnant and Mayasuran Navy have recent-ish updates that removed fighters, dunno if any other mods have done such a thing lately.
It may be possible to recover your save by editing it to remove all references to the removed fighter, but it's easier to just revert to the old mod versions for now.
-
New feature update!
Nexerelin v0.9.1bDownload (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1b.zip)Spoiler
https://www.youtube.com/watch?v=MaHBQBuBWis
Spoiler
(https://i.imgur.com/V73bLfy.jpg) (https://i.imgur.com/aT6U0aA.jpg)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9.1b
* Compatibility with saves from previous versions
v0.9.1
* Add new agents
* Add faction respawn system
* Add faction bounties
* Invasion/raid changes:
* Invasion damage applied between multiple autoresolve rounds
* Average ground strength and invasion frequency reduced to compensate
* Invasion fleets have a minimum marine strength of 100
* Invasions and raids (and vengeance fleets) will not be forced to use imported equipment if faction has no heavy industry
* Invasions and raids will sometimes use ally's equipment
* Invasion intel marked as important if targeting player
* Player invasions share a cooldown with raids
* Invasion fleets spawned by revenge system smaller (1.25x normal instead of 1.5x)
* Factions won't declare war on or make peace with a commissioned player, only the commissioning faction
* Luddic Church start gets low-tech package in addition to LC package
* Abandoned station only spawns around inhabited worlds
* Ceasefire prompt intel important by default; can default to accept instead of reject (set in config)
* NPC structure construction queues items instead of building them all at once
* Blacklisting a ship/weapon from Prism blacklists its blueprint as well
* Fix double-added free port market conditions
* Fix bug where player could re-invade a market after capturing it
* Possible fix for relationship weirdness with Arsenal Expansion's Omicron faction
-
Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.
Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.
-
I have a problem with agents. Please, help.
373155 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:102)
at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:46)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:286)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:311)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
To reproduce:
1) Start infiltration of an active cell.
2) Destroy supplying base.
3) Wait for infiltration to end.
-
Ah, whoops. Will be fixed in next version.
For now, if the base intel is still around you can mark it as important so it doesn't get removed. Else you'll just have to abort the agent mission till the cell gets reactivated.
Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.
Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.
Faction bounties may be a bit of a problem in this regard, yeah (although I've had expected pirates to be a bigger problem). I'll think something up for them some time, I guess.
On the vengeance points: Good idea, I'll make them not increment from invasion/raid fleets and anything with the "low reputation impact" flag.
-
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)
Hunting down Pather bases is starting to become a full time job because I practically always have at least one active cell on each of my colonies now.
-
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)
That sounds wild. Indeed, there should only be one cell per colony at most.
The only bit of vanilla code that adds the Pather cell condition specifically checks if the condition already exists on that colony; Nexerelin doesn't add any cell-adding code of its own and I don't know of any mod that does either.
Could you post the save and/or modlist? I might be able to debug it.
-
This has been happening ever since I started playing with random core worlds, not sure if it's a bug or not but:
All Tri-Tachyon non military markets always have the same things for sale:
1 Prometheus, and 2 other ships, most likely to be frigates. I really don't know why, but I've played like 6 games with it, and every time it's 3 slots, with those ships in them. Military markets are what you'd expect.
-
Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!
-
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)
That sounds wild. Indeed, there should only be one cell per colony at most.
The only bit of vanilla code that adds the Pather cell condition specifically checks if the condition already exists on that colony; Nexerelin doesn't add any cell-adding code of its own and I don't know of any mod that does either.
Could you post the save and/or modlist? I might be able to debug it.
Mods:
Active-Gates
Another Portrait Pack
Audio Plus]Autosave
Common Radar
DIABLEAVIONICS
Fix All Empty Planets
GraphicsLib
GrytpypeMoriarty
Kadur Remnant
LazyLib
Legacy of Arkgneisis
Lightshow
MagicLib
Mayasuran Navy
Neutrino corp
Nexerelin
PlanetaryShieldAccessControl
Portrait pack
SCY
Ship and Weapon Pack
SkilledUp
sylphon
tahlan
Tyrador Safeguard Coalition
Underworld
UnknownSkies
UpgradedRotaryWeapons
Useable [REDACTED]
Version Checker
Save File: https://1drv.ms/u/s!Augwr6cXak-jrATD-9BufAvp-Ven (https://1drv.ms/u/s!Augwr6cXak-jrATD-9BufAvp-Ven)
NOTE: My settings files for the game as a whole has been modified as well. It's mainly changing up the max officer count. (Baseline of 14 versus 4, since I have not idea how to mod the actual skill levels to give more than the current +2 per level.)
One mod, Useable [REDACTED], was updated my me in my install to support the newer vessels and a couple added by mods. (Shouldn't affect the save loading since it seems to only affect the ability to salvage vessels.)
All mods up-to-date currently according to VersionChecker, minus 2 unsupported mods and one with apparently a broken version file or something. (Update check fails.)
Let me know if you need anything else. Thanks for looking into this.
Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!
Intel Screen and look for the *new* Agent tab/category.
-
Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!
I had to ask on the discord for this as well! They can be accessed in the Intel page; having agents adds a tag ( I think called "agents"?). Clicking on the tab displays their names on the left. Clicking on a name gives their stats on the right pane and lets you assign missions.
-
StahnAileron: Thanks for the save!
Hmm, when I look at the GUI I don't see that any of the player colonies has more than one Pather cell each. And the following code in console (dev version) doesn't turn up anything on either player or NPC markets:
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy())
{
//if (market.getFaction().isPlayerFaction()) continue;
int numCells = 0;
for (MarketConditionAPI cond : market.getConditions()) {
if (cond.getId().equals(Conditions.PATHER_CELLS)) {
numCells++;
}
}
if (numCells > 1)
Console.showMessage("Market " + market.getName() + " has " + numCells + " Luddic cells");
}
Are you seeing something different when you load the save on your end?
(In case there's confusion on this point: there can be one cell per colony, not one per faction)
BTW: You can use agents to remove Pather cells on markets they're on, you may find this worthwhile.
EDIT:
This has been happening ever since I started playing with random core worlds, not sure if it's a bug or not but:
All Tri-Tachyon non military markets always have the same things for sale:
1 Prometheus, and 2 other ships, most likely to be frigates. I really don't know why, but I've played like 6 games with it, and every time it's 3 slots, with those ships in them. Military markets are what you'd expect.
Hmm, not observing the issue on my end (e.g. this (https://i.imgur.com/6lDv5p4.jpg) is a fairly typical open market on the two test games I just generated).
I'd speculate that this is a weird interaction with another mod changing TT's available ships, but I don't know why such a thing would leave military markets unaffected.
Anyone else seeing a similar issue?
-
Apologies if what I'll write below gonna be a bit rambly. Either way, I'd wanted to leave a bit of feedback on the agents system - as I both love it and hate it. Here's why. (Impressions made on an independent playthrough for 99% of time, so not on a commission)
So, first - the good things? Well, there's a few that's for sure. They're a great asset in curbing down the hostilities and managing the constant expeditions as it gives us an option to improve the relations with the raiding party. Meaning that if we're at war, we may finally be able to get peaceful with a faction without having to either doing missions for them or coming to the core systems to spent "tokens" (by which I mean gamma cores or VIP's we captured). To say that's convenient it's an understatement truly, as with a bit of time and some money we're spared the hassle of trying to get some respite for our colonies through direct interaction. Furthermore, we can always set the agents to work so we have a bit of rep to spent (instead of credits) to avert the expeditions and such. I'd say that's a very good thing for early and mid-game as using agents is more cost effective than spending cash. Of course this changes if we're earning over a million in one tick a month, but then that's late game for you.
Furthermore, since currently there's no way to view the planet side industries and defenses of the planet that does interest us - being able to sent an agent to the market is really useful. As we can conduct some espionage on site by exploring the possible missions without actually giving 'em out to execute. Thanks to this I was able to do a quick list of industrial targets like orbital works and fuel production facilities - with associated information like are there nanoforges installed and what kind. Really useful stuff, since I plan to 'equal the playing field' and sell some to the AI ;)
Speaking of industrial targets, it is of course helpful that we can play a "pather card" and mess with AI's industries too. Not to mention the fact that we can always try to toss some sand into eyes of ai faction's ally - and break their alliance given enough time and money. Quite useful if we find one alliance starting to dominate the sector. I had heg and TT almost wiping out sindria - but with agents I had managed to break that unholy union (those who saw my screens on discord know what I talk about haha) apart and set against each other.
And oh, being able to scout up pather bases is great. I'd wish the same could be done about pirates?
So, in other words there's a lot of positives to talk about when it comes to agents. If I'll be starting a new playthrough, I'll definitively gonna try a more aggressive AI setting since agents are really making it possible to curb the "constant tournament cheating" that sets off everybody against you in just a matter of month from a full cooperative relationship. I'm exaggerating of course for comedic effect.
Not all is good however. As on normal settings, the properly employed agents make the game ridiculously easy to be honest. Not to mention that their success chances are too high as well. I'll try to explain what I mean by that of course.
Unless someone will start throwing a level 1 agent onto industrial sabotage missions, they'll find themselves with a maxed out agent in no time really. The raising/lowering relation missions are stupidly easy (AND USEFUL so you'll want your agents to do these things after all!) with base chance of 70. And it only gets better as the agent improves, providing for a really easy and fast way to level 'em up. Not to mention that even if unsuccessful, I never had any of my agents in trouble. Even if the security was on alert (I'll touch on them in a bit), they had no problem repeating their mission and exping in the process.
Not that industrial sabotage (and other activities) need a lot in terms of leveling up either, as level 3's have already a good success chance for blowing orbital works up for instance. So I'd would argue that though base success chances are considerably lower for these kind of activities (industrial sabotage, market destabilization and stockpile sabotage) - a midtier agent have no trouble of succeeding at them. And even if they won't, they won't be in trouble either (literally never had any attempt blowing up in my face) apparently.
The fact that "security alert" is kinda artificial doesn't help? Nor it does make much sense really. If the mission goes sour for our spy, all we need to do is to give him an easy task of rising/lowering relations (which they can do in circa 20 days if high level - so quite quickly) and the security alert will cease to exist. Giving us another safe try to do some nefarious and potentially explosive stuff. It does make sense if our first attempt was unsuccessful and there's nothing "disrupted" on the market. That however makes very little sense if we're trying to blow another thing up (for instance in my current game I've blew up Kazeron's OB and then megaport and followed it up market destabilization as well as sabotage of stockpiled hulls - all in span of just few months with either OB or MP disrupted - at one point at the same time) while our first target is still repairing the damages. What I'm trying to say that there's no difficulty curve to this, as all we need to do is to sent the agent off world or give him an easy and quick task of rising/lowering rep to just reset the security settings to null again before our next strike.
Which makes it too easy to be honest.
And that'd be my main gripe with it as of now honestly. Once you're floating with money, you can just keep playing with dynamite without increased difficulty nor risk factor. At least that's how it does feel.
-
Hmm, not observing the issue on my end (e.g. this (https://i.imgur.com/6lDv5p4.jpg) is a fairly typical open market on the two test games I just generated).
I'd speculate that this is a weird interaction with another mod changing TT's available ships, but I don't know why such a thing would leave military markets unaffected.
Anyone else seeing a similar issue?
Here are the mods I'm using, if you can see a wonky interaction with those:
Spoiler
(https://i.imgur.com/kL2lfLS.png)
-
StahnAileron: Thanks for the save!
Hmm, when I look at the GUI I don't see that any of the player colonies has more than one Pather cell each. [...] Are you seeing something different when you load the save on your end?
(In case there's confusion on this point: there can be one cell per colony, not one per faction)
BTW: You can use agents to remove Pather cells on markets they're on, you may find this worthwhile.
Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*
*struggles to get a screenshot...*
*gets screenshot finally...*: https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5 (https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5)
The in-game logs for pather activity list 85 items. Two reference bases (of which I've blown up); the other 83 log items reference pather cells. The other thing I can think of is that the in-game log in my game isn't properly purging old entries.
In the mean time: YES! A way to get rid of pather cells! I'll do that until I can figure out what the hell I did to my game install... Thanks for that feature!
-
Euphytose, a common cause of wonky ship/weapon availability (both in the marketplace and in generated fleets) is the dreaded empty array in a mod's faction files. The Starsector wiki goes into some details about what actually happens (https://starsector.fandom.com/wiki/0.9a_Compatibility (https://starsector.fandom.com/wiki/0.9a_Compatibility)), but basically having an empty array - denoted by [] in the various *.faction files - can be really, really bad.
Unfortunately, about the only way to find the culprit is to go searching through the "\data\world\factions" subfolders of all your installed mods looking for the [] character combination. If you find any empty arrays, and they aren't on lines that are commented out with the # character, then they could be the source of this issue. It'll be a bit of work, but at least in this case you could limit yourself to just the tritachyon.faction files.
-
Histidine, could you, please, allow NPC colonies to grow? Specifically(ColonyManager.java):
public static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...
Or at least move it to json config file?
-
Euphytose, a common cause of wonky ship/weapon availability (both in the marketplace and in generated fleets) is the dreaded empty array in a mod's faction files....
It'll probably be Stop Gap Measures, that was the last mod I saw with reports of this error.
-
Quick update to fix the cell infiltration crashes, and fix or at least bandaid a couple of issues.
Thanks again for the feedback Hussar! I hope to devise some good solutions in the future.
Nexerelin v0.9.1c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
* Agent fixes/improvements
* Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
* Raise relations cost 20k -> 30k, success chance 70% -> 60%
* Recruitment bar event doesn't appear on markets where faction is immune to agent actions
* Fix infiltrate cell crash when supporting base is destroyed or otherwise absent
* Fix text error while on a hyperspace market
* Fix GUI issue when number of pages in agent target menu changes
* Fewer, less frequent faction bounties
* Don't add vengeance points from invasion/raid fleets and anything with low rep impact
* Faction respawn check interval 90 -> 120 days
* Offensive fleets using allied equipment are marked as such in fleet name; ships renamed
* Fix a bug in AI deciding whether to offer a ceasefire
* Fix ceasefire auto-accept not working
* Fix factions declaring war on pirate factions
Histidine, could you, please, allow NPC colonies to grow? Specifically(ColonyManager.java):
public static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...
Or at least move it to json config file?
I could put it in the config file yeah, next version probably.
(I'll also add something so modders can mark specific markets as non-growing)
Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*
*struggles to get a screenshot...*
*gets screenshot finally...*: https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5 (https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5)
The in-game logs for pather activity list 85 items. Two reference bases (of which I've blown up); the other 83 log items reference pather cells. The other thing I can think of is that the in-game log in my game isn't properly purging old entries.
Ah, yeah, the save I have lists the duplicate cells in the intel screen too. Though one cell seems to be actually present (in the sense of having a stability effect) per market, even though Tortuga Station has at least six active cell intel items listed in intel screen.
My guess is a mod is deleting the condition but not the intel event (or vice versa), so new cell events think the market is clear and occur there? Not sure.
I'll ask if any of the other mods are touching this stuff, at least.
-
That last one might be me, will look into it.
E: Almost definitely me -- the reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...
Anyway, it's not a Nexerelin issue and this will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.
-
This is probably a known bug or possibly intended behavior, but I figure another report won't hurt - after I've founded a colony and my faction takes a planet in an invasion for the first time (or I take one for the faction, either/or), my production target changes to that planet rather than staying on my selected colony. I haven't founded a colony for the first time after taking one so I actually don't know if it works in reverse though. It only happens the once.
-
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
-
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
you could always bomb the colony to hell and get it de civilized. Spoiler
(https://images-na.ssl-images-amazon.com/images/I/71m2NvJyIVL._SY355_.png)
Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
-
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
2. Alpha Core administrators - as many as you have alpha cores, though you can't uninstall them after a period of time.
3. Editing settings.json in nexerelin's data/config folder and the base game's to increase the colony cap
Either/or, whatever works for you.
-
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
you could always bomb the colony to hell and get it de civilized. Spoiler
(https://images-na.ssl-images-amazon.com/images/I/71m2NvJyIVL._SY355_.png)
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
2. Alpha Core administrators - as many as you have alpha cores, though you can't uninstall them after a period of time.
3. Editing settings.json in nexerelin's data/config folder and the base game's to increase the colony cap
Either/or, whatever works for you.
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).
Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
See here (http://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328)
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Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
See here (http://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328)
[/quote]
Thank you.
Also this looks like a bug. both events happened at the same time
Spoiler
(http://pichost.org/images/2019/03/09/peacebug.png)
or can they make peace against the will of the alliance they are in?
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Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).
Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
The "drop off to independents" is what I do right now. For me an ideal solution would have been to have a new spawnable faction like the 0.8 "followers" (playerfactionname_autonomous_colonies). Basically a faction that is auto-allied and locked to +100 relations with you, but does not directly lead to runaway income or micromanagement.
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Quick update to fix the cell infiltration crashes, and fix or at least bandaid a couple of issues.
Thanks again for the feedback Hussar! I hope to devise some good solutions in the future.
No problem. I'd say there's still plenty of ways to abuse 'em but since you're planning on overhaul post 0.9.1 - I'll see how this pans out. I'm free to talk about it tho if you had any ideas.
* Agent fixes/improvements
* Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
This is a really good change. I was wondering about the alert decay values. Still, once we got an agent leveled up that ain't a big issue.
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).
Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
I'm actually pro-actively colonize planets that are habitable but not that great. Bump 'em to size 5, set up with gamma cores on infrastructure and set off as independent markets that actually make money. It's helpful in many ways. Through networking it raises the accessibility of all colonies (mine and "independent"), also provides additional revenue and backup supplies sources if anything was to happen.
And Alex is considering some way of "letting the markets go". But till he posts something up, we won't know is he coming through with any idea.
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Also this looks like a bug. both events happened at the same time
Spoiler
(http://pichost.org/images/2019/03/09/peacebug.png)
or can they make peace against the will of the alliance they are in?
Sort of. The order of operations is that the individual factions declare war/make peace first, then the alliance votes on whether to do the same thing.
If the vote passes, factions which vote no can also "defy" the action and refuse to do it, but this is rare outside certain circumstances*.
*Specifically, factions will refuse to declare war on a faction they're Friendly or better with
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1. Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
I would definitely appreciate administrators more if they leveled up.
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I'm not sure if Histidine can do anything about administrators.
Is there (or will there be) a way to increase number of agents you can have? At the moment I can't have more than two and I have no idea if I can somehow get more. No skill references them, either.
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Hey Histidine, is it possible to add Base Strike to Kadur Remnant faction? Varya has his faction spawn those random base that working like pirate in the base game.
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I'm not sure if Histidine can do anything about administrators.
Is there (or will there be) a way to increase number of agents you can have? At the moment I can't have more than two and I have no idea if I can somehow get more. No skill references them, either.
You can have 3 - check the Command & Control perk. Also Agents are still SUPER STRONG even after the latest nerf - so I'm not totally sure that having more than 3 is a good idea. Unless they'll start dying in failed missions but that doesn't seem to be a case for now.
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Hey Histidine, is it possible to add Base Strike to Kadur Remnant faction? Varya has his faction spawn those random base that working like pirate in the base game.
If there's a hook for this that I can implement on my end, let me know.
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Currently it needs me to add handling for each hidden-base-intel Java class to the menu code. (This wouldn't be necessary if vanilla provided a DestructibleBaseIntel class or somesuch that everyone extended, but no such class exists)
Anyway I'll add base strike targeting of Kadur bases later.
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A nice feature you might be able to add to Agents is the ability for them to do some local interactions at a market for you. For instance: recruiting administrators or officers, requesting alliances, or releasing a market to another faction.
A more advanced idea I had was that agents could buy/sell goods for you by request from/to a market they were in. They would need the 5k credits to open a storage slot in which to to put resources. This would be a "legal" way to generate a resource shortage in a market or even to remotely move resources to/from your own colonies' storage and resource supplies.
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Can anyone guide me on building a random-gen sector with only one station or colony per sector? I'm trying to play a game where I don't have to ally-by-necessity and/or conquer whoever happens to spawn in my sector, but I think I keep messing up something about the gen options that confuses the game.
I'll do something like "30 populated Systems", goal of "15 populated Planets" and "15 populated Stations", set 1 colonized planet per system, and the last option (planets OR stations per system) to 2, to allow some systems to have a random station just to spread stuff out.
I might be messing up the numbers, but all I know is I spent like 20 minutes crashing and restarting till I dialed in something that worked, which ended up with me in a system with a Junk Pirate base and Tri-Tach with a planet, and me owning the planet (I think I just kicked down number of colonies, although I could be wrong -- I didn't write down exactly what I had).
Anyways, short version: does anyone have values for a one, MAYBE (but not always) 2 colonies/stations per system sector generation? I just want to own a system without having to waste money buying Marines to conquer the random faction Nex sticks with me.
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@angrytigerp: Personally, what I do is go for one of the start-without-a-colony options, and then establish my first colony wherever makes sense. If you'd rather start with a colony, you can use console commands and give yourself the necessary resources to start one in an empty system somewhere. (It's also possible, albeit a more advanced use, to use console commands to outright create a new planet to order; see, for example, this post (http://fractalsoftworks.com/forum/index.php?topic=4106.msg237024#msg237024).
On a possibly-a-bug-report note, how long is it supposed to take the pather terrorists to re-establish a cell after one is broken up by an Agent? Because at least so far I've never had a cell re-establish itself, after at least a couple of in-game years.
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On a possibly-a-bug-report note, how long is it supposed to take the pather terrorists to re-establish a cell after one is broken up by an Agent? Because at least so far I've never had a cell re-establish itself, after at least a couple of in-game years.
I didn't intentionally code it or anything, but it seems like they'll never respawn (and I think I can spot why in the vanilla cell code).
I could make the agent action disrupt the cell for something like 2 years instead of removing it outright, I guess?
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I'd suggest one year at most - that's how long you get if you blow up their base, after all. (Speaking of: I haven't looked at the code, but maybe having the agent reduce the pather cell to the same inactive state you get from blowing up the base would work better than removing the condition entirely? From a player perspective, it would be nice to have that condition still there with the timer on it to when it's going to be a problem again.)
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How about a removal only if the LP has been completely destroyed and a disruption in the case they're still around?
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does it make sense to use this mod with 0.9a still or is it redundant?
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Why would it be redundant? It basically adds parts to the game that should already be there.
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faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?
Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
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faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?
Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
Nex adds the ability to invade other markets, among other things. Mining, Agents, requesting support fleets, the list goes on.
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Just wanted to suggest something, could market reserve fleets make a return? To often it seems the AI fleets leave their markets undefended or you can engage in a simple game of attritioning nearby fleets then fighting the station solo and only star fortresses are capable of any real fight. Back when markets had reserve fleets it was always rather fun in a challenging kind of way fighting first through a largish fleet then later fighting the big brother of that fleet and the mod added station at the same time.
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You'd have to be careful with it scaling up defense power too much - and completely nullifying the ability of the player to lure fleets away through various means - but if something like this was made to only take effect if no nearby fleets join the fight (ie. you would otherwise be fighting the station alone and nothing else), and would generate a "reserve fleet" of relatively low power, it'd be fine.
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regarding player invading markets, it should at least not happen instantly, the progress bar could return imho, personally i just outlaw player invasions (the same way i outlaw waiting for a faction to start winning the game only to use agents to then make them my friend) i find requesting an invasion fleet and escorting the landing armada in more interesting in any case.
something i want to bring attention to however is that in my current game of about 5 years NONE of the factions have been wiped out, i wondered for a while what was causing it, and it seems that systems with PIRATE bases just cannot be invaded, this is because the invasion fleet gets stuck on chasing pirate fleets and fighting the pirate base, leaving not nearly enough strength left for the actual invasion, and this is only relevant if the chasing of pirate fleets does not cause the invasion target to sign a cease-fire agreement before they even get to the target, something that happens over 90% of the time (i have followed invasion fleets around many times by now)
to fix this in my own game i ended up turning allow pirate invasions to true, this way the pirate markets will eventually be conquered by a non pirate and allow in or out of that system in the future, i do not play a pirate play style, preferring to pick a faction and try to make it win the game, but i can imagine this solution not being very nice if you want to be hostile to the civilized factions, as you would only have the spawned pirate bases far away as markets to sell or buy from
a fix to this could be to make invasion fleets consider pirate bases in their star system and the destination star system and get a little bit extra strength to compansate for this.
another solution would be to make invasions BIGGER in general, but cause an accompanying "counter invasion" fleet spawn at the invasion target, this would allow to make invasions large enough to swat aside pirate presence, but still have a balanced space fight with the defenders (besides i actually liked the giant fights on the first few patches of 0.9 nexerelin, this would allow for random invasion sizes again, as you could just spawn an appropriate counter-invasion fleet if the invasion is randomly very large)
i think mby invasion fleet buildup could be slow, but states of war end very fast, so mby this is something to look at as well, factions that are at war without a positive diplo event should stay at war a bit longer imho, but if there is friendly relations events then they should stop fighting fast imho.
another thing that bugs me a little bit is that the diplomacy events happen all the time making it hard to keep track of with many factions, i would like if diplomacy events happened at a constant global rate, rather than once every so often per faction (so more events with more factions) the factions involved in a diplo event can still be rolled randomly so it does not feel mechanical
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Is this a known issue?: I repatriate a prisoner, and my carefully ordered inventory gets "auto-sorted"...which is a disaster since I like to collect every weapon and have my inventory arranged just so...
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i rly wish the game had a "configurable auto sell" gui ingame like the faction fleet blueprint screen, i dont want to NOT pick up weapons, but all this junk takes a lot of space, sorting it takes a lot of time, and selling from the auto sorted state is horrible, honestly i just store all the junk and buy more atlas ships that i do not want, but i wish there was a better way
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Is this a known issue?: I repatriate a prisoner, and my carefully ordered inventory gets "auto-sorted"...which is a disaster since I like to collect every weapon and have my inventory arranged just so...
Tried it and if my prisoner count drops to zero, it removes all the empty spaces between stacks, but the order of the stacks is preserved. Is that what you're seeing?
Although the code involved is pretty weird anyway (I think it's a leftover from back when it was Exerelin) so I've cleaned it up. It won't move items at all in the next version.
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Yeah I think you have crushed the exact bug! (cue the squish.wav). Huzzah!
a) I have a sorting scheme where the right five columns are for my weapons and fighter stash. Everything else is clumped on the right columns. Yes, often there is an empty column to keep me sane.
b) Bonus: you have also provided a workaround to keep me sane in the current release: keep at least one prisoner at all times.
They'll just have to wait until the next patch to return home....good for them that I've upgraded my prison food to AN ENTIRE CAN of tuna a day.
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Not sure where to put this big report (or if it is a known issue) but will try here:
Diable Avionics ships for sale have many d-mods, but if I save/reload, the d-mods go away and the entire ships market have pristine ships (yay!). I will try with other factions when time permits.
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Not sure where to put this big report (or if it is a known issue) but will try here:
Diable Avionics ships for sale have many d-mods, but if I save/reload, the d-mods go away and the entire ships market have pristine ships (yay!). I will try with other factions when time permits.
Known vanilla bug, will be fixed in 0.9.1.
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thanks Wyvern for the info...I'm not so sure I want this particular bug squashed :) but I can understand from a game balance perspective why it should be...
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PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).
You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
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Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?
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Good day!
I've been having a lot of fun with Nex for several patches now but, is it possible to use the spacer start in Nex? I decided to try it out for the first time along with the changes to 0.9.1 to lengthen the early game and I have to say that I've been having a great deal of fun with it though I'm only a few months in.
(Also digressing, I'm guessing the Spire ain't coming back?)
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PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).
You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
Will the fix be savegame compatible, or not known yet?
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PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).
You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
Tried to do this, but didn't work.
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Yeah, turns out it was an issue with Remnant raids specifically, not normal raids.
Okay, here's a fast fix version. Strictly beta, please report bugs. Probably save-compatible.
Nexerelin v0.9.1d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.1d
* Compatible with Starsector 0.9.1a
* Agent fixes/rebalances
* Only one agent can raise/lower relations for one faction at a time, and there is a 30 day cooldown after action completion
* Raise relations can raise with faction other than player's own
* Raise relations cost 30k -> 40k, time 60 -> 75
* Lower relations time 60 -> 75
* Agents disrupt Pather cells for 2 years instead of removing them completely
* Don't list only-hidden-markets faction for travel option in orders dialog
* Anti-savescum for success/failure and detection
* Fix behavior when using raise relations on commissioning faction, or when player faction changes before action completes
* Bombardment changes
* Tactical bombardment stability penalty now -1 (previous was -3, vanilla 0.9.1 value is -1)
* Tactical bombardment no longer causes pollution on habitable worlds
* Saturation bombardment of colonies size 3 and smaller will not make factions insta-hostile (will still drop to neutral and otherwise lose rep)
* Saturation bombardment will not anger factions which are vengeful towards the target
* Faction bounties don't pay for pirates or factions not in intel tab
* Exceptions are raid/invasion fleets and similar
* Invasions: Increase loot value to match raids; nearby defending fleets will block invade option
* Good relations with pirates decrease impact of pirate activity condition
* Market transfer rep value partly based on cost of industries present
* Resurgence base lifespan 180 -> 360 days
* Don't launch Hegemony inspections or punitive expeditions if faction is dead (i.e. only has a resurgence base)
* Resurgence bases marked as "destroyed" instead of "abandoned" when appropriate
* Base strike request can target Kadur Remnant bases
* NPC max colony size moved to config
* Modify NPC Sustained Burn AI
* Mining caches contain smaller volumes of Heavy Armaments
* Add ResetVictory console command
* Update Version Checker
* Crash, other fixes for random sector generation
* Fix bonus admins not initially applying on game load
* Fix NPC industry construction stopping if market is captured with a queue in progress
* Fix cargo being needlessly rearranged after using last prisoner
* Fix some text errors
Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?
If you mean the same thing that I think of as Command UI: it isn't modder-accessible that anyone has done yet. I could tinker with the existing system, but I think it works well enough right now to be a lower priority.
I've been having a lot of fun with Nex for several patches now but, is it possible to use the spacer start in Nex? I decided to try it out for the first time along with the changes to 0.9.1 to lengthen the early game and I have to say that I've been having a great deal of fun with it though I'm only a few months in.
Not at present. You can run spacer start using vanilla, then activate Nexerelin and load your previous save, but this introduces minor bugs. I might add a spacer start option to Nex in the future.
(Also digressing, I'm guessing the Spire ain't coming back?)
Not unless someone decides they're wacky enough to revive it, no :)
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Getting a new error. On game startup. Not sure if this is caused by VC or Nexerelin.
Enabling VC fixed it.
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Ah, whoops.
For the moment, just turn on the Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) mod and it'll be fine.
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CTD still happened when I load a game with 0.91c before after 0.91d updated.It still happened in a combat against orbital station.Should I start a new game?
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Hotfix .jar for prisoners doing nothing and Version Checker crash (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=0). Place in Nexerelin/jars
CTD still happened when I load a game with 0.91c before after 0.91d updated.It still happened in a combat against orbital station.Should I start a new game?
If it happens in combat it's very unlikely to be from Nexerelin. If during the fleet encounter dialog, possibly but I'd still look at other mods first.
Do you still have the error message from [starsector-core]/starsector.log? That would help.
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Hotfix .jar for prisoners doing nothing and Version Checker crash (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=0). Place in Nexerelin/jars
CTD still happened when I load a game with 0.91c before after 0.91d updated.It still happened in a combat against orbital station.Should I start a new game?
If it happens in combat it's very unlikely to be from Nexerelin. If during the fleet encounter dialog, possibly but I'd still look at other mods first.
Do you still have the error message from [starsector-core]/starsector.log? That would help.
Thanks for your help :'(.This problem haunted me days.I removed the new mods that I added in 0.91 but only the stable mods I used in 0.9a.CTD still but it's weird that the error reports diferred... The error reports attacted below.The first is the old one and the second is the newest report.
96345 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source
1305391 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicRenderPlugin.addObjectspace(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZFFFZ)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicRenderPlugin.addObjectspace(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZFFFZ)V
at data.scripts.utils.AL_RenderMethods.objectspaceRender(AL_RenderMethods.java:184)
at data.shipsystems.scripts.AL_GodsWillDriverStats.apply(AL_GodsWillDriverStats.java:70)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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I had a recurring CTD in my save and the beta update solved it.
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Sorry for bothering you and thanks again for your help.By checking the loaded mods one by one,maybe approlight cause the error.I should ask Originem for help.
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Sorry for bothering you and thanks again for your help.By checking the loaded mods one by one,maybe approlight cause the error.I should ask Originem for help.
Isn't Approlight super outdated? Or did it actually work last update? :O
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Isn't Approlight super outdated? Or did it actually work last update? :O
There’s a chinese version updated for 0.9a on the mod page.
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Still getting a VC crash with latest version + hotix jar
76004 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails - Invalid line, skipping
76006 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/version/version_checker_nex.json]
76303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["preferNexusLinks"] not found.
org.json.JSONException: JSONObject["preferNexusLinks"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at exerelin.utilities.versionchecker.VCModPluginCustom.onApplicationLoad(VCModPluginCustom.java:58)
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:267)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Still getting a VC crash with latest version + hotix jar
76004 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails - Invalid line, skipping
76006 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/version/version_checker_nex.json]
76303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["preferNexusLinks"] not found.
org.json.JSONException: JSONObject["preferNexusLinks"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at exerelin.utilities.versionchecker.VCModPluginCustom.onApplicationLoad(VCModPluginCustom.java:58)
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:267)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
me,too.Still VC should be loaded with.
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Vanilla have limit of expedition to player colonyes. Maybe disable od double this limit on "Starfarer mode"?
Endgame on 0.9.1 feeling so boring...
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Hey Histidine, thanks for the update, just wanted to tell you the "Hotfix" doesn't seem to be working (at least on Firefox). I see it as a link, but clicking on it doesn't do anything.
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Welp, I'm a fool. The .jar not only doesn't fix the Version Checker crash, it couldn't possibly have done so, because that issue was fixed through a change in a config file elsewhere. And I broke the download URL on the OP besides.
Well, proper update:
Nexerelin v0.9.1e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.1e
* Fix integrated Version Checker crash
* Fix prisoners doing nothing
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So I gave away a market to independents, but 2 month later, my character is still the governor, and monthly good deliveries are still going there.
Spoiler
(https://i.imgur.com/ADlgRAv.png)
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So I gave away a market to independents, but 2 month later, my character is still the governor, and monthly good deliveries are still going there.
Spoiler
(https://i.imgur.com/ADlgRAv.png)
Hm, was the transfer done before 0.9.1d? I tried it locally and it changed the admin correctly.
(With the current code, in theory it could occur if there's no local admin, but then you shouldn't be able to give away the colony anyway as far as I can tell)
Is there a person with the job title "Administrator" on the market comm board? If so, you should be able to quickly fix it locally with console by flipping the market to make it rerun the admin reset:
setmarketowner <market name> player
setmarketowner <market name> independent
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Version I am using is 0.9.1e. I have tried this with another market I own, and the same thing happened. This is a new thing, which started after the game updated to 0.9.1a (the game, not the mod).
I don't have ""Administrator" on the comm board, I have "Portmaster" or "Secretary". I noticed that giving planets with "Secretary" (I think these are ones I colonised) results in new generated leader (who is "Administrator"), but giving planets with "Portmaster" does not generaate a leader.
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Ah, right, it won't work properly with saves from Starsector 0.9.
This should fix it:
- This .jar (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=0) prevents it from happening again (goes in Nexerelin/jars)
- Copy and paste console command to retroactively fix existing markets:
runcode List<com.fs.starfarer.api.campaign.econ.MarketAPI> markets = Global.getSector().getEconomy().getMarketsCopy();
for (com.fs.starfarer.api.campaign.econ.MarketAPI market : markets) {
if (market.getAdmin() == Global.getSector().getPlayerPerson() && !market.getFaction().isPlayerFaction())
market.setAdmin(null);
}
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"Pay us or we'll go S8E5 on your ass"
(https://i.imgur.com/M8JjVah.png)
Nexerelin v0.9.1f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.1f
* Enable spacer start
* Factions can demand tribute from colonies inside their territory, instead of immediately wiping it out
* Luddic Church, independents get some heavy industry in random sector
* Replaced Prism's heavy industry with cryosanctum
* NPC markets have halved population growth rate
* Fix invasions and raids insta-failing if source has no military base
* Now both the spaceport and (if any) the military base/high command need to be disrupted to cancel a raid/invasion
* Fix agent anti-savescum mishandling its seed
* Fix admin sometimes not being unset properly on market capture
* Minor GUI/dialog fixes
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If you accept the generous offer, can you go back on it later?
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Hotfix for agents.
Nexerelin v0.9.1f2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1f2.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
v0.9.1f2
* Remove agent anti-savescum for now (likely broken)
If you accept the generous offer, can you go back on it later?
Yeah, a button to cancel it appears in the same place.
(Or it'll go away on its own under appropriate conditions; e.g. if you become hostile with that faction)
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Hi Guys !
An Issue here... everytime I call for an invasion fleet and it's about to departure from my system it says "the invasion force has failed to successfully assemble at the rendezvous point"
It doesn't matter if it is a big one, small one, many of them, etc.
It fails before leaving the system.
Any suggestions?
Cheers
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Do you have heavy industry/patrol HQ there? In the base game you can disrupt formations by disrupting those industries. If nex is using similar code or calls then it will be looking for those and may fail if it doesnt find them
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In the latest version of Nexerelin it should work if the source market has a spaceport or a military base/high command; if it doesn't have either, it'll say "was disrupted in the planning stages". Failing at the assemble stage sounds like a different issue, though.
Could you upload a save somewhere (preferably after requesting the fleet but before getting the failure message)? I might be able to take a look at it.
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Found a silly exploit: transfer colony to pirates or LP, invade the colony, deconstruct spaceport, and repeat until you have +100 reputation with all non-outlaw factions. Might have already been reported but a search didn't show anything.
Also being able to colonize an unlimited number of uninhabitable trash planets and transfer them to an ally (since non-player factions have no mismanagement penalty) in order to create more market demand for food/drugs/etc and to increase accessibility of your own colonies. But that's outside playing the mod like a 4X and more just screwing around.
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Also being able to colonize an unlimited number of uninhabitable trash planets and transfer them to an ally (since non-player factions have no mismanagement penalty) in order to create more market demand for food/drugs/etc and to increase accessibility of your own colonies. But that's outside playing the mod like a 4X and more just screwing around.
An easy way to fix this would be to give a much much smaller relationship value to high hazard size 3-4 planets (unless offest by massive boons in in form of natural resources).
Also size 3-4 planets don't really contribute much to accessibity.
I do think colonizing most of the sector (at least anywhere which is profitable) is fun, from an RP perspective, to re-civilise the whole sector.
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Hey guys this probably been answered a lot of times but how do I use my agents? I have one hired and I can't figure it out
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Go to the intel screen and look for the 'agents' tab. You can then assign them missions.
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Go to the intel screen and look for the 'agents' tab. You can then assign them missions.
Got it thanks man!
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Maintenance update to fix a balance issue with pirate commissions, along with some other issues.
Nexerelin v0.9.1g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.1g
* Faction raids don't affect pirate markets that happen to be in the system
* Unless pirate invasions are enabled
* Don't allow requesting fleets from markets with no spaceport
* Previously it would allow the request but the fleet event would immediately fail
* Agents abort their action if the market is captured by player
* Exceptions are travel and Luddic cell infiltration
* Faction bounties now more strict about what counts as a raid fleet (random pirate fleets won't count)
* Don't show "infiltrate Luddic cell" option if cell's remaining disruption time is at least 90 days
* Revert to vanilla's battle creation plugin (was using one from Starsector Plus)
* This affects things like map sizes and objective counts
* Custom plugin can be re-enabled in config
* Bugfixes
* Fix pirate commission not protecting player-founded colonies against faction invasion/raid fleets
* Conquered markets will still be targeted
* Fix reduction to chance of pirate markets being target for invasion/raid
* Fix a bug where an agent action being detected could change faction's relationship with itself
* Fix "infiltrate Luddic cell" report showing wrong faction
* Modding: exerelin_config.json merges with other mods
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I'm questioning a bit balance here. Being affiliated with the Hegemony, they conquered a world. And then in the following months they proposed delivery missions of various good. It made me rich very easily because there was 2 worlds in the same system that can procure them.
So basically what I'm saying is that it's weird a newly conquered world requests at such a high price (mission or market) goods that are available intra system Surely indeps merchants would fulfill this need easily.
It would be better to check that...
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I'm questioning a bit balance here. Being affiliated with the Hegemony, they conquered a world. And then in the following months they proposed delivery missions of various good. It made me rich very easily because there was 2 worlds in the same system that can procure them.
So basically what I'm saying is that it's weird a newly conquered world requests at such a high price (mission or market) goods that are available intra system Surely indeps merchants would fulfill this need easily.
Depends, I can see the existing intra-system production/lift capacity being a limiting factor such that they need to ask outsiders to help get them goods. But I've seen the amount get fairly ridiculous on occasion (like 3-4 procurement missions for the same market coming in on the same day, for the same good type (e.g. three "200 supplies" missions at once).
The issue stems from vanilla code that I don't feel like replacing at present, but if I see it again I'll write down the details for a suggestion/bug report for Alex.
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This is what happened, several simultaneous missions, for the same goods sometime (6 at once e.g.) and then when I fulfilled them, again and again. I stopped after 8 or so, I really felt I was cheating as it was beyond easy, it was trivial.
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This was the shortest lived ceasefire I've seen so far. I guess neither side was "weary of the fighting" at all ;D
Spoiler
(https://i.imgur.com/4h5f6zp.png)
(https://i.imgur.com/jU0Eo8I.png)
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nexerelin newest version is incompatible with 0.9a,right?Considering compatiblilty of some other mods,I'm still playing 0.9a and I met an error that I never seen before.It seems that the error is about invasion event...Maybe the easist way to fix is updating my game,but I still want to know how it comes...anybody help,thanks? :-\
4805708 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchFieldError: POST_FACTION_LEADER
java.lang.NoSuchFieldError: POST_FACTION_LEADER
at exerelin.campaign.ColonyManager.reassignAdminIfNeeded(ColonyManager.java:446)
at exerelin.campaign.ColonyManager.reportMarketTransfered(ColonyManager.java:352)
at exerelin.utilities.ExerelinUtilsMarket.reportMarketTransferred(ExerelinUtilsMarket.java:322)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:990)
at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:390)
at exerelin.campaign.InvasionRound.npcInvade(InvasionRound.java:256)
at exerelin.campaign.intel.invasion.InvActionStage.performRaid(InvActionStage.java:243)
at exerelin.campaign.intel.invasion.InvActionStage.autoresolve(InvActionStage.java:290)
at exerelin.campaign.intel.invasion.InvActionStage.updateStatus(InvActionStage.java:153)
at com.fs.starfarer.api.impl.campaign.intel.raid.BaseRaidStage.advance(BaseRaidStage.java:106)
at com.fs.starfarer.api.impl.campaign.intel.raid.ActionStage.advance(ActionStage.java:25)
at exerelin.campaign.intel.invasion.InvActionStage.advance(InvActionStage.java:67)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:214)
at exerelin.campaign.intel.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:348)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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(1)
What are the mechanisms in place to prevent snowballing from the player? i.e the richer you are, the stronger you are, the easier it is to get even richer, faster.
Are there some looming menaces, big invasions? Or a boost to an enemy faction, anything on that? I fear that after a while it is 'I steamroll all opposition'.
(2) I guess Steelclad is not compatible with Nexerelin?
ps: I don't do save scumming!
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okwtony: Nexerelin 0.9.1g is only compatible with Starsector 0.9. You'll have to use Nexerelin 0.9.1c (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1c.zip) or else update Starsector.
(1)
What are the mechanisms in place to prevent snowballing from the player? i.e the richer you are, the stronger you are, the easier it is to get even richer, faster.
Are there some looming menaces, big invasions? Or a boost to an enemy faction, anything on that? I fear that after a while it is 'I steamroll all opposition'.
As % of the total Sector population you control gets larger, other factions are more likely to have negative diplomatic events with you. This effect increases in Starfarer mode.
There's also a mechanic where enemy factions get free invasion fleets against your markets as you capture theirs, although if you can beat those off it doesn't exactly do much I guess.
Other than that, there aren't any specific features at present. Maybe I should implement that income tax I've been considering.
I also have an "endgame event" planned, but that's not an anti-snowball mechanic so much as a "the final task before you win" mechanic.
I don't want to add any mechanics that are too gamey, so my options regarding this are a bit limited. If you have ideas, I'd be interested!
(2) I guess Steelclad is not compatible with Nexerelin?
Not known to be compatible, no support is provided. Though I won't stop you from trying to run them together and see what catches fire!
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As a new-ish Nex player, the only somewhat-immersion breaking thing for me is the player's ability to take several thousand Marines...enter a sector, and take every market in it in one fell swoop. I flipped two systems in this manner...before running into a Hegemony military market with no less than six thousand defending Marines. Hoo boy.
So perhaps a "cool down" for player invasions? I.e. those Marines just went planetside, lost one out of six...the troops need some chow, downtime, re-gearing, honor their dead, etc.
Or perhaps some code that causes the other markets in the system to call an emergency draft/levy of their reservists that exist for a cool-down period. I.e. certainly a planetary administrator, when seeing another planet fall to a new fleet in the system, is going to call a Code Zulu...but this is likely more work to accomplish than an invasion cool-down...
(Kinda like in Mount and Blade/Prophesy of Pendor mod where you blitz a bunch of castles immediately when elected Marshal...something the AI has little resistance/scripting to deal with)
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Or perhaps some of your surviving marines could be consumed as a local occupation force, quantity scaling to the size of the captured market. In exchange, that market could be given a stability boost for one month due to the presence of said force, which would help protect newly captured markets from decivilization. This way you get an enforced cooldown unless you are vastly overprepared, but the cooldown also benefits you. If you don't have enough marines for the occupation force, then you don't get the stability benefit (and still have to go buy more marines).
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Or perhaps some of your surviving marines could be consumed as a local occupation force, quantity scaling to the size of the captured market. In exchange, that market could be given a stability boost for one month due to the presence of said force, which would help protect newly captured markets from decivilization. This way you get an enforced cooldown unless you are vastly overprepared, but the cooldown also benefits you. If you don't have enough marines for the occupation force, then you don't get the stability benefit (and still have to go buy more marines).
Unless you could set the amount of marines to use during the invasion, I could see optimal play being spacing/ storing unneeded marines and picking them up later on to prevent having to get more after the invasion.
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I could have worded that better. In my head, I was thinking that marines are only taken from you if you have enough for the occupation force - the having to buy more regardless is that you either gave up marines for a stability bonus, or you are just running low on marines in general. In any case, the balancing goal for this mechanic would be a flexible not-quite-cooldown that still lets you capture all kinds of lightly defended markets in succession, but requires you to either slow down or come overly prepared if you wanted to capture multiple markets with medium/heavy defenses.
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The player in the late game that can afford to bring 1K marines minimum (hi me!) would just be delayed a bit if they have to buy the transport, and the additional Marines...which is why I would suggest some sort of cooldown on the invasion action itself. (not to mention, paying a huge number of Marine salaries all this time without being burdened...)
Or take the "agent" route: the player must hire a "Ground Force Commander" (GFC) and can only have one. That ground force commander would be given an order to invade. If that invasion is successful, then the GFC will be permanently assigned to garrison the planet along with 100 of the marines on board (hope you brought enough!).
Player must then find/hire another commander (and oh so incidentally, there is a week cooldown before one appears at another planet...darn).
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Yes, limiting invasions through the consumption of a special commander would be best, as it can't be exploited really.
I have started a new campaign with Nexerelin and Steelclad. Here are my comments:
http://fractalsoftworks.com/forum/index.php?topic=12119.msg250256#new
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My Diable Avionics faction has 24 markets...the rest have 7 or less. All due to Mr. Player and his battlecruiser weight fleet seems to quite often find undefended battlestations...and always seems to be bring 1000 marines too. I've not had to fight a system defense fleet very often on my own.
a) once a star system no longer has defensive fleets for ONE planet...it is likely true that ALL the planets in the sector are equally likely to be similarly vulnerable, and can fall with the first.
b) I should point out that my original post about "system blitzes" by the player are in randomly generated maps: there is a ton of systems that have more than one faction. So when those factions go to war: the system defense fleets are fighting one another to death constantly even if there are no invasions going on. THUS the condition in item a) occurs quite often.
Suggested workarounds:
a) system defense fleets in the same system as a hostile planet should go turtle and return to the battlestation's vicinity unless supporting an invasion in that system. There is no point to defend the solar system if the battlestation above a populated planet falls in the meantime...
b) keep the default pursuit range/movement radius of a system defense fleet assigned for close support to the battlestation to be smaller. Any fleet must earn the right to visit an unsupported battlestation. Said another way: a battlestation, (even a [REDACTED] star fortress, CANNOT live long without its primary system defense fleet if a player fleet let by battlecruisers and heavy carriers shows up.
c) all battlestations will have permanent ship garrisons (this is questionable due to balance...this would push the delay before player could invade a planet out...since the difference in trying to take down a battlestation that has a defending fleet, vs. one that doesn't, is potentially huge.
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Regarding (c) I think it makes sense. You can add a 'garrison' of ships that only spawn when the Battlestation is attacked.
But in any case, this is a common problem in 4X, the stronger you are, the stronger you get, faster and faster (snowballing). Several games throw a major crisis when the player is significantly in the lead. Like when you own half of the markets, report that huge unknown fleets are coming. They will try to obliterate colonies. If you manage to fight off that, then you are declared the winner (even if you can continue playing). There is no point trying to have as a victory condition 'owns all markets', only 1% of players will try that, in practice.
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Agreed on the 4x issue of "player reaching I-can-win strength" in a sandbox type game...suddenly the whole map is reduced to oblivious targets. And indeed most players take a victory lap to pounce on a few systems...then start thinking about the mods they'll include in the next new game instance. Which is what I love about sandbox gaming...let's just stir up new ingredients and see what we get. Oh, and starships.
Perhaps a variation on the item (c): the battlestation "may" have a powerful garrison. Give some uncertainty (that unfortunately can be save-scummed around oh well).
Another potential: powered down ambush fleet near the base: a max-stealth configuration. You only see it when very very close...it powers up to pursue only if vastly superior to player. Otherwise...waits and joins the battlestation in defense.
edit: I adjust my notion about "random Nexerelin maps being easier" to point out that in the early game...those single systems that have multiple factions warring against each other are VERY dangerous places in the early game. Pretty much no-go zones if one is doing a lone frigate start if two or more don't like the player. Like me this evening as I get trounced repeatedly by the Tri-Tachyon defenders as I try to farm the Pirate planet and find myself restarting in a Wayfarer. Well anyway it is an upgrade from my poor lone Frigate that I started in :)
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How can you boost the defense of a planet? If I dump 1000 marines on its market, will it strengthen it?
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How can you boost the defense of a planet? If I dump 1000 marines on its market, will it strengthen it?
I don't think so, because marines dumped into resource stockpiles are, well, treated as resources only, while anything you put in storage is not supposed to interact with the outside world in any way.
However, something like this would be a great thing to implement, perhaps as a special procurement contract to bolster planet x's garrison?
Otherwise, without a planetary shield built, most colonies will remain rather vulnerable to the grand invasion fleets.
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Adding on that, in general and in game design (if you read some of the websites talking of that, like Gamasutra.com) it is generally a good idea to provide a tool for the player (even if a difficult to use tool) for most if not all of the problems he encounters.
So what I'm saying is if a player want to help a colony, then adding the possibility to strengthen it directly would be nice, gameplay wise.
Now, Colony Defense can get huge as we know, given that the coefficients multiply between themselves. So what about something that is really significant for small to medium colonies, where defense is between 50 and 1000? Adding to this defense, as a flat value, outside of any multiplier the number of Marines in the 'Open Market' ONLY would be a nice little boost.
So for example I see a weak colony of my friend from the Hegemony is at 150 and will be raided. I add 200 Marines to the open market, and now it is at 350. And as that's a flat value, I can't get to stupid values. Remember that a Military World can go to 10.0000, so we should be safe here, while providing a nice little tool to the player.
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It sort of feels like, since player colonies are the only ones which need to have a commerce industrial area constructed in order to have markets the player can access it puts player colonies at a disadvantage, since unlike NPC colonies you have to devote one of your limited industrial slots to giving your own colonies a market, where no other faction does. Unless I'm missing something?
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For now I've added a mechanic where an invasion event causes a buff to defenses of other hostile markets in the same system, and markets belonging to the target faction (or their allies) Sector-wide.
(This is the same system as the one that adds defense to a market if you raid it repeatedly)
I might also figure out something in terms of generating a fleet that stays with the battlestation and supports it, although I'm not sure how it'd work right now. (Gameplay considerations include not making it so you can never raid a planet because there's a station-supported fleet near it)
Alex may be looking at having weak patrols hide near the station if a big fleet approaches (http://fractalsoftworks.com/forum/index.php?topic=15027.msg250143#msg250143), so that would help (when it comes far off in the future).
As for selling marines to buff local defenses: I could do something along those lines, but the most likely implementation would be pretty transient (bonus lasts up to next major economy interval). Also I'm not sure how often it'd actually be used over the player just fighting any hostile invasion fleet directly (which is a more fun way to do it anyway).
It sort of feels like, since player colonies are the only ones which need to have a commerce industrial area constructed in order to have markets the player can access it puts player colonies at a disadvantage, since unlike NPC colonies you have to devote one of your limited industrial slots to giving your own colonies a market, where no other faction does. Unless I'm missing something?
Yeah, that's a known issue (search the 0.9.1 announcement thread (http://fractalsoftworks.com/forum/index.php?topic=15027) for "commerce" to see some recent discussion on it).
Though in any case it's a vanilla thing that I don't plan to mod right now; we'll see what happens in the future.
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The player sometime can't fight the invasion fleet, because too strong. Some of use like it hard with a universe where you are a long long way from having overall fleet superiority! :)
Plus dropping marines or anything (like going to the base commander, spending some resources/money) that boost defense is also useful when you are not there when the invasion happen.
More generally, I understand that econ update will reset the slate, so probably you should add a parameter to colonies which is the ground garrison, that acts as a bonus to the overall ground defense. This ground garrison value can be boosted by various means if you spend resources, and only dwindle away very slowly.
Again, having a tool the player can use to bolster the defense of several colonies (some that could be 20 LY apart!) would be great. Being at the right place at the right moment with a fleet powerful enough is not the answer to that, my humble opinion for a 4X oriented mod!
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Thanks very much Histidine for creating an immediate remedy! I look forward to downloading.
If I start a new game with Nexerelin v0.9.1g, would I be able to add the new Nex version into an existing game? (it will be awhile before I've got a big huge fleet ready to invade systems).
Regarding having supporting fleet hang out with battlestations...could be a few chefs cooking in that kitchen. Here what Tartiflette said in my humble thread to suggest a dedicated fleet for a defensive orbital:
Actually I was thinking about making a mod that would have added a new "Garrison" defense structure to effectively do just that yesterday...
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If I start a new game with Nexerelin v0.9.1g, would I be able to add the new Nex version into an existing game? (it will be awhile before I've got a big huge fleet ready to invade systems).
I expect it'll be reverse compatible, yeah. (I try not to break it unless I have to, although I don't specifically test for this so bugs may slip through)
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I was wondering if the fleets generated where tied to the faction strength or the one of the station they originate? Is killing a retaliation fleet doing something against the faction on the medium to long term? Can I cripple a faction fleet by destroying their fleets, or they will anyway be spontaneously be recreated from thin air (or space void energy) a few days later?
That's the point I'm not too clear about about the '4X' aspect of the mod. Does it tries to simulate the overall industrial power and shipyards of a faction or this is as in vanilla, i.e fleets and ships get generated from nothing and periodically.
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I was wondering if the fleets generated where tied to the faction strength or the one of the station they originate? Is killing a retaliation fleet doing something against the faction on the medium to long term? Can I cripple a faction fleet by destroying their fleets, or they will anyway be spontaneously be recreated from thin air (or space void energy) a few days later?
That's the point I'm not too clear about about the '4X' aspect of the mod. Does it tries to simulate the overall industrial power and shipyards of a faction or this is as in vanilla, i.e fleets and ships get generated from nothing and periodically.
Most fleets come from thin air.
The invasion/raid fleets use a simple economic calculation. The invasion counter accumulation is based on the planet's available supplies, marines and ship hulls commodities, with bonuses for on-planet production and (to a lesser extent) same-faction imports. So if you disrupt the faction's heavy industry, that greatly slows their invasion/raid frequency*, in addition to the vanilla effects of ruining their ship quality.
*does not apply to "revenge" spawning of invasion fleets
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Some of the factions I have in my game (Diable and DME specifically) don't ever generate bounty missions even though they have planets. Is that an issue with those mods, or is it something else? I'm not sure where to start digging here.
*edit*
It might be this, I did a random gen:
http://fractalsoftworks.com/forum/index.php?topic=9175.msg196931#msg196931
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Hi, I'm new here and I really like the game as well as this mod. But I'm having a small issue; my tooltips are flickering constantly since the addition of this mod. Changing tooltip delay didn't help. I also looked through the mod troubleshooting guide. If it's been asked and answered a hundred times, I'm sorry in advance.
But wat do?
EDIT: the problem has mysteriously disappeared. I believe alt-tabbing is the culprit. Victory achieved.
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Hi, I am observing a recurring feature that troubles the AI: Sometimes, Jump Points are generated too close to a sun (some colonies too), which has the AI being too cautious to actually fly into it (or the stellar corona), and since they also do not switch to the other Fringe Points available, they keep piling up nearby, flying in circles without every daring to leave the system.
Since Most fleets linger in inhabited systems (for this effect to be observable), which in this case are the "Random Core Worlds" generated by Nex, I wanted to ask if Nex actually changes the ProcGen towards this effect, or if it is a vanilla thing.
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Nex doesn't modify that part of things, no.
I think the issue is probably not too critical since the fleets will become abstracted (and thus not be blocked by terrain) when the player leaves, but it may be worth a thread in the bug report subforum.
(Or I could try modifying the proc gen code in Nex if it's really bad)
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I noticed the same happening in the very Syndria System today (that central Jump Point is quite close to their red star too). Probably the AI has become more cautious about Coronas in general. Thank you for the insight, so leaving the system helps them find their way. :)
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Oh I would dream of Nexerelin allowing us to create patrol fleets of our own design and ships around our colonies (or colonies of allies in fact!). 4X at its best!
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I just wanted to drop and and say you guys are doing God's work with this mod, keep it up! I played SS for maybe 5 hours before looking for a way to make it more dynamic, and I have neither started nor played a single game without your mod since. Not even to bug test the other mods - if she glitches, then I glitch with her.
I really enjoy the underdog challenge some of the starts offer, my favorite is the Luddic Path, second favorite is Pirate. I really appreciate that you allow us to start at lvl 16 with some coin so we don't have to grind out the very early part again and again and again. The only issue I have is that LP ships are super hard to find and even worse to restore - and that's with SWP and Luddic Enhancement. Totally worth it though. Same thing with the Falcon (P). I wish there was more to the Pathers in the game to be honest. They seem like an interesting side.
One thing I would like to suggest is maybe allowing the player to build secret bases with limited function, similar to LP and Pirates. Maybe storage with limited crew, supplies and fuel available over time to represent one's 'followers' procuring things for the cause. At least no industry or commerce that would draw attention to it. If you have a commission with the LP or Pirates they could then raid from your base/carry out holy vengeance. That way you can seed the galaxy with sleeper cells while you take advantage of the chaos...
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Yeah being able to create an orbital station anywhere would be nice, if only to store fuel and supply.
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Glad you like it!
On the stations: Pather/pirate style stations (or even just "abandoned station" type supply depots) for the player sounds interesting, will need to think over the design details later. Made a note.
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What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
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have a game crashing bug. the error message popup says something to the effect of "communist_clouds" hullmos not found!. starsector log displays thusly at the end
395427 [Thread-10] INFO sound.O - Creating streaming player for music with id [expanse.ogg]
395429 [Thread-10] INFO sound.H - Playing music with id [expanse.ogg]
395875 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.prototype.Utils.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source)
at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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I think that might be a thing in Vayra's Sector.
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youre right. i looked at the end folder which was labeld exrelin faction config and not the root, which was varya's mod. apologies.
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Does trading in BPs at Prism have the same effect as selling them, ie some other power starts using those ships?
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Found a small 'error' in the starting dialogue after creating your character. When selecting what type of start you'll have the 'back' button is 'null. back'. It still works though so not a big deal.
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My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
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What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog))
After that: No idea, there are way more things on my todo list than I want to even think about right now :-X
My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
Yep!
It was something I did for fun because it felt strange when we're out exploring and run into these planets full of people that we can't interact with in any way. Well, now we can.
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What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog))
After that: No idea, there are way more things on my todo list than I want to even think about right now :-X
My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.
Yep!
It was something I did for fun because it felt strange when we're out exploring and run into these planets full of people that we can't interact with in any way. Well, now we can.
Maybe if we can open external links with version checker, we could open an instance of RimWorld in this scenario ;)
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Hello! I've been playing the game a few years ago and just came back. Quick question about this mod : do AI factions actively colonize planets ? Or is the player the only one able to colonize ?
Edit : bwoops, just saw the posts above. Turns out AI colonization is coming in the next patch ;D.
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What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?
The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog))
How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?
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Quick question here : When you're affiliated (commissioned) to a faction and found a colony, is that new colony affiliated with that faction, or does the game think you're starting your own faction like vanilla ?
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I can answer that any colony you Found is yours first but you can talk to your secretary to give it to another faction if you want to.
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However, when you capture a planet/station from someone else, you are given a choice to either give it to your commissioning faction or to keep it for the player faction (with a reputation penalty).
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How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?
The two systems should coexist fine.
(Haven't tested myself, but the beta has been on Discord for a week or so and no conflicts have been reported yet)
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There's still a bunch of features I want and/or others have requested that haven't made it in yet, but for now, enjoy.
Nexerelin v0.9.2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.2.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.2
* Add NPC colony expeditions
* About once every 9 months (increasing with number of existing NPC-founded colonies) starting cycle 207
* Interval can be changed in config
* Not all factions will create colonies
* Add custom scenario system
* Currently has one scenario: "Derelict Empire"
* Mods can add more scenarios
* Add custom start options
* Spacer start (same as before)
* Derelict fleet (medium/large)
* "Cabal friends"
* Mods can add more custom starts
* Player markets can be granted autonomy
* Market remains part of player faction, but does not generate direct income or incur costs, and does not contribute towards player colony or admin limit, and behaves in many ways like another faction's market
* Grant or revoke autonomy by talking to a base official
* Add conquest missions
* Invading a market causes the "increased defender preparedness" effect on other markets
* Applies to all markets of the targeted faction and their allies, and all inhospitable or worse markets in system
* Random sector improvements/adjustments
* Default max markets per system 5 -> 4
* Pirates get orbital works at start (was heavy industry)
* Lower generator's dislike of hazard conditions
* Fix industry generation to work properly
* Add enhanced start relationships for non-random sector
* e.g. League and Diktat are now only Welcoming instead of Cooperative
* Can be disabled in config
* Factions will periodically attack and destroy pirate/Pather bases on their own
* Invasions won't make any industry disrupted for longer than 1 year
* 33% higher rep from transferring a market to its original owner
* Reduce rep value of industries during planet transfer by 2.5 times
* Modify some diplomacy handling for saturation bombardments, tribute rejection
* Some Interstellar Imperium compatibility changes
* Add Cathedral as Luddic Church start fleet (with SWP)
* Move max agent count to config
* Update random start ship handling for Starsector 0.9/0.9.1
* This is not intended to change random fleet composition, but it might
* Update Remnant raids' drop table to match other Remnant fleets
* Adjust Remnant raid target picking logic
* Spacer start monthly debt can be modified in settings.json
* Will not apply to previous versions' saves
* Enter `runcode exerelin.campaign.customstart.Nex_SpacerObligation.replaceObligation()` in console to update such a save
* Add old Persean League flag as a player flag
* Some GUI/text tweaks
* Bugfixes
* Fix removing Pather cell on another faction's market giving too much reputation
* Fix a bug with random pirate start ships
* Fix error in rep gain on market capture
* Fix some possible crashes if player takes control of Prism Freeport (through console)
* Fix Prism's freeport status in random sector
* Fix small amounts of crew sometimes being lootable even with crewLootMult == 0
* Remove prohibition on officer levels >29 (you still won't be able to level past this, but it won't crash)
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Fantastic mod especially now with the added colony runs
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Perfect. Thanks for clarifying that
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Great mod, been enjoying it greatly.
Not sure if this is an issue with the base game or your mod, but fairly early on in my Hegemony run, a bunch of other factions ganged up on Chicomoztoc and quickly knocked out the megaport and orbital works. Compounded with just about everyone else being hostile, stability has been really low across all Hegemony markets, and down in the single digits for Chicomoztoc.
This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.
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Hello!
Question : why is the player faction using the same color as Tri-Tachyon ? This is a bit confusing when they're involved...
This is my colony :
(http://pix.moncabanon.com/images/playercolor.jpg)
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Nexerelin doesn't change that at all, actually. This is how it works in the base game.
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Oh. Sorry then... Any idea how to change that? I looked into the player.faction file but that only changed the color of the circle around my ship and around nav buoys and such, not the color of my colonies.
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last update seems interesting, do you have some details about how colony expedition work? like, should i not sell survey data? Can they fail? Does faction stop after a time?
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anyone know how derelict empire mode works?
or what a derelict market is exactly? how are they meant to function? I totally don't "get it" they're markets that you can't interact with?
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Question: If you make a colony autonomous, does its exports still count as in faction for maintenance reduction? For example, say I get a gas giant with a mine set up to provide volatiles: if I make it independent, do my fuel production colonies still have reduced maintenance?
Also, I am incredibly intrigued by the scenarios - any more details about what the system entails?
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This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.
Yeah, that's something I dislike too.
Nexerelin makes it worse by creating more supply disruption sources, but procurement missions not contributing to local supply is an issue with vanilla code. I'll post a suggestions thread later.
last update seems interesting, do you have some details about how colony expedition work? like, should i not sell survey data? Can they fail? Does faction stop after a time?
- Faction colony expeditions work completely independently of player's surveying (so you don't get an incentive against doing surveys).
- They're basically guaranteed to succeed if nobody interferes with them, although averting them (credit cost increases with each use, but more slowly than for expeditions) and giving the fleet an "accident" in space always works.
- The colony expedition interval increases with the number of NPC colonies already formed, but they won't actually hard stop unless they run out of in-range planets they consider suitable for colonisation.
anyone know how derelict empire mode works?
or what a derelict market is exactly? how are they meant to function? I totally don't "get it" they're markets that you can't interact with?
They exist only to be conquered, basically. So everyone starts with one planet and takes territory at the expense of the derelicts (a bit like classic Exerelin, if anyone remembers that).
Question: If you make a colony autonomous, does its exports still count as in faction for maintenance reduction? For example, say I get a gas giant with a mine set up to provide volatiles: if I make it independent, do my fuel production colonies still have reduced maintenance?
*checks* Turns out it does!
Also, I am incredibly intrigued by the scenarios - any more details about what the system entails?
Long story short, a modder can have the scenario run arbitrary code at certain points in the game (character creation, after procgen, after initial economy load, after the new game time pass) to set up the initial Sector they want.
The space of possible scenarios hasn't been explored yet so I can't say how much is possible without breaking an existing assumption of the game/mod. But if someone wants to do something I can add support for it, if it's not too hard to do so.
(The custom starts are much easier to set up, especially since they affect fewer things; I expect more modders have things they want to do within this scope anyway)
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Very cool! Thanks a bunch. :)
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So I'm not sure if this is Nex related but can you think of any reason why I wouldn't have the option to take a station or destroy it? In one of my systems there is another faction that has a station orbiting one of my colonies. I can raid it for supplies, or bomb it but even with 1k marines I just don't have the option to take it. I can't target it with console commands of any type and the faction directory doesn't list it at all. I can't send fleets to it, spys to it ect. Its a station from the Kaldur Remnant which I'm pretty sure is a modded faction I just cant seem to remember what mod its attached to (Vayra's Sector it seems) I'm sorry if this is completely unrelated I also dont have much for logs to show since this is kind of a weird bug. Here's a screen shot. Keep in mind I've already defeated the station in combat so Its really left me kind of confused.
https://i.gyazo.com/838b78c7a55c049d0a83a4818803decf.png
One with my station orbiting the same planet.
https://i.gyazo.com/60c3bc04f24bdea8b127b24e96933e50.png
It's not really a huge deal, I hesitate to even mention it since I'm probably going to start a new campaign with your update. Again sorry if this is completely unrelated to nex and thanks for making a great mod.
Edit: Cursory searching should always be done first. I haven't a clue if this is VS or Nex or Vanilla related. I left a post here and over at VS. Normally dont like to do that but I'm not sure, so I supposed I will leave the thread up. Thanks again for your time.
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vayra sort of competes with nex now in terms of what it does, it's no longer a faction mod? so maybe that's a conflict.
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This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.
Yeah, that's something I dislike too.
Nexerelin makes it worse by creating more supply disruption sources, but procurement missions not contributing to local supply is an issue with vanilla code. I'll post a suggestions thread later.
FYI - I've raised a suggestion thread for this: Procurement missions should affect market deficits (http://fractalsoftworks.com/forum/index.php?topic=15657.0)
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Nice update, much appreciated!
Now if we could have a mission of sort when you talk to the base commander to spend marines squads in order to provide a defense boost modifier lasting some months, that would be cool. That would be a direct tool to help endangered markets .
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After playing around as the Pathers and Pirates for most of my SS career, I can't help but want a change of pace. A side that's truly unique. We should be able to play as the [REDACTED]. Can't imagine this being a spoiler for anyone in this thread but:
Spoiler
It would be great if we could have a Rogue A.I. start. All the Remnant bases but our own are hidden markets that we have to find. The more we find and dock with and reprogram, the more active they become. We have a Commission with this 'side', and the pay grows dependent on the number of markets we have reprogrammed. The more that have been reprogrammed, the stronger their fleets are and the more they raid. Standard colonizing mechanics apply, except A.I. inspections and Pather terrorist acts are disabled for us. Our 'population' is some sort of standardized worker drone or whatever. As if anyone ever wondered what kind of robot Skynet used to load ammo into the big tank mech things in T2.
Instead of our colonies producing resources in the supply and demand chain and participating in the sector market, our colonies could house industries that provide other bonuses and effects like fewer d-mods and etc, sort of sidestepping the issue of traders and smugglers from other factions visiting. For stability we could just have it set to max, and tie the accessibility/fleet strength to the number of Remnant bases we have reset.
Once we have settled a certain number of planets and reprogrammed a certain number of bases then the humans of the sector will become progressively more aware of our activities and aggressively hostile until they begin to all band together to wage a desperate all-out war of survival. No conquest, only obliteration. Perhaps conquest later on after the initial idea gets incorporated and all the kinks ironed out.
Unless I'm out to lunch on how the game works internally, it shouldn't be too difficult to do. Swap a few images, disable a few potential after battle loot rewards such as crew and blueprints etc. I'm not sure how much control one has over things like Pather cells via scripting, though. Perhaps it would be much harder than I think lol.
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vayra sort of competes with nex now in terms of what it does, it's no longer a faction mod? so maybe that's a conflict.
Hmm.... The Vayra page specifically says its compatible with Nex. However in the same paragraph it does say it alters quite a bit of things. I don't think this means I have to pull the mod from my list just yet. I think I will test a bit more. After restarting my campaign the issues seems to be fixed. From what I read on the other thread I made about this one user said it might be directly related to Vayra tagging a station as unraidable. Its actually still possible to get rid of the station I just need to basically destabilize it to death. After a certain point I guess the AI will just abandon it? I'm unsure and frankly unsure if it really matters. I've never actually stuck to a single campaign long enough to completely wipe out all AI. I think it might be a little more possible now with the new nex features that allow me to succeed ownership of a colony to my faction.
In retrospect finding IBB missions at bars or stations has been pretty rare for me in recently campaigns, as in nonexistent sometimes. Maybe Varya and SWP are clashing? I don't know I really hate the idea of throwing around baseless stupidity. DR might want IBB missions to be a bit more rare, It might just be pure dumb luck, My modlist is also bloated and huge and might need pruning. To be really frank I kind of regret even bringing it up because I have no logs, no crash event and frankly it could be any number of things unrelated to either mod. The fact still remains that everything could be running and working perfectly fine and that I'm complaining about ***.
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"Hidden" markets (normally this means pirate and Pather bases) cannot be invaded or have agents sent to them.
I'll make saturation bombardment have no rep penalty on such markets, but in this case I expect it'll still leave behind an annoying abandoned station. Guess I'll poke Vayra a bit.
In retrospect finding IBB missions at bars or stations has been pretty rare for me in recently campaigns, as in nonexistent sometimes. Maybe Varya and SWP are clashing?
Seems unlikely. It's probably just a matter of looking in the correct factions' bars (currently only appears for Hegemony, League, Independents, II, Shadowyards, ORA and Tiandong).
(Also the chance of the bar person appearing is reduced if there are IBB missions which have been accepted but not yet completed)
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Hello Ladies and Gentlemen,
I would like to post an error message. This is my first post, I've read the FAQ and a fruitless search for a solution brought no answers.
Description
The game crashes to desktop with an error message "Fatal:null. See Starsector log". It happens at the very same time in game, about a few seconds after starting my last saved game. The save is from the 26.06.2019. It always repeats at the very same time in this save game. It happens in every savegame I make, sooner or later. In those cases the point of time and reason for the crash are the same as here. The error has first started appearing about two weeks ago. I upgraded the nexerelin mod files to the newest versions one week ago. A reinstallation of the nex mod, two days ago, brought no betterment.
Excerpt of the last part of the log file
Spoiler
67900 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for HMI considering options
69096 [Thread-8] INFO sound.oo0O - Cleaning up music with id [HostileWaters.ogg]
69456 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Ambush.ogg]
69457 [Thread-10] INFO sound.null - Playing music with id [Ambush.ogg]
69514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at exerelin.campaign.CovertOpsManager.getAgents(CovertOpsManager.java:562)
at exerelin.campaign.CovertOpsManager.reportEconomyTick(CovertOpsManager.java:487)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Oppinion
To me it looks like some part of nexerelin array isn't handled correctly when trying to call the CovertOpsManager. The error keeps happening at the exact same point. I've had it about six times in a row now and the error description is always the same. I recently added some newer mods to my game, such as Varya's Sector, Hazard mining and Celestial Circle. Maybe the interconnection between one of those mods and Nexerelin is the problem? I lack the knowledge and experience to judge.
Request
Please take a look at the situation and tell me if a fix is possible. Unfortunately I can't add any files (except the zipped list of active mods) due to size constraints, even when using zip. I can find some online upload website though, if you need to see the file.
[attachment deleted by admin]
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Are you playing a savegame with an old Nex version (0.9.1c or older) that hasn't been saved with 0.9.1d-g? That's the only explanation I can see for this.
One thing to try:
- Download and install Nexerelin 0.9.1g (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.1g.zip)
- Load game
- Save game and exit
- Download and install Nexerelin 0.9.2
- Load and play
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Thank you for the quick response. My Savegame indeed started with 0.9.1c Nex. I upgraded to 0.9.2 a few days ago without taking the 0.9.1g in between. I just now did the steps you recommended but unfortunately the crash still persists with the same pattern. I have checked my VParameters file for RAM allocation and that seems ok, still.
I cannot think of any more reasons why this error persists and I can't try loading the save without some other modules for testing. It gives me an error message when loading. Just to clarify: Would starting a new game with the newest version of Nex installed still be vulnerable to this error? I would hate to lose my progress but what if that turns out to the solution?
Or are other modules not properly integrated, could that be the cause? I have noticed that shortly before the crash the Vayra's sector mod fails to load something. However it appears to handle the exception without a problem and without a crash.
Excerpt of new log file from 28.06.2019
Spoiler
86888 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - rare_flagships.csv loading failed!!! ;.....;
86888 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - org.json.JSONException: JSONObject["weight"] is not a number.
86890 [Thread-4] INFO data.scripts.campaign.intel.VayraPersonBountyManager - Killing the vanilla bounty manager, RIP losers
86890 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
86890 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
86890 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
86891 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
88857 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
88989 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Ambush.ogg]
88989 [Thread-10] INFO sound.null - Playing music with id [Ambush.ogg]
90500 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for HMI considering options
91705 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at exerelin.campaign.CovertOpsManager.getAgents(CovertOpsManager.java:562)
at exerelin.campaign.CovertOpsManager.reportEconomyTick(CovertOpsManager.java:487)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Thank you very much for your help.
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Hmm, that's odd.
A clean new game with 0.9.2 will work, yes.
Does the old save still crash if you only upgrade up to 0.9.1g and then play that? That's also an option.
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I have attempted your solution and it unfortunately did not work. I deleted the "old" nex folder and then started the game without nex, but did not load the save. Then I reinstalled nex 0.9.1g. The save game could not be loaded and it gave an error message. The style and content of the message was similar to when I tried to load the save with a "mod comp error" warning below the savegame. That warning did not appear and logically it should have loaded the save with 0.9.1g.
Then I uninstalled 091G and reinstalled 092. The save could be loaded without an issue but the crash happened again, with a similar error message as before.
Excerpt of log
Spoiler
71904 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Spacer20Seconds.ogg]
71904 [Thread-10] INFO sound.null - Playing music with id [Spacer20Seconds.ogg]
72752 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for HMI considering options
73882 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Spacer20Seconds.ogg]
73904 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Ambush.ogg]
73904 [Thread-10] INFO sound.null - Playing music with id [Ambush.ogg]
74221 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at exerelin.campaign.CovertOpsManager.getAgents(CovertOpsManager.java:562)
at exerelin.campaign.CovertOpsManager.reportEconomyTick(CovertOpsManager.java:487)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I just had an idea. Could it be, that the mod attempts to find an Agent (shady guy, destabilizes markets and so on) in an array but cannot find one? Or maybe the array that holds the base Agents is not correctly defined? Or perhaps the location, where the agent should do his thing, can't be found or loaded correctly?
I will copy the savegame files to a different location for safekeeping and in case they can come in handy in the future. Then I will start a new game with nex 092. I'll monitor the progress and report in again if the error appears again. If any of you have other suggestions I can still try them out with the "old" save files.
Thank you very much for your time. :)
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Tri Tachyon just colonized a planet in my current game and I just wanted to say dope mod man.
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Excellent set of features in the latest patch
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I´m having a blast using Nex, some utility mods like combat chatter and vanilla sector & vanilla factions. 8)
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Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
But if I may criticize one thing, it's the rate at which reputation between factions changes. In my experience, the frequency feels too high. It can also invalidate efforts to improve reputation. I want to invite the Persean League to our alliance, but the random "diplomatic blunders" and such have put a stop to that plan over and over until I got the memo to just give up.
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Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.
Spoiler
(http://i.imgur.com/x3Ds03y.png)
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
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Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.
Spoiler
(http://i.imgur.com/x3Ds03y.png)
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.
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Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.
Spoiler
(http://i.imgur.com/x3Ds03y.png)
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.
You are definitely right! I see a Pony for sale in the Prism Freeport right now. But that may be because I opted not to recover it (for obvious, pink reasons). I just hope that the other ships will appear, as I would love to have more Undines, Fractures and Phillipsheads.
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Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.
Spoiler
(http://i.imgur.com/x3Ds03y.png)
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.
Is each hades unique or are all four the same? I myself only got 1 of the hades and I'm kinda sad about it. Back before you were guarenteed to get each ship I swear I'd gotten 2or3 before... now it's 100% chance and I get 1?
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Even though there are multiples of some ships in IBBs, you are ever guaranteed to get only one of them. You might recover more due to luck, but DR's script will only help if you didn't get any of them.
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Maintenance update.
Nexerelin v0.9.2c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.2c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.2c
* Infiltrate Luddic cell action displays reputation change if successful
* Fix issues with admins on market comm board not having their faction changed on market capture
* Text fixes/modifications
v0.9.2b
* Add new game option to control starting D-mods
* Local stockpiles on autonomous worlds can be accessed
* Invasion disruption time averages 30 days/round instead of using the industry's build time
* Saturation bombing a "hidden" market does not anger third parties
* Factions do not colonize any system with a hostile fleet exceeding 25 FP
* Factions will colonize inhabited systems that they control
* Adjust some under-the-hood war declaration, alliance vote logic
* Agents don't appear in hidden markets; hiring dialog explains where to find newly hired agents
* Covert action locations marked on map
* Blackrock's Consortium HQ protects against agents; spawns in random sector
* Custom starts can have compatibility with (non-)random sector defined
* Grey out incompatible custom scenarios with tooltip warning, instead of hiding them
* Fleet request organize time can be adjusted in settings.json
* Bugfixes
* Fix relationship irregularities when accepting a commission
* Fix NPC base strike relationship checks, being always marked as important
* Fix expired tribute demands doing nothing
* Fix free port status of colonies whose faction should have it
* Fix hard mode diplomacy penalties applying between NPC factions
* Fix invasion failure double reporting when autoresolved
* Reverse compatibility with pre-0.9.1d saves
I just hope that the other ships will appear, as I would love to have more Undines, Fractures and Phillipsheads.
By default, Prism will only sell each IBB ship once, and only if you haven't recovered it (although it'll reappear later if you don't buy it and it gets cycled out of stock). You can change this with the prismRenewBossShips setting in exerelin_config.json.
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Found a problem when uses Nexerelin 0.9.2:
Crashes happen when hitting the 'consider your military operations' in planet action HUD.
I have attached the last bit of Starsector log, pls take a look--------->https://pastebin.com/yBnKeBiM
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I don't know if this is doable, but I'd really like it if there was some agent automation. Even something as simple as a toggle for them repeating their last order if they haven't been moved and the order became available again would do wonders.
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Found a problem when uses Nexerelin 0.9.2:
Crashes happen when hitting the 'consider your military operations' in planet action HUD.
I have attached the last bit of Starsector log, pls take a look--------->https://pastebin.com/yBnKeBiM
Download and install (http://fractalsoftworks.com/preorder/) the newest Starsector (0.9.1a RC8).
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Kind of embarrassing, but it does work, thanks very much. I didn't notice I am using RC8 lol.
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safe to update in a running game? in my case only from b to c?
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New releases can be expected to be save compatible unless otherwise specified, yeah.
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Hello everyone, new user here, first time posting on this board. First of all just want to say thank you for to Alex and everyone in the modding community for the hundreds of hours of fun I've gotten from Star Sector. I've been playing vanilla since 0.7 (I think?) and only recently started trying out various mods to keep things fresh. Just started Nexerelin and blown away by how much it adds to the game. Hard to go back to playing vanilla now, its that good.
That being said, I'd like to ask a question about faction relations. I've always enjoyed setting up my own faction in vanilla and slowly building up my strength so as to one day challenge the core worlds, and after 20 hours of freelancing I started trying to do the same in my first Nexerelin run. Now I understand that this is meant to be challenging, but holy hell did I get stomped into the ground. Within 30 minutes 3 main factions had allied against me and declared war. I had little to no interaction with them, but I believe the random (?) diplomacy events pushed my score with the Persean League into the minus and they promptly went to war with me and brought the Dicktat and Tri-Techyon along for the ride. This promptly tanked what little profit I was making as three whole markets suddenly refused to trade with me. After wiping my single size 3 colony with 3 huge invasion fleets, I was left with a single fleet and no way to recover relations.
Again, I understand that this is probably designed to punishingly hard for go-it-your-own factions, as it seems to be designed towards picking and joining a faction. I was wondering, however, if there was any way to alter the settings for diplomatic events, either in game or through tampering with the mod files? Maybe cause diplomacy events to fire much less frequently, give much less lower score, or ideally have them not fire for the player faction? Again, just want to stress that this is a great mod. I really enjoy so many features that it adds but I find it hard to want to start again when the RNG could just decide to hit me with a couple of bad events, causing half the sector to rise up and squash me. Sorry for the long post and apologies if this has been already answered.
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Hello everyone, new user here, first time posting on this board. First of all just want to say thank you for to Alex and everyone in the modding community for the hundreds of hours of fun I've gotten from Star Sector. I've been playing vanilla since 0.7 (I think?) and only recently started trying out various mods to keep things fresh. Just started Nexerelin and blown away by how much it adds to the game. Hard to go back to playing vanilla now, its that good.
That being said, I'd like to ask a question about faction relations. I've always enjoyed setting up my own faction in vanilla and slowly building up my strength so as to one day challenge the core worlds, and after 20 hours of freelancing I started trying to do the same in my first Nexerelin run. Now I understand that this is meant to be challenging, but holy hell did I get stomped into the ground. Within 30 minutes 3 main factions had allied against me and declared war. I had little to no interaction with them, but I believe the random (?) diplomacy events pushed my score with the Persean League into the minus and they promptly went to war with me and brought the Dicktat and Tri-Techyon along for the ride. This promptly tanked what little profit I was making as three whole markets suddenly refused to trade with me. After wiping my single size 3 colony with 3 huge invasion fleets, I was left with a single fleet and no way to recover relations.
Again, I understand that this is probably designed to punishingly hard for go-it-your-own factions, as it seems to be designed towards picking and joining a faction. I was wondering, however, if there was any way to alter the settings for diplomatic events, either in game or through tampering with the mod files? Maybe cause diplomacy events to fire much less frequently, give much less lower score, or ideally have them not fire for the player faction? Again, just want to stress that this is a great mod. I really enjoy so many features that it adds but I find it hard to want to start again when the RNG could just decide to hit me with a couple of bad events, causing half the sector to rise up and squash me. Sorry for the long post and apologies if this has been already answered.
If you head into your Nexerelin mod folder and open up the "exerelin_config.json" file using a text editor.
Then, look for the line "followersDiplomacy" and set that to false and it should fix what you wanted.
There are other lines in there too for tweaking other aspects of Nex too if you want to change them for personal balance reasons.
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Noticed that Invasion fleets are a little too easily distracted. They will happily forget whatever they were doing a and chase a couple of pirate frigates. They try to get back to the mission, but as soon as the pirate frigate gets closer, they instnatly turn after it again. The fleet can spend months massing about instead of reaching their main objective. The only solution is to stay well away from the fleet, so it's abstracted, then it moves to the target properly.
Invasion fleets should just outright ignore anything with less than say, half of their FP, of the fleet and just move to their objective.
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Hi, Just found this game a month ago and just started playing a game with this mod on with a couple QOL and factions. Is there a way to force your faction to join an existing alliance? Also is it normal that I am able to maintain my commission while having two colonies? Other than that great stuff super fun mod.
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Yes, go to a colony of the faction in the alliance you want to join in, choose "special actions" or whatever was it called (added by Nex, so you should find it), then choose the first option (join the alliance). Yes, it's normal to have colonies while having a commission; in fact, it's even a vanilla feature. This means that, outwardly, your colonies kinda belong to your commissioner faction, but you can still fall out and have internal conflict break the commission.
In fact, it would be nice, if commission worked only if you have colonies smaller than size, dunno, 6. Size 6 and up, no commission, no free money, alliance or bust.
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Yes, go to a colony of the faction in the alliance you want to join in, choose "special actions" or whatever was it called (added by Nex, so you should find it), then choose the first option (join the alliance). Yes, it's normal to have colonies while having a commission; in fact, it's even a vanilla feature. This means that, outwardly, your colonies kinda belong to your commissioner faction, but you can still fall out and have internal conflict break the commission.
In fact, it would be nice, if commission worked only if you have colonies smaller than size, dunno, 6. Size 6 and up, no commission, no free money, alliance or bust.
Ah, that sorta makes sense. I didn't see it because I was commissioned. So they technically are in the alliance just without an actual vote. Yeah, that should be a thing. Once your planets are too powerful it doesn't make sense for you to be an officer in their fleet.
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Regarding invasions chasing smaller fleets, the solution that is the most satisfying to watch would be to have invasions consist of varied sized individual fleets, that way smaller fleets interdict annoying small fleets and the larger fleets catch up to kill them, making invasions ignore smaller fleets means we lose the entertaining variance of having an invasion group sometimes get broken up and be made attack-able by many smaller fleets which i think is cool when it happens
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Speaking of invasion fleets it's me again that guy with the worst luck in the sector here to *** again. I have one size 4 colony with a battlestation mining and light industry on it. No cores or fancy nanoforges or whatever.
Blackrock just dropped 2 invasion fleets on me one of which has enough Kurmaraja's and Eschaton's(plus a Karkinos because of course) that they are fielding 30 fighter wings against my small fleet that has a total of ONE capital ship that being the beatup XIV legion I pulled out of mothballs to try and defend against this garbage. After two tries I'm not even going to bother. It's literally impossible when your station goes down in about two fighter strikes.
I get that invasion fleets are supposed to be able to actually succeed but I also expect to actually have a fighting chance at beating them off. And realistically speaking this is overkill and a waste of resources. You don't send something like this after some little world like I have. This would be something you send after a core world like Sindria or Jangala.
I'm going to go find something else to play while I cool off but if I do come back to this game I'm just gonna console command this garbage.
I think it speaks for itself on how messed up invasion fleet strengths are that the freaking KADUR took over Jangala. The Kadur that has a bunch of size 3 stations with supply shortages scattered across the sector and can't even field anything bigger than picket fleets.
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Speaking of invasion fleets it's me again that guy with the worst luck in the sector here to *** again. I have one size 4 colony with a battlestation mining and light industry on it. No cores or fancy nanoforges or whatever.
Blackrock just dropped 2 invasion fleets on me one of which has enough Kurmaraja's and Eschaton's(plus a Karkinos because of course) that they are fielding 30 fighter wings against my small fleet that has a total of ONE capital ship that being the beatup XIV legion I pulled out of mothballs to try and defend against this garbage. After two tries I'm not even going to bother. It's literally impossible when your station goes down in about two fighter strikes.
I get that invasion fleets are supposed to be able to actually succeed but I also expect to actually have a fighting chance at beating them off. And realistically speaking this is overkill and a waste of resources. You don't send something like this after some little world like I have. This would be something you send after a core world like Sindria or Jangala.
I'm going to go find something else to play while I cool off but if I do come back to this game I'm just gonna console command this garbage.
I think it speaks for itself on how messed up invasion fleet strengths are that the freaking KADUR took over Jangala. The Kadur that has a bunch of size 3 stations with supply shortages scattered across the sector and can't even field anything bigger than picket fleets.
I haven't really had this issue. I generally build up a pretty good reputation in the early game my destroying pirate fleets and general bounties/IBB bounties. I also always pick a system that is empty of main factions, or I will try to find a pirate system with just pirates and decide to take over what they have. Duzak for example near Corvus is either empty or only has one faction in it, or lately I've been going to Delta Heisenburg as for a pirate system its kind of random but generally there is always one with a planet and not much else in it. I also don't generally found a colony until I'm fielding fleets with multiple midline cruisers, like dominators. I think this last time I had a Nevermore, Two Herons and a Conquest before I founded my colony. More than capable of taking on most any early invasion fleets. I also generally try to have a few blueprint groups before founding so my faction is fielding garbage. This last time I found a shadowyards bp set as well as one from Diable Avionics. Both great packs for a starter faction. You can find these by exploring deep in space. Generally in the early game I try to build a midsized fleet and do bounties to fund buying lots of supplies and fuel while trying to find dmod civ ships for cargo and fuel carrying. Then I try to get a mission from the bars to go find an alpha ai core which generally always leads to a tech cash or station. Don't neglect your salvaging skills early either they are extremely useful.
Your probably wondering why I'm saying all this but the reason is pretty simple. Don't start a faction till your personal fleet is ready to defend it. There is a reason why Nex says "own faction" is very hard. Most factions act like corporations or military states, they hate competition. This is not to say you can't found one early, it honestly sounds like you got pretty unlucky.
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That's pretty much what I've been doing. I had Duzhak spawn with a 75% hazard world with good organics and farmland and settled it. I've been farming Yma for cash and rep as the pirates there are going nuts so the Perseans and Shadowyard like me quite a but. It's just apparently the Blackrock decided I've gotta die or something *shrug*.
I have a lot of heavy destroyers in my fleet along with my falcon flagship but honestly I would be hard pressed to beat what Blackrock sent against me even with a full fleet of capitals. That's just way too many fighters.
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That's pretty much what I've been doing. I had Duzhak spawn with a 75% hazard world with good organics and farmland and settled it. I've been farming Yma for cash and rep as the pirates there are going nuts so the Perseans and Shadowyard like me quite a but. It's just apparently the Blackrock decided I've gotta die or something *shrug*.
I have a lot of heavy destroyers in my fleet along with my falcon flagship but honestly I would be hard pressed to beat what Blackrock sent against me even with a full fleet of capitals. That's just way too many fighters.
If it's and "Invasion" fleet, then you are at war with Blackrock. Very Very Bad idea if you are playing own faction until late game. Unlike pirates/pathers, proper faction send warfleets in your directions. If you think Blackrock fighter waves are bad, you haven't seen DME invasions. Enough fighters to blot out the sky, and good fighters too.
The obvious solution is don't be at war with a major faction until you can take them. Drop off high value prisoners or Gamma cores for some standing, do some missions for them. Or just go and take over a small pirate market and hand it over to them.
If it's an "Expedition" instead, just pay it off before it leaves, if you feel you can't take it.
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It was a invasion fleet. I've also come to the conclusion that the weighting for Blackrock ships is just weird. They have this fixation with fighter craft and tankers.
I had another more manageable invasion happen and they had like 6 hawkmoth's in the fleet to like two regular cruisers plus their battlecarriers.
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Hotfix for II Bazaar being spammed in random sector (arglebargle)
Nexerelin v0.9.2d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.2d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
* Note: All currently spawned fleets in an existing game will cease to drop cores
Dreamyr: Do you still have the save with the two Blackrock fleets? I'd like to take a look at it.
(Also specify if you've done anything like raise the maximum battle size)
I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks (http://fractalsoftworks.com/forum/index.php?topic=15271) in vanilla, I wouldn't be too surprised.
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I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks (http://fractalsoftworks.com/forum/index.php?topic=15271) in vanilla, I wouldn't be too surprised.
Blackrock in general are a strong faction. Especially the cruisers/capitals. They also have solid economy, for making ships without D-mods. Unlike say Scy, which are on the weaker end.
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Hotfix for II Bazaar being spammed in random sector (arglebargle)
Nexerelin v0.9.2d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.2d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
* Note: All currently spawned fleets in an existing game will cease to drop cores
Dreamyr: Do you still have the save with the two Blackrock fleets? I'd like to take a look at it.
(Also specify if you've done anything like raise the maximum battle size)
I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks (http://fractalsoftworks.com/forum/index.php?topic=15271) in vanilla, I wouldn't be too surprised.
Unfortunately I saved over it sorry. :-[
I only saw the one invasion fleet but it was pretty absurd. There were so many Eschaton super freighter's and Kurmaraja Interdictor's that they couldn't even deploy the Karkinos they brought. The invasion failed after I used the console command mod to nuke it out of frustration because there was no winning that. Fighter spam plus the Kurmaraja's special system is kinda crazy.
The second time around it was more manageable and I beat it on my own. Still a heavy focus on fighters but the really odd thing like I mentioned above was that the majority of their cruisers were Hawkmoth Combat Tankers. If they'd been full combat cruisers I would have had a much harder time of it.
Also as much as I complain about this stuff I really do enjoy this mod and Starsector wouldn't be the same without it so thank you for all your work on it Histidine. 8)
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If you only made one save since, it should be the back up save
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So on a lark, I tried out the Derelict Sector. All the necessities are scarce, and there's combat everywhere. You have to fight for your supplies more than buy some because the markets are low on everything, so a salvage rig pays for itself really, really fast. All around, an excellently difficult start. Very brutal. Another start where I had a planet to be getting on with took some of the pressure off, but I still ended up having to set up my own volatiles mine to kickstart sector fuel production like I did when I didn't start with a planet.
All told, I like it. I think it'd be somewhat better if the Derelicts didn't just sit back and take it and had a somewhat nerfed invasion mechanic of their own to fight back at least a little with, but it's still pretty cool to see the factions getting their feet under them and painting the map.
My own faction didn't launch any invasions at the Derelicts even though I turned player faction invasions on. Not sure if glitch or intended behavior.
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Hey bro, That is my first message, just wanted to tell you about how much I like your Mod, and especially Derelict Mod.
That is thing that made me return to the Startsector.
Few things I wanted to tell that I noticed: Derelict quests for resources(I'm playing mainly as a trader). and I see a lot of quest to deliver goods to derelict station but only few of them can be completed, those which you have to deliver upon arrival, not via planetary command center, because they obviously do no wanna talk=) I do not know how other people think about that, but I personally receive like every 8 contract out of 10 is for derelicts, and you just need to ignore them, any chance it can be canceled for them to provide those missions(that is not that important) and also with the market every time when I check goods for best BUY/SELL spot there is only 5 best markets shown, It definitely shows 3 to 4 markets belonging to derelicts so this info is off no use. so it leave you without the fast info about the markets and prices.
Those 2 thing is likely inconvenient, but The Derelict Mod is absolutely Awesome,
2)Also wanted to ask if that okay that I've established 3 colonies of my own but still getting like 60k Commission from the faction?
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
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Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.
This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?
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Glad people are liking the Derelict Empire start (even with its flaws) :)
My own faction didn't launch any invasions at the Derelicts even though I turned player faction invasions on. Not sure if glitch or intended behavior.
It's possible there's a bug somewhere, although the code isn't currently telling me what it might be.
(unless you had a commission with a pirate-type faction while pirate invasions were disabled, that will block it)
I'll keep an eye out when I next playtest.
Hey bro, That is my first message, just wanted to tell you about how much I like your Mod, and especially Derelict Mod.
That is thing that made me return to the Startsector.
Few things I wanted to tell that I noticed: Derelict quests for resources(I'm playing mainly as a trader). and I see a lot of quest to deliver goods to derelict station but only few of them can be completed, those which you have to deliver upon arrival, not via planetary command center, because they obviously do no wanna talk=) I do not know how other people think about that, but I personally receive like every 8 contract out of 10 is for derelicts, and you just need to ignore them, any chance it can be canceled for them to provide those missions(that is not that important) and also with the market every time when I check goods for best BUY/SELL spot there is only 5 best markets shown, It definitely shows 3 to 4 markets belonging to derelicts so this info is off no use. so it leave you without the fast info about the markets and prices.
Yeah that's a bit of a defect with the system currently.
There's a way to make the procurement missions not appear, which I previously didn't want to use because it's more 'invasive' towards the vanilla code than I wanted to deal with, but I'll see about implementing it.
Buy/sell screen can't be helped unfortunately :(
2)Also wanted to ask if that okay that I've established 3 colonies of my own but still getting like 60k Commission from the faction?
Yeah, it's intended behavior.
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)
Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.
This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?
Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
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UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)
there is no planets at all, simply empty
stars, with only stars in it
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Ah, yeah. That sounds like it shouldn't happen, although it's possible another constellation is "creeping" into the core area.
If you post the sector gen seed, I'll see if I can reproduce it.
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Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
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How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?
I generated a Derelict Empire sector with mostly stations (and fewer planets) and I noticed that fuel was in shortage on every major spaceport and one had to go into the black market to actually find fuel. I actually loved this--it gave good reasons to want to be a pirate (plundering is fun!) and fuel efficiency becomes more important and forces you to play a little differently. Until one finds a synchrotron core that is. I was thinking about a custom scenario that's sort of like Mad Max--independents everywhere, and initial colonies are scattered around the sector instead of being clustered together. Between them is a huge wasteland of stars and one often turns to violence in order to make ends meet.
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Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
Okay, I've managed to reproduce the issue, and an apparently related one where the strikes fail to assemble if the player is present in the spawning system.
What seems to be happening (at least in the latter case) is that the route manager code thinks all the fleets are "stragglers" and thus thinks too few ships failed to reach their destination, so it considers the mission to be failed.
I'm investigating further for a possible fix in Nex and/or vanilla code. For now, try spawning just one mission at a time; it should be more than adequate to deal with any base.
EDIT #2: Okay, no, that's not the problem. The problem seems to be that the calculation for "how many ships made it" is screwed up: it assumes the fleets are using the source market's fleet size mult when determining the number of ships that should be present, when Nexerelin does not use it.
You might be able to work around it by reducing the fleet size mult (take alpha cores off military bases, for instance) for the source market, or launching the expeditions from a source with a smaller fleet mult (this won't affect the strike mission). Or just stay away from both origin and destination till the strike force has completed its mission.
How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?
Well, to add scenarios you need to have your own Starsector mod and some modding knowledge. Not much, in itself (the Derelict Empire (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/world/scenarios/DerelictEmpire.java) "core script" is pretty short), but I expect someone trying their own scenario would very quickly run into issues requiring me to change stuff in Nexerelin (Derelicts had to be coded not to do a bunch of different things, for instance).
Best I can say right now is: if some modder tries to add a scenario and has problems, I can change Nex to allow it :)
I don't have any plans to add new scenarios of my own right now though.
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Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated
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Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated
Totally untested but it's probably..
..\Nexerelin\data\campaign\procgen\name_gen_data.csv
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Vanilla also has its own name gen data, so you might want to (back up and) modify that as well.
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Any way to get SRA planets/stations to build their high capacitance storage industry?
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Any way to get SRA planets/stations to build their high capacitance storage industry?
You can open SRA's faction config (in Shadowyards/data/config/exerelinFactionConfig) and add an ms_supersolar entry in the industrySeeds table to ensure that they spawn at least one solar collector. (I recommend replacing the orbital works in that table)
EDIT: You also need to edit Nexerelin/data/config/exerelin/industryClassDefs.csv and change "ms_superSolar" to "ms_supersolar"
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Thank you, this fixed it.
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Another release where I only have done half the features I was planning on, because I needed to get a bugfix out. *sigh*
Nexerelin v0.9.3
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.3.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.3
* Add "brawl mode" toggle to settings.json (default off)
* Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
* Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector
* Mining nerf:
* Asteroid volatiles mult 0.05 -> 0.01
* XP per mining strength 50 -> 20
* Derelict Empire improvements
* Will no longer generate procurement missions
* Relationship with all factions capped at -60
* Will deploy all ships in battle
* Conquest mission generator creates fewer irrelevant missions
* Factions don't claim systems as their territory if player is dominant faction there
* Industry refund mult on shutdown 0.75 -> 0.5
* NPC agent actions don't target hidden markets
* Add two more levels of admin cap bonuses (at 200 and 300 total size)
* Tweak alliance intel display
* Bugfixes
* Fix duplicated free port condition (again)
* Fix AI core admin being removed when player conquers a market or revokes autonomy
* Fix NPC colonies sometimes not building patrol HQ
* Fix invasion/raid/base strike missions failing at start if source market's fleet mult is too large and player is nearby
* Fix raids not using faction fleet size doctrine
* Fix random sector generator handling of Shadowyards solar collector
* Fix Follow Me command
* Modding
* Add an API for custom victory event
* Factions can be marked as disabled-by-default for random sector
* Externalize some officer death parameters to settings.json
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Thanks for your hard work Histidine, may I ask if this update requires a new game?
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Thanks for your hard work Histidine, may I ask if this update requires a new game?
Shouldn't need a new game (including for new features).
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Thanks for your hard work Histidine, may I ask if this update requires a new game?
Shouldn't need a new game (including for new features).
Great, thanks!
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What's the best way to make some money? I mean, yeah, theres alot. Bounty, Exploring, Trading, but i didnt find the most profitable than Industry (that i would need alot of money to do so).
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Oh my god, why nerfing asteroids? Oh no.
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What's the best way to make some money?
Salvaging derelict stations/exploring ruins can be very lucrative.
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alright time to do a streamed run of this most awaited feature
"
* Add "brawl mode" toggle to settings.json (default off)
* Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
* Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector
"
this should hopefully be a good foundation to add some real late game challenge (the possibilities for configurations of this feature in the settings, or making it scale with player availible money/player level/player dominance of the sector are amazing)
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Is there some kind of equivalent/setting for a brawl mode without the random fleets?
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Is there some kind of equivalent/setting for a brawl mode without the random fleets?
settings.json: set "nex_brawlMode_randomFactionGearChance" to zero
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Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)
My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.
Here's the log:
231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.combat.oOOO.B.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Do you have LazyLib installed? If you don't, install that as per the OP, activate it, and see if the crash persists. If that helped, yay, I'm helping! :)
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Yeap, I have it installed. :)
Game still crashes though. It's always after initiating combat. No clue as to why.
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Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.
195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
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Random Core Worlds doesn't like to work, for me, unless I've disabled a loooooooootta factions. I think it has something to do with the generator trying to cram 30ish factions together with the default limits.
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Welcome!
Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)
My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.
Here's the log:
231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.combat.oOOO.B.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Seems to be an outdated mod (http://fractalsoftworks.com/forum/index.php?topic=14209). When you get ingame after loading the save, do any mods say they require an update in the bottom-left? (press V for details)
Also, you'll want to check if any mods you're using (even if they're the latest version available) are only updated for Starsector 0.9 (or worse, 0.8.1) rather than 0.9.1.
(If you post a screenshot of your mods folder with the mods used, someone could also spot the outdated mods)
Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.
195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
Looks like Nexerelin is trying to work with one or more invalid factions (it breaks when trying to spawn a market for "null" faction).
I think this is either because one of the mods present has a broken Nex config, or due to Nexerelin's exerelin_config.json file being corrupted (although in the latter case, the issue should have been instantly noticeable from not having any starting factions to pick).
If you could provide the following info, it would be helpful:
- When you search for "error" in the log (without the quotes), what else comes up?
- What about a search for "starting faction"?
- Could you post the contents of Starsector/mods/enabled_mods.json, or a screenshot of your mods folder with the mods used?
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Is there some kind of equivalent/setting for a brawl mode without the random fleets?
settings.json: set "nex_brawlMode_randomFactionGearChance" to zero
Thank you for the work you've don on this mod! I've never even played SS without Nexerelin, it's pretty much a must have for me at this point
-
Hi Histidine, here's what I am using currently
(https://i.imgur.com/YiaWtox.png)
P.S. Appreciate the work and dedication you put into this mod. Thank you so much!
-
Hi Histidine, here's what I am using currently
(https://i.imgur.com/YiaWtox.png)
P.S. Appreciate the work and dedication you put into this mod. Thank you so much!
ShaderLib is no longer used, you want GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0).
And thanks :D
-
Wow, I feel so dumb right now. =.=
Anyways, it's working now, no more crashes! Yay!~ Thank you!
-
Welcome!
Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)
My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.
Here's the log:
231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.combat.oOOO.B.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Seems to be an outdated mod (http://fractalsoftworks.com/forum/index.php?topic=14209). When you get ingame after loading the save, do any mods say they require an update in the bottom-left? (press V for details)
Also, you'll want to check if any mods you're using (even if they're the latest version available) are only updated for Starsector 0.9 (or worse, 0.8.1) rather than 0.9.1.
(If you post a screenshot of your mods folder with the mods used, someone could also spot the outdated mods)
Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.
195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
Looks like Nexerelin is trying to work with one or more invalid factions (it breaks when trying to spawn a market for "null" faction).
I think this is either because one of the mods present has a broken Nex config, or due to Nexerelin's exerelin_config.json file being corrupted (although in the latter case, the issue should have been instantly noticeable from not having any starting factions to pick).
If you could provide the following info, it would be helpful:
- When you search for "error" in the log (without the quotes), what else comes up?
- What about a search for "starting faction"?
- Could you post the contents of Starsector/mods/enabled_mods.json, or a screenshot of your mods folder with the mods used?
I am only using this mod and the one other required mod.
Also I think it has to do with the game trying to stuff all the factions in a tiny, tiny area, and ran out of room, causing it to crash.
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Hello. I learned about the game from Sseth and I decided to give it a try. It's fun. I of course decided to add some mods which are Nexerelin, LazyLib and Console. But with Nexerelin on I get crashes whenever trying to access military options. I'm not exactly too familiar with the modding scene here so I'd love to ask for some help around here to get back to my space rampage as soon as possible :)
Here's the error log, or I atleast believe that's it.
33128 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
33459 [Thread-10] INFO sound.O - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
33459 [Thread-10] INFO sound.H - Playing music with id [campaign_music_part_2_v28.ogg]
34912 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
34913 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Users\Blank\Downloads\gaymes\Starsector.v0.9a-RC10\starsector-core\..\mods\Nexerelin]
34914 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Users\Blank\Downloads\gaymes\Starsector.v0.9a-RC10\starsector-core\..\mods\Nexerelin]
34914 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Users\Blank\Downloads\gaymes\Starsector.v0.9a-RC10\starsector-core\..\mods\Nexerelin]
36460 [Thread-10] INFO sound.H - Playing music with id [campaign_music_part_2_v28.ogg]
38577 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gamma Mojave I-B, faction: Persean League
40460 [Thread-10] INFO sound.O - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
40461 [Thread-10] INFO sound.H - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
45369 [Thread-4] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
45385 [Thread-8] INFO sound.O - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
45463 [Thread-10] INFO sound.O - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
45463 [Thread-10] INFO sound.H - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
45811 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD$TempData.canRaid from class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD$TempData.canRaid from class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:285)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:237)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:109)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
66917 [Thread-VC-Main] INFO exerelin.utilities.versionchecker.VersionChecker - Checked game and 3 mods in 46,324 seconds
Thanks in advance folks.
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@zxc112233,
given the version number in your folder name, I'd say you don't have the latest version of the game installed.
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@zxc112233,
given the version number in your folder name, I'd say you don't have the latest version of the game installed.
Yeah the evidence points out towards the version. I'll try that.
Edit - Yeah, it did work. Thanks.
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Hey,
is it intended behavior for the vast majority of factions to hate me at around -50 to -55 when I start building my own colonies? It seems to happen through my faction's automatic diplomacy, not my own actions.
I can maintain relations with the independents and my parent faction, but everyone else progresses to just barely or completely hostile to me by year 2.
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Where exactly do you go to form an alliance with a faction?
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Hey,
is it intended behavior for the vast majority of factions to hate me at around -50 to -55 when I start building my own colonies? It seems to happen through my faction's automatic diplomacy, not my own actions.
I can maintain relations with the independents and my parent faction, but everyone else progresses to just barely or completely hostile to me by year 2.
The player is vulnerable to being attacked when they start their first colony, yeah. Some factions will declare war on you if they're even at Suspicious, and it's easy for random events to dip you to that level.
It may help to build up relationships with others before starting a colony (a bit like right to rule in Mount & Blade). If you get in trouble, you can also take a commission with a faction that can protect you.
Although... "parent faction"? Are you commissioned with another faction? If so, other factions shouldn't have diplomacy with you that is separate/different from the commissioning faction (if they do that's a bug).
They still can still be at war with the commissioning faction and the player gets caught up in that, but that's just how it works, and at least your faction will draw fire away from your personal assets.
Where exactly do you go to form an alliance with a faction?
Dock at market -> special options (must not be commissioned)
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Hey,
is it intended behavior for the vast majority of factions to hate me at around -50 to -55 when I start building my own colonies? It seems to happen through my faction's automatic diplomacy, not my own actions.
I can maintain relations with the independents and my parent faction, but everyone else progresses to just barely or completely hostile to me by year 2.
The player is vulnerable to being attacked when they start their first colony, yeah. Some factions will declare war on you if they're even at Suspicious, and it's easy for random events to dip you to that level.
It may help to build up relationships with others before starting a colony (a bit like right to rule in Mount & Blade). If you get in trouble, you can also take a commission with a faction that can protect you.
Although... "parent faction"? Are you commissioned with another faction? If so, other factions shouldn't have diplomacy with you that is separate/different from the commissioning faction (if they do that's a bug).
They still can still be at war with the commissioning faction and the player gets caught up in that, but that's just how it works, and at least your faction will draw fire away from your personal assets.
Where exactly do you go to form an alliance with a faction?
Dock at market -> special options (must not be commissioned)
Ahh ok that's why I couldn't find it, I was commissioned. Thank you!
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A question on limitations of the AI under Nexerlin. I've noticed the AI goes out and establishes new colonies. While the old colonies don't seem to grow at all, do the new colonies they establish grow over time like a player's does? Or will the AI just have a *** colony out in the boonies forever?
I ask because I'm quite interested in a playstyle where the AI grows (or shrinks) as you do.
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Being commissioned is the single best way to grow your colonies in Nexerelin, but it's slightly imbalanced.
As having a commission is basically free monthly income and protection for the price of forfeiting the alliance vote more or less. There's no other downside compared to a regular alliance. Wouldn't it make more sense that your colonies have their sizes limited to 5 maximum like the Hegemony tribute system if you are commissioned?
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A question on limitations of the AI under Nexerlin. I've noticed the AI goes out and establishes new colonies. While the old colonies don't seem to grow at all, do the new colonies they establish grow over time like a player's does? Or will the AI just have a *** colony out in the boonies forever?
I ask because I'm quite interested in a playstyle where the AI grows (or shrinks) as you do.
By default they'll grow up to size 5 (although a high hazard planet can cause the colony to have a negative growth rate, so it gets stuck at size 3).
There's also an option in exerelin_config.json to make core worlds grow (maxNPCColonySize), if you want to use it.
Being commissioned is the single best way to grow your colonies in Nexerelin, but it's slightly imbalanced.
As is having a commission is basically free monthly income and protection for the price of forfeiting the alliance vote more or less. There's no other downside compared to a regular alliance. Wouldn't it make more sense that your colonies have their sizes limited to 5 maximum like the Hegemony tribute system if you are commissioned?
Good point. I might look at changing the pros/cons involved sometime in the future.
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okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral to positive with every one except the league path and pirates then founded a colony and immediately everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50 or worse with almost all of them.
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I wasn't paying attention when I downloaded the mod, I didn't notice that I needed LazyLib as a resource. As I started the game, it didn't break the window, or play loud static noises, or freeze my desktop and force me to resign my computer, or burst into an armageddon of indecipherable error codes I couldn't bypass. Instead, the game closes very cleanly and a text box opens saying "excuse me kind chap, you have not yet installed LazyLib, we would appreciate if you did so now" before gently escorting me off the premises. I have not been shown this kindness by a mod for any mistake before, you are a beacon of hope for modding communities everywhere.
Wealth beyond measure, outlander.
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Hi, I don't know if this is exclusive to the mod itself, but why do the other factions not get a massive reputation penalty for saturation bombing. I've noticed a few times where factions remove the population from planets with a good bombing and get no bad rep for it yet if I do it everyone in the sector sees me as a galactic genocidal maniac. Is this a correction that's going to be implemented or will all the factions in the sector forever be united in judging solely the player for their actions and not each other?
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okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral to positive with every one except the league path and pirates then founded a colony and immediately everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50 or worse with almost all of them.
Are you maybe commissioned by another faction?, If that is the case your reputation will always default towards what theirs are even if you start your own colony. make sure you cancel any commission you currently have with a factions before striking out on your own.
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Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.
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Hey is it intentional that 80% of the ships in the game including large well maintained (I would assume they are well maintained) battle fleets to have upwards to 4-6 damage mods per ship?
Like nearly every ship in the game including the ones you can buy all have D mods and often times they have a ton.
I can understand a few of them having D mods but more than 70%? That can't be right.
Is this a bug or if its not can it be disabled or changed with a setting?
My current mods are:
-Arsenal Expansion 1.5.3g
-Blackrock Drive Yards
-Dassault-Mikoyan Engineering
-DIABLEAVIONICS
-GraphicsLib
-LazyLib
-MagicLib
-Nexerelin
-ORA
-Starship Legends
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Hi, I don't know if this is exclusive to the mod itself, but why do the other factions not get a massive reputation penalty for saturation bombing. I've noticed a few times where factions remove the population from planets with a good bombing and get no bad rep for it yet if I do it everyone in the sector sees me as a galactic genocidal maniac. Is this a correction that's going to be implemented or will all the factions in the sector forever be united in judging solely the player for their actions and not each other?
It's kind of how vanilla works at present and I haven't changed it, yeah. There's been discussion about it in a few places (see e.g. this blog post thread (http://fractalsoftworks.com/forum/index.php?topic=13672.msg230240#msg230240)).
Although currently the only thing NPC factions use saturation bombing for is removing player colonies within their territory. So for now I could make the issue go away by making them invade the colony instead.
Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.
Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
Hey is it intentional that 80% of the ships in the game including large well maintained (I would assume they are well maintained) battle fleets to have upwards to 4-6 damage mods per ship?
Like nearly every ship in the game including the ones you can buy all have D mods and often times they have a ton.
I can understand a few of them having D mods but more than 70%? That can't be right.
Is this a bug or if its not can it be disabled or changed with a setting?
Is this affecting everyone? If it's just one faction, their heavy industry probably got disrupted, but this happening to everyone at once is a bit less likely.
Although it's possible for a faction to spawn without heavy industry in the Derelict Empire scenario, if you're using that.
You could check out the various planets and stations in the Sector and mouse over the fleet quality indicator (at the top of the market info screen) to see if something funny is happening. (To make it go faster: turn on devmode in console or settings.json, then Ctrl + click to teleport to location on map/screen)
Or upload the save somewhere and I can do the looking.
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Yea apparently starting the game with core systems set to random causes the vast majority of factions to not have heavy industry at all for the start of the game, even factions that should really have a heavy backing industry wise.
Is there a way to have the established factions always spawn with at least 1 or 2 heavy industry planets and bases in the menu?
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Yea apparently starting the game with core systems set to random causes the vast majority of factions to not have heavy industry at all for the start of the game, even factions that should really have a heavy backing industry wise.
Is there a way to have the established factions always spawn with at least 1 or 2 heavy industry planets and bases in the menu?
It should already give almost everyone a heavy industry by default. The fact that it doesn't suggests a bug somewhere. (or maybe there are just too many factions in too few planets/stations)
If it's not too much trouble, could you upload your save to a file host somewhere? I can look at it and see if something's happening that shouldn't.
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Is this with Derelict Empire scenario? In normal random generation, most factions end up with a couple of heavy industries. In Derelict Empire, though, there's no guarantee that will happen, and factions can indeed end up having to import ships from other factions.
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I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.
My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.
Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
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For me personally, I have noticed that a most of default market ship have at least one D-mod on them but usually, it is more than that, between two and three. The same for the pirate/illegal market but I found that the actually factions military mostly have good ships, some with D-mods but mostly all in good condition. That makes trying to get on good terms with factions a worthwhile goal to get access to the good ships.
It may have to do with faction standing with the weighted spawn, I never thought of this as an issue as not every ship will have a D-mod and I just assumed I was unlucky and my ratting (of some sort - I am new to the game) wasn't high enough for them to offer me the good stuff.
Usually just checking back after a while the ships would have changed and I can find something out of the lot that isn't too bad to get. I can also shop around at other places looking for something to pick up.
I personally like this as I have been forced to get some ships with D-mods and hope to trade them out latter. Why would you want to get a D-mod ship otherwise unless it forces you to make a choice to get what you want now or hold out until something good pops up for you?
Not all places are overload with bad D-mod ships, some I have only ever seen with very few on offer with D-mods. So I think you are right about it being the stability of the base being the reason. So it isn't a bad thing if it is as that is the way the game was designed to work, isn't it?
Edit: I saw a great post on reddit as to why D-Mods are not so bad, so here it is if you are interested in reading about the benefits of D-mods.
https://www.reddit.com/r/starsector/comments/cou1bj/psa_dmods_arent_bad/?ref=share&ref_source=link (https://www.reddit.com/r/starsector/comments/cou1bj/psa_dmods_arent_bad/?ref=share&ref_source=link)
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I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.
My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.
Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
I have a feeling you got a mission to deliver goods to a planet that got taken over in the intervening months. Derelict Empire, as little as I've played of it, seems to be a mode where there's an active war at all times between Us and Them. It's high-octane and not necessarily... meant for starters.
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Love the mod, a must be for me now a days, also is there a way to disable factions colonizing? I had Hagemony at almost 30 planets last game from it + waging war and taking planets.
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I do believe I may have found a bug.
Spoiler
(https://i.imgur.com/Vhr6zIb.png)
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I do believe I may have found a bug.
Spoiler
(https://i.imgur.com/Vhr6zIb.png)
viva la revolucion ;D lol
In all honesty it would be cool to see internal conflicts causing new parties to break off and form their own sub colony factions xD.
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I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.
My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.
Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
There's a tooltip for the Derelict Empire start in the new game menu, which is... probably as much explanation as I'm going to write.
Derelict markets producing goods is more or less how it works, yeah.
The fact that you can still get bar delivery quests to their markets is an issue I haven't gotten around to fixing yet. I also haven't been able to remove their planet survey and scan package missions, but at least you can still complete those and get paid.
I do believe I may have found a bug.
Spoiler
(https://i.imgur.com/Vhr6zIb.png)
Ha, ouch. That can happen if a faction becomes hostile to itself; this shouldn't happen normally but Vayra's Sector may have some bugs regarding the colony factions.
You can fix that in your game by copying and pasting the following into the Console Commands console, but I don't know whether it'll appear again.
runcode Global.getSector().getFaction("warhawk_republic").setRelationship("warhawk_republic", 1)
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If I may make a suggestion I'd like the option of starting with a mining dedicated ship or at least a mining laser. Mining is a feature of this mod yet the initial loadouts doesn't support it and odds are you'll be going through several markets before finding one.
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I've created an account just to ask this.
I have Nexrelin now, brilliant mod that changes everything about as I'd hoped, but it seems to have buggered with all the lovely portrait packs I have.
As in only one of them, the 'Portrait Pack' mod is being retreived by Nexrelin. All others aren't, and most characters in stations and planets show up as the generic blank profile picture.
Not sure what's causing it, I went into the files to see and from what I see it's not even recalling the correct ID's for the Portrait Pack it is using, yet those still display.
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Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.
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Right I have a Write up for new players and also a bug
Spoiler
(https://i.imgur.com/XAiObWO.png)
First off this is not a how to Nexerelin guide but just a guide on the build as it is right now and what set up you need to do to get it working.
Because if you like me read the write up and saw mentions of followers and alliances and other things like it and then when you went to play they didn't show up you may also have been confused as hell so here is the run down
First off were going to edit some config files
if you want to see your own faction in the Intel screen as in the one you made when you colonized a planet (note this is the faction you control "the followers" are part of a different function). Go to the file path \Starsector\starsector-core\data\world\factions where ever you have the game installed and find the player.faction file. Find the line in the file "showInIntelTab":false, and set it to "showInIntelTab":true, they should mirror you own relations but it can help to know who dose and doesn't like you in a simple split list.
Next up go to \Starsector\mods\Nexerelin
and find exerelin_config.json
I would recommend you have a read of this file as it is well documented intently and lets you control lots of things about the world of the game you are now playing but there are some critical settings you will want to look at first off
"followersDiplomacy": true,
I trust the AI so long as I can see them and I can't see the shady deal they did to get me in to this *** alliance so that *** is out
"followersDiplomacy": false,
That being said I would be nice to have some allies so
"factionRuler": false
with this true you can go to the port of a faction who likes you and ask for an alliance under the special functions tab I have been informed it must be a military planet but any how set that to
"factionRuler": true
Right with that out of the way the question still stands what was that part about a different function for "the followers". Well if you use the follow me command or get a fleet to invade somewhere they will be part of the faction "the followers". You can use them in fights to help out just like a normal ally who is in a fight they will deploy first if you attack something when they are following you just make sure they are close enough when you go to fight.
Big thanks to Techpriest over on the starsector discord for helping me find all this stuff and to Histidine for the amazing mod.
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okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral to positive with every one except the league path and pirates then founded a colony and immediately everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50 or worse with almost all of them.
Are you maybe commissioned by another faction?, If that is the case your reputation will always default towards what theirs are even if you start your own colony. make sure you cancel any commission you currently have with a factions before striking out on your own.
nope not commissioned or other way bound to another faction only thing i could think of is my use of AI cores but there where no inspections to affect that
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Been using the mod and man.
It is amazing that this mod makes the NPC's actually lift off their ass and raid pirate bases via expeditions (instead of just you) and also makes it so the factions actually COLONIZE.
Amazing work.
I found the same issue another player posted, however, in which the Stormhawks attacked... a system with nothing to raid.
They just went there, floated about, then left.
I think its Vajyra's sector factions itself.
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I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.
I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.
I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
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I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.
I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.
I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
When your creating a new game, there should be a Factions option you can click under Sector Generation or Faction Settings I believe its called. You can then enable / disable factions.
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I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.
I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.
I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
When you launch Starsector, there should be a button on the launcher that says 'mods', have you enabled them in there? If not, that's the thing.
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I've created an account just to ask this.
I have Nexrelin now, brilliant mod that changes everything about as I'd hoped, but it seems to have buggered with all the lovely portrait packs I have.
As in only one of them, the 'Portrait Pack' mod is being retreived by Nexrelin. All others aren't, and most characters in stations and planets show up as the generic blank profile picture.
Not sure what's causing it, I went into the files to see and from what I see it's not even recalling the correct ID's for the Portrait Pack it is using, yet those still display.
Hmm, not seeing this. I just started a new game with 5 different portrait packs and they all appear to work. Could you post a screenshot and modlist?
Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.
You can give colonies to other factions, if that's what you're asking. (Talk to one of the staff on the comm board)
If you have a commission and successfully invade a market, by default it goes to your commissioning faction. You can take it for yourself at the cost of some reputation as well.
EDIT:
also is there a way to disable factions colonizing? I had Hagemony at almost 30 planets last game from it + waging war and taking planets.
In exerelin_config.json you can set colonyExpeditionInterval to something like 999999.
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good mod
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is there a way to disable expeditions to raid your colonies by other factions entirely? its the single mechanic that ruins the fun in this game for me... also, not sure if its a bug or intended but i have done few pirate campaigns and some pirates are still hostile even at 100 relations, if one happens to jump on you, after fight you relations goes to -60.
EDIT
i think i found it, u have to make change to each faction
"punitiveExpeditionData":{
"vsCompetitors":false,
"vsFreePort":false,
in data/world/factions and in modded ones
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So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?
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I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4x
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So, how is one supposed to deal with
7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?
https://imgur.com/a/jODizPF (https://imgur.com/a/jODizPF)
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So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?
https://imgur.com/a/jODizPF (https://imgur.com/a/jODizPF)
There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.
I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.
This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)
This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.
(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)
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Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
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This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
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So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?
https://imgur.com/a/jODizPF (https://imgur.com/a/jODizPF)
There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.
I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.
This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)
This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.
(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)
20 fleets, holy smokes! I guess this is best played with as few factions as possible since it seems like a chore trying to defend my own colonies from everyone. And I mean everyone. I had 8 modded factions total and they all seem to hate you on starfarer, for no particular reason.
Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?
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The reputation changes that happen feel too disconnected from the gameplay. You get a random bad roll and now you're at war with a faction. I feel as though there should be some friction to slow that down and make it take a bit more than just RNG.
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So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
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I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4x
Nexerelin/data/config/exerelin/diplomacyConfig.json; increase eventFrequency
Although this only affects the periodic random events; the "diplomacy brain" each faction has can also generate events and IIRC there's no way to modify those. If it's just your own personal faction (importantly, not commissioned faction) that you want to avert the issue for, you can open Nexerelin/exerelin_config.json and set followersDiplomacy to false.
This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?
I've heard of a successful capture despite the invasion reportedly failing once. The code currently doesn't look like it should allow this outside of weird race conditions, but I'll keep an eye out.
As for disruption: Yeah, widespread disruption is going to happen if the invasion throws enough force at it. Although if your defenses are strong the damage will be brief (nothing should be disrupted for more than maybe 40 days).
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Ugh, I forgot I even added that >:( Thanks for report, will try to debug.
Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?
Dock at one of their markets -> special options (must not be commissioned)
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Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Here's a fix version (https://www.dropbox.com/s/1lj7ak52523louz/Nexerelin_0.9.3_hotfix.zip?dl=0). Official release sometime later.
Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
Hm. What does the error message in Starsector/[starsector-core on Windows]/starsector.log say immediately after getting the error?
(Vesperon Combine mod has a bar bug, but I'm not sure if this is the same one)
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
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They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
Not that I remember. They are though fighting each other a LOT. They're in constant war. But no conquests so far. I'll give it a little more time though. Hopefully there are no issues and they're just too invested in fighting each other.
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Yep, it was Vesperon. I also have that faction mod installed. Thanks for the tip.
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I enjoy this mod, but I did notice two issues with it.
1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?
2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.
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I agree with Trashman, this doesn't need to turn into Crusader Kings blobs but you certainly shouldn't see hostile factions spawn in the same system, it lets the player break the game by non-stop salvaging ships.
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Fix update
Nexerelin v0.9.3b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.3b.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.3b
* Prism Freeport has patrol HQ + waystation instead of military base
* Reduce hard mode diplomacy penalty a bit
* Diplomacy AI obeys eventFrequency value in diplomacy config
* Check for out-of-date Starsector version and/or malformed exerelin_config file on game start
* Fix agent injury handling
* Fix effect of faction alignments on diplomacy disposition
* Fix easy/hard mode tooltips
So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?
Press Z while in campaign view, or dock at a market and look in special options. Select the fleet request option.
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Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?
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Hey, someone else having compatybility problems with Dyna? Anyone? Was playing just an hour ago, then I downloaded the latest version, and then nothing. It just does not load the game, gives "error kite_variant not foun, see starsector.log" (not verbatim).
Any ideas?
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Hey, someone else having compatybility problems with Dyna? Anyone? Was playing just an hour ago, then I downloaded the latest version, and then nothing. It just does not load the game, gives "error kite_variant not foun, see starsector.log" (not verbatim).
Any ideas?
DynaSector does not work with 0.9.1; period, full-stop.
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It SHOULD not, I know, but I had it on my mod list active, alongside the others, this included, just a couple of hours ago. Just asking.
How muck is going to mess things up, if I start a game without it? With the godzillion modfactions? Will they inevitably become a futalolivore slaaneshi tierchaotic fudgefest or...?
Thanks for the fast reply, anyway!
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So i was looking at the bitbucket page for nexerelin and I noticed it said agents could steal blueprints on this page.
https://bitbucket.org/Histidine/exerelin/wiki/New%20agent%20design
Was this ever put in?
I was trying to steal blueprints from a few Diable Avionics stations and couldn't get the option to show up.
I really did like the idea of corporate espionage when working with a faction to steal their blueprints.
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So there's a big bug with "milk run" missions you get from the bar interactions in Derelict Empire mode.
If the location they want you to drop something off to is at a Derelict station, DO NOT ACCEPT THE CONTRACT UNLESS YOU ARE READY TO INVADE SAID PLACE.
Derelict stations do not talk / interact with humans, so when you get to the location, you will be denied the ability to hand in your contract, hence the only way around this is invading the station which will allow you to finalize the contract.
Nearly died to bounty hunters this way because I couldn't complete a early game contract since it lead to a Derelict station with a BATTLESTATION when all I had was freighters, a frigate or two, and one destroyer.
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Heyo, just wanna start out by saying that I think Nexerelin is a super cool mod and makes the game waaay more enjoyable for me but I had a weird experience just yesterday while playing and I'm real heckin' confused. I'm hoping somebody can explain what went wrong.
I started in Corvus and made my early fortune as a smuggler moving goods to the pirate base in the sector every time the Hegemony beat up pirate traders and caused shortages. I was floating around the Independently controlled planet that also spawns in Corvus with about 210 marines when I noticed a golden opportunity to invade and take it over so I went for it, what could possibly go wrong, right? :P
So now my Colony (Palua as I renamed it), Jangala and the pirate base all share a sector and the Hegemony are righteously miffed but still at +15 rep because of the tutorial bonus and the Independents are at about -45 from my invasion but, whatever, what did they ever do for me anyway?
This is where things get confusing. The Hegemony sends me a missive about how I'm too close to their colonies and they demand tribute to ensure no "accidents" happen to my new colony. Fair enough, they're big and I'm small so I give them 40% of my colony's income each month, no big deal. But about 2 weeks later they just cancel the tribute with no reason given. The intel screen just says "Tribute event ended" and I figure they realized my colony is basically worth jack all because the spaceport is damaged and gave up. I fly into Hegemony space to pick up some supplies and I'm jumped by every ship in the sector! Suddenly and without any indication or diplomacy on the intel screen the Hegemony's relationship with me has dropped by about 70 points to -56 and there is a kill on sight order on my head.. why though?
I did everything they asked and through trade with Jangala, I made both myself and the Hegemony more money than the Independents ever did with that colony so really they should be happy to keep accepting my tribute and if they decide to cancel it with no reason given then they probably should send me a notice that we are now at war. It is really, really confusing why things are messed up with them now and it got me so frustrated that I just edited the save and reset their relationship to 0.
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Yep, the game was definitely NOT designed with invasions and proper faction wars. Galactic economy always crumbles, and fast.
Invasions are too punishing and there are no positive events to balance it out.
Should signing a peace treaty give a boost to stability?
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Is there a way to slow down factions taking other factions' planets? Is it what colonyExpeditionInterval setting is responsible for? I am looking for a way to slow the game down a bit and stop one or two factions snowball into having 25+ markets while others have less than 5 after a couple of cycles. Don't get me wrong. I love the mod, but would like to make it a bit slower paced. I've already increased the eventFrequency.
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I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
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I figured out what was causing the Hegemony to cancel tribute and go hostile to me. They are part of an Alliance with the Luddic Church called the Dragon Fellowship and for some reason they go to war with my tiny planet. For reference both the Church and Hegemony are at either neutral or positive relations with my faction so the idea that they are voting to go to war with me and cut out income from my tribute while actively expending resources to pursue a war against me makes no sense at all. Why are they pressing the issue when we have an arrangement and both sides are profiting? Also why is there no notification for the Alliance declaring war on me? The only way I notice this happening is the tribute cancelled notification..
This is really frustrating.. I'm just gonna edit the Hegemony back to neutral with me again. :(
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1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?
Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).
EDIT: Random sector might be worse at this. My second last game had 7 decivilizations at cycle 217.
Although this still isn't catastrophic in my book, especially when the affected planets can be resettled by NPC factions.
2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.
It should probably try not to put initially hostile factions in the same system together, yeah. This might require some major changes to how the random sector market allocation works, though. Made a note for now.
Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?
Nex doesn't change the economy in any significant way. (I did tweak export income from drugs, domestic goods and luxury goods a bit)
Is there a way to slow down factions taking other factions' planets? Is it what colonyExpeditionInterval setting is responsible for? I am looking for a way to slow the game down a bit and stop one or two factions snowball into having 25+ markets while others have less than 5 after a couple of cycles. Don't get me wrong. I love the mod, but would like to make it a bit slower paced. I've already increased the eventFrequency.
For invasions, modify the invasion settings in exerelin_config.json (easiest way is to increase pointsRequiredForInvasionFleet)
So i was looking at the bitbucket page for nexerelin and I noticed it said agents could steal blueprints on this page.
https://bitbucket.org/Histidine/exerelin/wiki/New%20agent%20design
Was this ever put in?
I was trying to steal blueprints from a few Diable Avionics stations and couldn't get the option to show up.
I really did like the idea of corporate espionage when working with a faction to steal their blueprints.
Haven't implemented it yet. It's on my todo list though!
I actually wasn't sure about agent blueprint theft since I don't want a "credits to blueprints converter" mechanism, but now that raids can do much the same thing in vanilla I might think it over some more. (The alternative was to have the agent steal an actual, physical ship and bring it back to a player colony)
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
Looking at the code, by default the bar delivery mission's cargo amount is 50-75% of player's max cargo capacity (determined at the time the bar person is generated), with a reduction for particularly expensive items.
(this is vanilla, Nex doesn't change it)
Was your cargo already partly full when you went to the bar? That would explain it.
I figured out what was causing the Hegemony to cancel tribute and go hostile to me. They are part of an Alliance with the Luddic Church called the Dragon Fellowship and for some reason they go to war with my tiny planet. For reference both the Church and Hegemony are at either neutral or positive relations with my faction so the idea that they are voting to go to war with me and cut out income from my tribute while actively expending resources to pursue a war against me makes no sense at all. Why are they pressing the issue when we have an arrangement and both sides are profiting? Also why is there no notification for the Alliance declaring war on me?
The fact that apparently the only intel notification of the war is the tribute cancellation indicates either a (huge) bug, or some other mod's code modifying the relationships.
Did you do anything that would affect relations with Hegemony or Luddic Church, around the time the tribute cancellation happens?
What's your modlist?
If you have a save before the thing happens (or can get one by restoring from the automatic backup in the save's folder), does it happen again after you load that save? If so, I'd appreciate it if you upload the save; I can try to take a look at what's happening then.
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Neato. It would be nice to see that added at some point.
I wouldn't mind a ship being stolen, the blueprint being stolen at high risk, or having the agent increase the blueprint drop chance for the next raid.
I just really liked the idea of working with a faction and consuming it from within instead of having to turn against them and raid for it.
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I'm sorry, Histy, I don't have any save I can offer you right now. I've been playing on the same one for several hours since I last posted so there really isn't anything useful in there for you now. My modlist is very small and strict, just Version Checker, Nex, Combat Chatter and Combat Analyzer. Oh and LazyLib ofc.
What would really help me is if the notifications from Nex that effect my faction could use the same kind of warning beep that raids/invasions currently use. Right now I constantly, and I mean CONSTANTLY miss notifications from other factions offering ceasefires in the sea of spam from things like Alliances changing or declaring war on each other, diplomacy notifications, faction on faction raids/invasions. It is a lot to keep up with and I often find myself tuning all notifications out after a while so I honestly may have missed the declaration of war.
If there is already an option to filter notifications or something that I missed it would really help cuz I feel like there are just SO MANY of them when playing with Nex :)
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While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.
Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.
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(https://i.imgur.com/kufNN1i.jpg)
This happened when I gave a base away to the pirates. Note this is actually the second one I've given to them and I'm pretty sure it wasn't like this the first time. :o
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Do you keep recieving notifications from your ex colonies, the ones you have made indipendent or you gave to others? You thinks it could cause some slowdowns in performance? :o
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Suggestion:
When on the random star sector start (or default) and choosing your ships load option to add an option there to pull up the Codex so you can search for the ship types mentioned. I never know what I am getting by the names alone.
I am sure this is easy to do when compared to my other idea of showing the ships on offer for the load out you are looking at (maybe by mousing over them). (I was thinking of showing them on the top to the bottom right side of the screens UI and in the same way as the fleet loadout is in the fleet menu).
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1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?
Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).
EDIT: Random sector might be worse at this. My second last game had 7 decivilizations at cycle 217.
Although this still isn't catastrophic in my book, especially when the affected planets can be resettled by NPC factions.
No my experience.
I'm seeing a lot of people complaining about it on other boards/forums.
I just started a new Corvus game and I'm very early in (collected 3-4 bounties, made 5 deliveries and scanned 3 derelicts) and Sindaria is already falling apart. From 1 invasion.
Some instability penalties seem to harsh with nothing to counteract them. Factions are too aggressive with a dozen wars in this short timespan.
EDIT: Just checked. -10 stability for invasion. Goes down by 1 every 3 months. That's 30 months for it to go away, and you can bet your ass off there's gonna be more invasions before that timer runs out. Probably several.
Now either there's problems with a faction being targeted more frequently or frequency of attacks. It might have to do with number of factions (more factions = more wars and invasions).
Hence, the invasion/war delays should probably be modified by the number of factions currently active.
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Hey there, i love your mod. Cant play without it.
But i think i found a Bug :
Im using brawler mode. Everything is fine, the invasion is coming, defenders are spawning and we get a big brawl. Nice, although it is bit rough if you get 10 - 15 invasion fleets with 30 capitals in it. Still, fun as hell. But the problem is : If i win the brawl my defence fleets wont despawn. They gather at the planet and stay there for ever. I observed it also with other factions. Defence fleets wont despawn and stay guarding in the orbit. Its getting bit rough to attack / raid any planet if there was an invasion. Because if they won, you get 5 fleets with 2-5 Capitals fleets patrolling the system.
And i have a question : How i interact with diplomacy ? Can i send peace treaty offers or declare direct wars (Without attack one of them) ?
And cheers bud for this nice mod, good work keep it up ! ;)
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I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
This happens to me too.
I was getting contracts for 6000 + cargo space, and I only had 4500. So I bought a massive super freighter that gave me 3500 cargo space, so I now have 8000 space.
I did that contract, and the MOMENT I finished the contract, I was getting 10000 + cargo space contracts.
I just stopped doing those contracts at that point and made profitable colonies instead.
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I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
This happens to me too.
I was getting contracts for 6000 + cargo space, and I only had 4500. So I bought a massive super freighter that gave me 3500 cargo space, so I now have 8000 space.
I did that contract, and the MOMENT I finished the contract, I was getting 10000 + cargo space contracts.
I just stopped doing those contracts at that point and made profitable colonies instead.
It happens because you already have a bunch of cargo and the contract doesn't take into account the already used cargo space when generating the contract, as well as the total cargo space you have.
If you have 1000 cargo, the game will generate contracts that use up some significant portion of that space, say 800 cargo. The game does not care that you have 500/1000 cargo space dedicated to something already. If you have 100 cargo, the game will generate contracts that use up some significant fraction of that - you will get contracts to transport 80 cargo. If you have 10,000... you get contracts for 8,000 cargo, etc. It automatically scales.
You are also told, when deciding upon a contract, how much cargo space the contract will use up, and how much cargo space you have available.
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Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.
Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
It wouldn't affect monetary benefits from selling everything, but you could change the reputation gain from colony donation to be based on structures present and the recent unrest count - maybe transferring a colony with no structures and a state of turmoil reduces rep noticeably, as you are just foisting a welfare problem on someone else at that point.
-
#BUG1
There is a typo in a pirate commission while playing as a pirate. It's basically "pirate Commission" not "Pirate Commision". Literally unplayable*.
Screenshot: https://i.imgur.com/zy5JOIi.png
----
*But seriously, how can I change this myself? It's frustrating.
/////////////////////////
#BUG2
The 4th option of Pirate starting fleet is missing
Screenshot: https://i.imgur.com/iBkAhtM.png
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So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
-
Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.
Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
It wouldn't affect monetary benefits from selling everything, but you could change the reputation gain from colony donation to be based on structures present and the recent unrest count - maybe transferring a colony with no structures and a state of turmoil reduces rep noticeably, as you are just foisting a welfare problem on someone else at that point.
Or maybe just have colony transfer unavailable if it doesn't at least have a space port and some stability. As is, I just give stripped colonies to Pirates/Luddic Path anyway so reputation penalties wouldn't stop that strategy.
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So the funky colony transfer error thing happened again except this time I wanted to talk to a pirate leader after I transferred and instead the game is giving me the option to be commissioned by my own faction (Common Guild cuz my character's last name is Common) or to revoke autonomy from the now pirate owned colony ???
(https://i.imgur.com/bjvs7b5.jpg)
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I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
-
When are factions supposed to colonize?
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Help ! Its getting more and more, i get FPS drops if i move there... they start to stack after each invasion
(https://www.bilder-upload.eu/thumb/9ca83f-1566214621.png) (https://www.bilder-upload.eu/bild-9ca83f-1566214621.png.html)
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While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.
Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.
I'll probably increase the diplomacy interval in next version (so wars take longer to happen, and the ground doesn't shift under the player as quickly). Will mean there's less message spam as well.
Do you keep recieving notifications from your ex colonies, the ones you have made indipendent or you gave to others? You thinks it could cause some slowdowns in performance? :o
Given-away markets are treated identically to markets that were never yours in all intel-related ways, as far as I know.
Suggestion:
When on the random star sector start (or default) and choosing your ships load option to add an option there to pull up the Codex so you can search for the ship types mentioned. I never know what I am getting by the names alone.
I am sure this is easy to do when compared to my other idea of showing the ships on offer for the load out you are looking at (maybe by mousing over them). (I was thinking of showing them on the top to the bottom right side of the screens UI and in the same way as the fleet loadout is in the fleet menu).
Not sure it's actually possible to bring up the codex from an arbitrary dialog.
Fleet info popup sounds cooler and I might actually know how to do that, if it's possible at all.
#BUG1
There is a typo in a pirate commission while playing as a pirate. It's basically "pirate Commission" not "Pirate Commision". Literally unplayable*.
Screenshot: https://i.imgur.com/zy5JOIi.png
----
*But seriously, how can I change this myself? It's frustrating.
Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.
/////////////////////////
#BUG2
The 4th option of Pirate starting fleet is missing
Screenshot: https://i.imgur.com/iBkAhtM.png
Not a bug, actually! The paginator deliberately leaves a gap (http://fractalsoftworks.com/forum/index.php?topic=13582.msg228881#msg228881) between the last option and the previous/next page options.
(I think it looks a bit weird myself, but it does prevent misclicks)
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
When are factions supposed to colonize?
Starting cycle 207 + see above
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
Not intended. If you ever dock at one of those bases, can you mouse over the stability bar and check what exactly is eating their stability? Thanks!
So the funky colony transfer error thing happened again except this time I wanted to talk to a pirate leader after I transferred and instead the game is giving me the option to be commissioned by my own faction (Common Guild cuz my character's last name is Common) or to revoke autonomy from the now pirate owned colony ???
Okay, retaining the previous dialog options is extra screwy. I'll have to look into that when I have the time.
(and figure out why the text substitution bug is resisting my fix)
Help ! Its getting more and more, i get FPS drops if i move there... they start to stack after each invasion
(https://www.bilder-upload.eu/thumb/9ca83f-1566214621.png) (https://www.bilder-upload.eu/bild-9ca83f-1566214621.png.html)
Oh dear.
Well, here's one thing you can do for now: Type kill in console mod (http://fractalsoftworks.com/forum/index.php?topic=4106.0) and click on the fleets to make them go away
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Is there a way to reduce the amount of negative diplomacy events the player faction gets via config file? Or the frequency?
While I like everything else about this mod, being at war with every alliance despite basically doing exploration (no black market, no transponder off, no missions against any factions except pirates, no market share to speak off) only really sucks.
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In my opinion diplomacy as is is fine between factions, but there should definitely be some more agency in terms of the diplomacy events targeting player factions since it just feels like RNG screwing you over some times.
It doesn't seem to be the case, but do factions take into account the location of the factions they declare war against?
Something else i'd love is if they'd only consider going after planets within a certain distance in LY from military bases instead of attacking planets they have no hopes of holding, feel like that'd cut down on random wars as well
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How to disable version checker integrated in Nex?
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If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?
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Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.
Please! Do that, if possible!
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Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
Alright, that makes sense. I set the number to 1, and nex_expeditionDelayPerExistinColony also to 1. I didn't see everyone rushing to colonize though. We'll see what happens (or I'm thinking about it wrongly)
Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.
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I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
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Can I enable Starfarer mode mid-save? I just started my own colony and noticed I forgot to enable it.
EDIT: Nevermind, it was enabled, it's just that you need to exit and load the save for the penalties to apply to newly established markets.
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I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
Using the 1.3x size Grand Sector mod myself. Might be the case, as they ARE colonies out in the boonies that're getting depopped.
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As I cannot find any documentations or wiki, got some questions:
1. Why I can have only two agents? How to increase limits?
2. What does destabilize markes do?
3. What are prisoners? How to get them?
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1. Go to your Nex folder. Look for the config file.
2. It reduces market stability
3. It's a random drop from enemies.
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Which folder do I place this mod into? I keep getting error messages.
(it's really different than modding a steam game lol)
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You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.
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Is there a way to reduce the amount of negative diplomacy events the player faction gets via config file? Or the frequency?
While I like everything else about this mod, being at war with every alliance despite basically doing exploration (no black market, no transponder off, no missions against any factions except pirates, no market share to speak off) only really sucks.
There isn't a specific chance modifier for player diplomacy, unfortunately. You could reduce the chance of negative events for everyone by editing the entries in data/config/exerelin/diplomacy_config.json, or turn player diplomacy off entirely with the followersDiplomacy tag in exerelin_config.json.
How to disable version checker integrated in Nex?
No way at present.
If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?
If you enabled respawning of factions not available at start, yes.
(If you forgot to do so, you can enable it mid-game with OpenNexConfig command in console)
Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.
Thanks :D
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You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.
Is this the correct? Is there literally just a folder for mods? haha
(https://i.ibb.co/LYBztyC/hmm.png)
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Yes, it should be correct.
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Hmm... the game still starts the same. Do I need to turn it on manually?
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Yes, use the mods button on the launcher. But install the required LazyLib first as well or you'll just crash.
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For anyone using brawl mode: here's a hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) for defense fleets not despawning (should apply retroactively to those for invasions that have already ended). Place in Nexerelin/jars.
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For anyone using brawl mode: here's a hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) for defense fleets not despawning (should apply retroactively to those for invasions that have already ended). Place in Nexerelin/jars.
A BIG thanks to you ! To fast for hyperspace
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I'd like to submit a bug.
I just struck up a new game, with the Derelict empire enabled this time. The derelicts are hostile to everyone & you can't have human interactions on their planets, since they're bots.
Now, the courier mission system doesn't know that, and will frequently give you missions to a Derelict colony.
Even if you reach it with transponders off, there's no human to pick up the goods you delivered, because they're all robots.
Essentially, the delivery missions are broken & cannot be completed with the Derelicts as a mission target.
The mission system needs to be tweaked to no give delivery missions to Derelict colonies, if playing a game with Derelict Empire allowed.
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Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
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I really enjoy the mod!
I have a question about Free Port status on autonomous colonies in the player faction. I'm in the late game of a playthrough, and the situation I encounter most is that I conquer a market and immediately grant it autonomy so it won't push me over the colony limit, but would like them to be designated Free Ports when the space port comes back online, as it is usually disrupted in the invasion. This doesn't seem to be elegantly possible, and I'd like to have some kind of player faction menu where I can just say "Everything is a free port" for my faction.
Is there a setting in a player-faction menu or something I'm missing that would allow me to make all the autonomous colonies become free ports, or any other mechanism to get autonomous colonies to be free ports without traveling to the colony and revoking autonomy and doing it that way?
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Found a bug where my own faction invaded one of my colonies with an invasion force when another faction was supposed to. I was allied to DA at the time and Persean League was set to invade my colony. I placed my fleet in orbit around the colony and lo-and-behold a DA invasion force came to take it over and it was transferred to Persean League control. When interacting with the force while it was invading I got a friendly message (100/100).
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Im sure is not a bug but this works wonky:
From the start of my recent game ludd church expanded to a planet in the extreme border of the sector and im using a 1.5 bigger sector so is like almost 50 ly from core worlds.
The thing is somehow this planet is SO NEEDY that 6 of 7 (somethimes more) bar carry-cargo missions are there and im conteplating carpet bombing of the entire sector cause i cant make my normal shenanigans because.
They are good missions give lots of credits and all, but is so damn far and have nothing to do while coming back.
I dont know if is probably a vanilla problem as im so used to nex that i dont really know where npc expansion really belongs.
There is any way the bars can give a more varied sets of missions?
If i do enough for them they will stop crying for help in every single bar of the game to let the normal missions appear again?
The only solution is erasing their ludd-loving faces from existence?
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I'm really enjoying the mod so far. If you play with many modded factions, the galaxy quickly becomes a very lively place indeed.
I would like to ask a question, though. I'm not entirely sure whether I should post here or on the DME page, but I'll try here first.
One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
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Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.
(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)
If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.
I really enjoy the mod!
I have a question about Free Port status on autonomous colonies in the player faction. I'm in the late game of a playthrough, and the situation I encounter most is that I conquer a market and immediately grant it autonomy so it won't push me over the colony limit, but would like them to be designated Free Ports when the space port comes back online, as it is usually disrupted in the invasion. This doesn't seem to be elegantly possible, and I'd like to have some kind of player faction menu where I can just say "Everything is a free port" for my faction.
Is there a setting in a player-faction menu or something I'm missing that would allow me to make all the autonomous colonies become free ports, or any other mechanism to get autonomous colonies to be free ports without traveling to the colony and revoking autonomy and doing it that way?
- Thanks!
- Sorry, there's no way to do that sort of thing at present.
Although I think I'll ask Alex to let free port always be toggleable, just that it doesn't take effect if the spaceport is down.
One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
"startShipsSolo":["istl_starsylph_deserter_test"],
"startShipsCombatSmall":["istl_slammer_std"],
"startShipsCarrierSmall":["istl_curse_proto_test"],
"startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.
Im sure is not a bug but this works wonky:
From the start of my recent game ludd church expanded to a planet in the extreme border of the sector and im using a 1.5 bigger sector so is like almost 50 ly from core worlds.
The thing is somehow this planet is SO NEEDY that 6 of 7 (somethimes more) bar carry-cargo missions are there and im conteplating carpet bombing of the entire sector cause i cant make my normal shenanigans because.
They are good missions give lots of credits and all, but is so damn far and have nothing to do while coming back.
I dont know if is probably a vanilla problem as im so used to nex that i dont really know where npc expansion really belongs.
There is any way the bars can give a more varied sets of missions?
If i do enough for them they will stop crying for help in every single bar of the game to let the normal missions appear again?
The only solution is erasing their ludd-loving faces from existence?
Ouch. Yeah, the current bar quest delivery system seems to be very heavily weighed towards long trips. I may replace it in the future with my own version.
For now, yeah, you I guess you could sat bomb the colony (unlike core worlds it won't make you insta-hostile with the factions that hate atrocities, although you'll still lose a lot of reputation with them).
(Or dock with the market and enter the DestroyColony command)
Found a bug where my own faction invaded one of my colonies with an invasion force when another faction was supposed to. I was allied to DA at the time and Persean League was set to invade my colony. I placed my fleet in orbit around the colony and lo-and-behold a DA invasion force came to take it over and it was transferred to Persean League control. When interacting with the force while it was invading I got a friendly message (100/100).
That... sounds really broken. Do you have a save from before the invasion (or saved no more than once afterwards, so it can be restored from the backup files)?
I don't know how the issue as described could even happen, but if I can see what exactly is going on I expect I can fix it.
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This seems unreasonable...
Spoiler
(https://i.imgur.com/BZCcIKq.png)
I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
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Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.
What i have to change in the configs to stop npcs expanding?
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Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.
(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)
If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.
Thanks a lot! I'll try the code a bit. But I'm definitely willing to wait too!
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Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.
232378 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
232379 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
232380 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
232380 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
330897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
330902 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330903 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330904 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Foundation Of Borken]
330905 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330906 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Mayasuran Navy]
330906 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330907 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
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One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
"startShipsSolo":["istl_starsylph_deserter_test"],
"startShipsCombatSmall":["istl_slammer_std"],
"startShipsCarrierSmall":["istl_curse_proto_test"],
"startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.
Thanks a lot, much appreciated !
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Updated the hotfix jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) with the colony expedition improvements. Place in Nexerelin/jars
This seems unreasonable...
Spoiler
(https://i.imgur.com/BZCcIKq.png)
I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?
On the raid not being cancelled: It's coming from the resurgence base, not the planet... which it shouldn't do. Fixed (not retroactively, sorry!) in above hotfix.
Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.
What i have to change in the configs to stop npcs expanding?
Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
Disable for all factions: Nexerelin/exerelin_config.json, set colonyExpeditionInterval to 99999
Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.
Looks more like a weird interaction with the (vanilla) bar delivery missions, but I'll keep an eye out.
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Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.
What i have to change in the configs to stop npcs expanding?
Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
Disable for all factions: Nexerelin/exerelin_config.json, set colonyExpeditionInterval to 99999
FYI, that Luddic Church colony may not actually be coming from this mod. Do you happen to have Vayra's Sector mod enabled? As an example of how to use its procgen entity feature, that mod adds a Luddic Church station named Blessed Reach to a random system when creating a new game. So, if the station that's annoying you is named "Blessed Reach" then disabling Nexerelin's colony expeditions won't help...
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Updated the hotfix jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) with the colony expedition improvements. Place in Nexerelin/jars
You're amazing! Thank you so much!
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This seems unreasonable...
Spoiler
(https://i.imgur.com/BZCcIKq.png)
I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?
On the raid not being cancelled: It's coming from the resurgence base, not the planet... which it shouldn't do. Fixed (not retroactively, sorry!) in above hotfix.
I have 2 max stations and 2 high commands in the system and I think I put some alpha cores in them...
But wait, if the attacking fleets just scale to whatever defenses you have, then there's no reason to increase your defenses... I thought putting alpha cores in them would make it so I wouldn't need to babysit, but I guess instead it means I have to chain battle 18 invasion fleets... fun
Maybe the number of fleets should be capped or something.
edit: it also seems like the maximum strength of invasion/raid a faction can send should be related to the strength of the faction. Maybe number of markets or total population at markets with heavy industry or something. It just doesn't make sense that single world (where every industry is disrupted for 100+ days because they just overthrew the government) could assemble an 18 fleet death ball.
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FYI, that Luddic Church colony may not actually be coming from this mod. Do you happen to have Vayra's Sector mod enabled? As an example of how to use its procgen entity feature, that mod adds a Luddic Church station named Blessed Reach to a random system when creating a new game. So, if the station that's annoying you is named "Blessed Reach" then disabling Nexerelin's colony expeditions won't help...
I could be a coincidence but i do have vayras sector, and the system has in fact blessed reach, but turning off their expeditions seemed to stop the spawning, if i see it again ill search in the vayra config, thanks.
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But wait, if the attacking fleets just scale to whatever defenses you have, then there's no reason to increase your defenses... I thought putting alpha cores in them would make it so I wouldn't need to babysit, but I guess instead it means I have to chain battle 18 invasion fleets... fun
Maybe the number of fleets should be capped or something.
edit: it also seems like the maximum strength of invasion/raid a faction can send should be related to the strength of the faction. Maybe number of markets or total population at markets with heavy industry or something. It just doesn't make sense that single world (where every industry is disrupted for 100+ days because they just overthrew the government) could assemble an 18 fleet death ball.
It scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
(I realize it doesn't look like that in this particular case. Still, let me know how the battle goes; or you could upload the save, I'm curious and want to try it.)
There's also the downside for the attacker in that they need to wait longer before the next raid/invasion.
Capping strength based on faction economy is a good idea though, I'll probably do something like that in a later version.
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Oh, I finally had a destabilizing colony pop up in my game and got to the planet to see what the dealy was. Looks like Xeno-Fungus (shrooms) from Unknown Skies is being a turd and doing -3 stability, which is just enough to put this core world into the red on stability. Screenshot here, not that I imagine it's gonna help with Nexerelin too much, haha.
https://i.imgur.com/mTnHZBi.png
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Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.
Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
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What is the purpose of autonomous market option? From the description I see only cons.
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What is the purpose of autonomous market option? From the description I see only cons.
So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.
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What is the purpose of autonomous market option? From the description I see only cons.
So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.
Also, they still count for market calculations, boosting the profitability of other colonies exports, while also upping their neighbor's accessibility. It's particularly useful for worlds that don't produce much, like techmines or military bases built on a random rock
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It scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
(I realize it doesn't look like that in this particular case. Still, let me know how the battle goes; or you could upload the save, I'm curious and want to try it.)
Well it's good to know that it doesn't scale perfectly, and I just got unlucky. I unfortunately didn't keep a save from before I fought off the invasion but it actually wasn't as bad as I thought. A lot of the fleets just chased my patrols around in hyperspace, and they trickled into the actual system a few at a time, so I was able to defeat them in relatively even battles with the help of my patrols. It was also super late game so I have like 10 capitals in storage that I could enlist for the defense. It probably took me 2 or 3 hours of battling before it was all said and done though.
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Question.
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?
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I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?
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Experiencing a weird bug. See pic below.
Spoiler
(https://i.imgur.com/RsHr6Ai.png)
54+19 is 73. Not sure how it's coming up otherwise.
Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
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Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.
Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!
Experiencing a weird bug. See pic below.
Spoiler
(https://i.imgur.com/RsHr6Ai.png)
54+19 is 73. Not sure how it's coming up otherwise.
Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
Turns out the function used for each member faction's size was excluding non-invadable markets (when it shouldn't have), while the alliance total was counting them. This affected a bunch of stuff, although apparently not anything with any real effect.
Fixed, thanks!
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I'm seeing Remnant Nexus respawn/new ones pop up the instant I kill one. I'm not 100% sure that it's not another mod conflict, but if you know anything about this... It's only a medium threat system but I'm getting fully operational stations here too.
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Is there a setting to make invasions when you have a commision worth it?
When I invade a planet and let my commisioned faction take it, they pay me a pittance and only like 2+ rep, whereas if I don't commision myself and hand the place I invade to a faction they tend to give me 5 rep if not more depending on what industries are on the planet. Sometimes they even give Conquest missions which pay out hundreds of thousands while being commissioned I get payed like nothing.
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Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.
Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!
Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.
Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
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I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?
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With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
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Histidine you are the best, thank you for making this 8)
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With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.
I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
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Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.
Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
Config might be good yeah.
Probably not gonna change invasion options; "loot and leave" would have to work in some weird ways to not make the player go "why not just raid twice?"
With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.
I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
It always adds mining if the planet supports it, yeah.
Think I might make them not do so for sparse ore resources, but I'm not sure how much that will help.
EDIT: Question.
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?
They're supposed to, but looking at the code I'm not sure they actually (re)build anything on growth (only on capturing or receiving market).
I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?
Alliances: Dock at their market, look in the "Special options" menu
Ceasefires: You can't offer, but if their war weariness (hidden value) gets high enough they may offer you a ceasefire (it's an intel event). Of course, they might ceasefire with someone else instead.
Note that both of these things only work if you're not commissioned.
I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?
No, but at least it'll be fixed in next Starsector version. (see here (http://fractalsoftworks.com/forum/index.php?topic=15462) and here (http://fractalsoftworks.com/forum/index.php?topic=16078))
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I've got a question regarding invasions. Does the FP value scale with the general strenghth of a faction or can a faction with just one size 3 colony generate a 2k FP invasion fleet?
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I have to ask, but how does the AI decide what world to colonize? Too much randomness or scripts without logic is bad.
A faction should have a list of surveyed worlds. That list gets populated as player does survey mission, sells survey data and when a faction sends a survey expedition (which they should periodically do).
then when a faction decides to colonize it would select a world from the list of known world hat matches it's needs - does it need metals, fuel, farming, etc? Much more organic and allows a player to influence colonization by selling planet data or intercepting survey fleets.
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Hi, can I ask to add a scroll slider? Not all sliders fit into a small monitor.
monitor 1366x768
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I've got a question regarding invasions. Does the FP value scale with the general strenghth of a faction or can a faction with just one size 3 colony generate a 2k FP invasion fleet?
It can make a 2k FP fleet, yes.
Someone else brought it up earlier in the thread though, so I'll probably add an economy-based limiter in next version.
Hi, can I ask to add a scroll slider? Not all sliders fit into a small monitor.
monitor 1366x768
I can't add a scrollbar unfortunately; could move some of the options to a new menu, although that's kind of a pain.
(tbh I'm hoping Alex will fix stuff for me (http://fractalsoftworks.com/forum/index.php?topic=13582.0))
I have to ask, but how does the AI decide what world to colonize? Too much randomness or scripts without logic is bad.
A faction should have a list of surveyed worlds. That list gets populated as player does survey mission, sells survey data and when a faction sends a survey expedition (which they should periodically do).
then when a faction decides to colonize it would select a world from the list of known world hat matches it's needs - does it need metals, fuel, farming, etc? Much more organic and allows a player to influence colonization by selling planet data or intercepting survey fleets.
Right now what it does is
- Pick a random eligible faction
- Pick a random eligible market from that faction
- Check all colonizable planets in range of that market, and assign them a score based on local conditions and distance. Any planet meeting a minimum score gets added to a random picker (with weight == score).
- Pick a random planet from previous list
- If the picker fails at any previous point, try again in 15 days
Relevant code/data here (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/colony/) and here (https://bitbucket.org/Histidine/exerelin/src/d75eaadfb639c7b5c6330ebdbe80c243fdf3818b/data/config/settings.json#lines-38:73)
Currently it's not tied to selling survey data in any way, because there isn't a method to associate survey data with the specific planet it's from. Nor is it tied to the planet's surveyed/unsurveyed state, because that creates weird incentives to not survey planets until the player is ready to colonize.
NPC survey fleets might be an interesting way to do it, although I'm not sure it's worth doing the amount of work needed to get it past the "simulated just enough to be obviously unrealistic" stage.
e.g. among the considerations that would need working out: When a faction surveys a planet, is it shared with other factions? Even enemies? If not, does the player get to try and stop a half-dozen or more survey expeditions from different factions? Given the player complaints about having to babysit planets (their own or the NPC factions'), will anyone bother dealing with mere survey fleets?
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I don't see why the fleet couldn't be stopped/intercepted. Makes sense.
Is data shared? It could be a diplomatic events. A chance for factions to share survey data.
And lastly, there should be some more thouhgt in the planet selection process. "assign them a score based on local conditions and distance" is vague. Are the factions needs factored in the planet selection?
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Speaking of surveys.
Dunno how hard it would be to do, but maybe a similar system for prisoners except with survey data?
*** survey data gives you like 1 rep, level 2 gives 2 rep, level 3 gives 5, and level 4 gives 10.
And a terran world survey gives 20 (since they are ((supposed)) to be rare).
If that doesn't work, maybe worlds that generate surveys at level 3 or above also give you a "survey biochip" or some other named item as well, which can then be handed in for a set amount of reputation (just like prisoner actions ability). Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
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Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.
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Love this mod. Would love some option so that you can spend money and make peace or send dyplomatic missions to other faction. Anyway, with this mod galaxy feels far more alive. Great job.
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Love this mod. Would love some option so that you can spend money and make peace or send dyplomatic missions to other faction. Anyway, with this mod galaxy feels far more alive. Great job.
Direct Diplomatic Option, is not implemented yet. But u can spend money to make peace with a faction by hiring a "Agent" and use him to Raise or Lower Relations, beyond the montlhy wage, you pay about 40k cr. per mission, a level 2 agent has about 60% chance of sucess in a Raise Relation, higher level agents have more. You can hire agents on the bar, and you send them on missions in the Intel tab. Just look for "Agents" tab bellow the map.
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Is there an option to disable allied victory conditions? I've been digging through the files and haven't found anything. I had the Luddic Church unexpectedly win a game just by knocking out TriTachyon after some alliance shuffling I wasn't paying close attention to. I'd like to be able to avoid that without having to micromanage faction relations.
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Yo Histidine,
What is the limiting factor to the number of constellations (not taking sector canvas size into account) ? I've been browsing through the javs in star api and Nex and can't pinpoint what exactly keeps my 200k x 200k sector from not feeling desolate (tumbleweed_tumbling.jpg).
... sob... sob... halp
edit:
I think i found the origin of my misery.
int count = 100;
(https://i.imgur.com/8j8mB1O.jpg)
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Is there a guide somewhere for the features of this mod?
I really like it, but I have no idea how to make alliances and what else I can do in this mod. Also no clue how spies work.
Can anyone point me to a guide or video explaining it?
Thank you!
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hey, I was wondering if Heavy Armaments would ever be given a purpose other than trade goods. Maybe giving a bonus to invasion strength? The way I see it, Combat Mechs and Tanks would be very helpful in an invasion or occupation, but due to logistics would not be worth deploying in a raid. This would give a believable use to a commodity that has no purpose otherwise and will (I believe) give just a little more depth to the game.
I hope my suggestion is considered, and I hope @hidistine sees this
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"assign them a score based on local conditions and distance" is vague. Are the factions needs factored in the planet selection?
Not at present. I might code something for that (and industry construction) at some point.
(It's been low priority since NPC factions can generally import everything they need, at no cost)
Is there an option to disable allied victory conditions?
There isn't such an option currently, although I may add one soon.
As a workaround: you can make the game state no longer meet the victory conditions, then use the ResetVictory console command to "undo" the allied victory so to speak.
hey, I was wondering if Heavy Armaments would ever be given a purpose other than trade goods. Maybe giving a bonus to invasion strength? The way I see it, Combat Mechs and Tanks would be very helpful in an invasion or occupation, but due to logistics would not be worth deploying in a raid. This would give a believable use to a commodity that has no purpose otherwise and will (I believe) give just a little more depth to the game.
I've had this very idea in the past, actually! Added to the todo list.
Yo Histidine,
What is the limiting factor to the number of constellations (not taking sector canvas size into account) ? I've been browsing through the javs in star api and Nex and can't pinpoint what exactly keeps my 200k x 200k sector from not feeling desolate (tumbleweed_tumbling.jpg).
... sob... sob... halp
edit:
I think i found the origin of my misery.
int count = 100;
(https://i.imgur.com/8j8mB1O.jpg)
Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!
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Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!
Don't fret my friend ... and behold the creation of an abomination
"sectorWidth":264000, "sectorHeight":224000, same Seed
Original Stargen maxed at 100 Constas
(https://i.imgur.com/fRNfwS5.jpg)
No fancy graphics Original
(https://i.imgur.com/kTowFlJ.jpg)
Modified 180 Constas max
(https://i.imgur.com/BQa8Ox5.jpg)
No fancy graphics modified
(https://i.imgur.com/R0Cikoa.jpg)
Ah, sweet sweet 10 fps while looking at the Sector map ... marvelous
I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?
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Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.
But you CAN pick a random world from the list of worlds you surveyed.
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Is something missing? I was looking to make my mod compatible with other factions and noticed in the faction.csv file that a faction called rebal.faction doesn't exist anywhere that I have been able to find. Is there something wrong somewhere?
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Another observation - any faction that loses it's homeworld is instantly fugged.
Since you need heavy industry/orbital works to produce decent starships, and since factions do not build a new one if they loose it, they are stuck using small, trash ships and get wiped out.
I say this is pratially an issue with vanilla and the way industries work and are limited, but it should be possible to code in a faction building a new orbital works/heavy industry (either by scraping an existing industry or by ignoring the limit) or colonizing a new world that would be suitable for that.
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I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?
You can't override vanilla classes directly. In this case, your mod should have a settings.json with something like the following table:
"plugins":{
"newGameSectorProcGen":"my.package.MySectorProcGen",
},
Is something missing? I was looking to make my mod compatible with other factions and noticed in the faction.csv file that a faction called rebal.faction doesn't exist anywhere that I have been able to find. Is there something wrong somewhere?
Rebel faction isn't used (it's from the old version of the mod called Exerelin).
Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.
But you CAN pick a random world from the list of worlds you surveyed.
Y'know, this sort of thing is what I mean by 'simulated just enough to be obviously unrealistic'.
"If you sell survey data the faction will know it and be able to colonize that planet"
"Okay, so I can sell all the survey data except for the planet I've decided I want?"
"no"
"..."
(The speeding up next colony expedition thing on the other hand might work, since it's more abstracted. I might implement that further down the road.)
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There is a way around it, but it's more involved.
Sell survey data from the special actions menu, were you will get the list of known/surveyed planets (and can thus select). Remove the appropriate number of survey cargo items, and remove "sold" planets from the list.
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You can't override vanilla classes directly. In this case, your mod should have a settings.json with something like the following table:
Muchas gracias senior,
I found that out just an hour ago while making unreasonable changes to core settings.json and nex configs.
This boards char set supp is depressing but anyways, here for your troubles [$(5)$] don't spend it all at once ;)
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Another observation - any faction that loses it's homeworld is instantly fugged.
Since you need heavy industry/orbital works to produce decent starships, and since factions do not build a new one if they loose it, they are stuck using small, trash ships and get wiped out.
I say this is pratially an issue with vanilla and the way industries work and are limited, but it should be possible to code in a faction building a new orbital works/heavy industry (either by scraping an existing industry or by ignoring the limit) or colonizing a new world that would be suitable for that.
You can change it by expanding faction use of imported ships. But there is also problem with quality of ships - cut from their own shipyard most ships will be DModed as hell.
If only there were some facilities that increase quality of ships outside of orbital works. Some minor ship restoring/scavenging operations(not scaled with planetary population) that produce some hulls and improve quality also would be nice.
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Something tells me that nex 0.9.4 will be big.
Spoiler
https://bitbucket.org/Histidine/exerelin/wiki/Changelog
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Started playing with this mod recently.
Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff. And something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).
A behavior for factions to scavenge larger stuff from their battles would make sense as well. I got a few Dominators and lots of supplies for free just because I happened to be in Askonia when Luddic Church attacked it.
I like the change in tariffs, helps making profits from markets having excess of goods.
Mining is OP exp-wise.
Edit:
At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.
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Another observation - any faction that loses it's homeworld is instantly fugged.
Since you need heavy industry/orbital works to produce decent starships, and since factions do not build a new one if they loose it, they are stuck using small, trash ships and get wiped out.
I say this is pratially an issue with vanilla and the way industries work and are limited, but it should be possible to code in a faction building a new orbital works/heavy industry (either by scraping an existing industry or by ignoring the limit) or colonizing a new world that would be suitable for that.
You can change it by expanding faction use of imported ships. But there is also problem with quality of ships - cut from their own shipyard most ships will be DModed as hell.
If only there were some facilities that increase quality of ships outside of orbital works. Some minor ship restoring/scavenging operations(not scaled with planetary population) that produce some hulls and improve quality also would be nice.
Hmm... I have to edit the faction file for every faction to do that.
It still doesn't change the fact that factions leave their planets underutilized (empty industry slots) and don't adapt at all
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Derelict Empire is kinda broken.
Reason being that its the EASIEST start because Derelict Empire gives you a bunch of developed planets without any investments and all you have to do is get 1 Capital and you can capture them all.
Drones in general are weak and only succeed in numbers. But the highest level of ship they produce is Ramparts, which are Cruiser level. Once you get at least one Capital, you can essentially steamroll the Derelict Empire and take all their pre-settled worlds because they never spawn the Motherships in their fleets (which is their version of a Capital) despite it being a blueprint you can get from raiding their planets.
If they actually spawned Capitals, the Derelict Empire would last longer against both the player and the other factions.
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Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff.
Possibly I'll make factions stabilize their own markets, yeah. Would be nice to reduce decivilizations.
Although that won't fix the free money problem, that will usually require speed-undisrupting the spaceport (in which case people are going to wonder why the player can't do the same thing, so I'd need to work that out as well).
And something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).
They do weigh previously-held markets higher for invasions, but it's only 4x more. I could increase this a bit (although too high and invasions become too predictable).
Well, let's go ahead and try 5x for the next release.
(Also there's a bug where factions are supposed to hate other factions holding their planets and be more likely to declare war on them, but this is currently broken)
Mining is OP exp-wise.
What, still? Well, I'll reduce it further if others also think it remains a problem.
Edit:
At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.
Yeah, fixed for next release :) (by moving stuff to a different menu)
Derelict Empire is kinda broken.
Reason being that its the EASIEST start because Derelict Empire gives you a bunch of developed planets without any investments and all you have to do is get 1 Capital and you can capture them all.
Drones in general are weak and only succeed in numbers. But the highest level of ship they produce is Ramparts, which are Cruiser level. Once you get at least one Capital, you can essentially steamroll the Derelict Empire and take all their pre-settled worlds because they never spawn the Motherships in their fleets (which is their version of a Capital) despite it being a blueprint you can get from raiding their planets.
If they actually spawned Capitals, the Derelict Empire would last longer against both the player and the other factions.
I've seen a Derelict patrol have a Guardian once, so it does spawn capitals sometimes (probably not frequently enough, but I'm afraid of what effects it'll have on "normal" derelicts if I mess with it right now). Mothership wouldn't help, it's honestly as much of a joke in combat as smaller Derelicts.
Although either way, the stations rather than the fleets should be the main factor keeping the player from overrunning the Sector immediately. Which... isn't enough once you get a decent capital, yeah. Well, that's a broader balance problem that I may find a solution for in the future.
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Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff.
Possibly I'll make factions stabilize their own markets, yeah. Would be nice to reduce decivilizations.
Although that won't fix the free money problem, that will usually require speed-undisrupting the spaceport (in which case people are going to wonder why the player can't do the same thing, so I'd need to work that out as well).
And something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).
They do weigh previously-held markets higher for invasions, but it's only 4x more. I could increase this a bit (although too high and invasions become too predictable).
Well, let's go ahead and try 5x for the next release.
(Also there's a bug where factions are supposed to hate other factions holding their planets and be more likely to declare war on them, but this is currently broken)
Mining is OP exp-wise.
What, still? Well, I'll reduce it further if others also think it remains a problem.
Edit:
At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.
Yeah, fixed for next release :) (by moving stuff to a different menu)
Derelict Empire is kinda broken.
Reason being that its the EASIEST start because Derelict Empire gives you a bunch of developed planets without any investments and all you have to do is get 1 Capital and you can capture them all.
Drones in general are weak and only succeed in numbers. But the highest level of ship they produce is Ramparts, which are Cruiser level. Once you get at least one Capital, you can essentially steamroll the Derelict Empire and take all their pre-settled worlds because they never spawn the Motherships in their fleets (which is their version of a Capital) despite it being a blueprint you can get from raiding their planets.
If they actually spawned Capitals, the Derelict Empire would last longer against both the player and the other factions.
I've seen a Derelict patrol have a Guardian once, so it does spawn capitals sometimes (probably not frequently enough, but I'm afraid of what effects it'll have on "normal" derelicts if I mess with it right now). Mothership wouldn't help, it's honestly as much of a joke in combat as smaller Derelicts.
Although either way, the stations rather than the fleets should be the main factor keeping the player from overrunning the Sector immediately. Which... isn't enough once you get a decent capital, yeah. Well, that's a broader balance problem that I may find a solution for in the future.
The player can already stabilize their markets for a hefty price tag, depending on Colony Level, but it doesn't stabilize it back to 10; it puts it to around 2-3 stability. So its plausible that, after a certain time window (so you can go to a destabilized faction planet and do the "I can solve that problem for you" diplomacy option) the planet is stabilized by itself. The balance problem is people raiding Orbital Work planets and waiting for them to de-stabilize this way then rinse and repeating, but thats already solved by Vengence Fleets mechanic.
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I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.
Have you considered opening up a Patreon?
Also, I have a few questions regarding gameplay.
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?
4). Is there a way to affect the frequency of cease-fires & peace-treaties? I feel like the current version of Nexerelin is constantly embroiled in war.
Thanks again. I hope everything is well
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I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.
Yah, Histidine best man
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.
"followersAgents": false, # does player faction use agents on its own? (default false)
"followersDiplomacy": true, # does player faction participate in diplomacy on its own? (default true)
"followersInvasions": false, # does player faction launch invasions on its own? (default false)
Starsector\mods\Nexerelin\exerelin_config.json Number 3 could solve that or it could make your life miserable or both
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?
4). Is there a way to affect the frequency of cease-fires & peace-treaties? I feel like the current version of Nexerelin is constantly embroiled in war.
2. Pirates mostly yep, Luddic dunno
3. "eventFrequency":10, should be +F +E but not sure
4. "warWearinessDivisor" "warWearinessCeasefireReduction" and "warWearinessPeaceTreatyReduction" in exerelin config seem to be your best bet
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Hello, I think I found a bug to report so:
Some faction in allience with Tri-Tachyon declared war on my colony (but never attack, not that I mind), but when they tried to make peace Try-Tachyon voted "No" so the cold war continues.
But what really bothers me is that Try-Tachyon is friendly with my faction, so why do they want me dead?
[attachment deleted by admin]
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Hello, I think I found a bug to report so:
Some faction in allience with Tri-Tachyon declared war on my colony (but never attack, not that I mind), but when they tried to make peace Try-Tachyon voted "No" so the cold war continues.
But what really bothers me is that Try-Tachyon is friendly with my faction, so why do they want me dead?
LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ?
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LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ?
Well yes, they declared war because of a couple of bad rolls (diplomacy events aka drama).
Now they want to stop but Tri-tech people are pressuring them into fighting me (they still don't want to fight tho)
Edit: Are Tri-tech just a bunch of sadistic *** who want to see their underlings fight?
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Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.
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Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.
Spoiler
"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
settings.json 205 - 207
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Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.
"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
settings.json 205 - 207
Which file in particular does this need to be edited in? I don't want to break everything
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Which file in particular does this need to be edited in? I don't want to break everything
Spoiler
(https://i.imgur.com/RQG4xkb.png)
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I haven't seen any defense forces is that normal? I played for a little bit with the mod, the luddic church zerg'd the Sindrian homeworld and took it in the first year with no defense put up. Considering they're the most concentrated faction in terms of proximity of planets and that was where their forge n stuff was it was pretty lame. Otherwise really like the idea of the mod! Just what i want, actual expansion. just needs to scale invading forces with their fleet str percentage or something similar. And a way for the one being invaded to react, if that's even possible.
Maybe defense is already in and well implemented but i followed multiple invasions and they were all steam-rolls and then the other faction would steam roll them back.
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Which file in particular does this need to be edited in? I don't want to break everything
Spoiler
(https://i.imgur.com/RQG4xkb.png)
Thank you. Glad there was a way to change that parameter, this will make things less of a pain in the ass.
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I haven't seen any defense forces is that normal?
Spoiler
(https://i.imgur.com/7r1TJCT.png)
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I haven't seen any defense forces is that normal?
Spoiler
(https://i.imgur.com/7r1TJCT.png)
Thanks a lot for the quick reply, this is much better, what exactly do the multipliers below it dictate, fleet sizes?
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What exactly do the multipliers below it dictate, fleet sizes?
Pretty much that, its a random multiplier range where you'll get vanilla fleet size multiplied by a random value somewhere between min and max. The standard settings are min 2 max 4 which can result in some 30+ invading fleets and something close to the same amount of defenders, which is kinda overkill for ppl playing on symbian Nokia 3310's.
As far as i have observed 7 out of 10 invasions usually succeed in capturing the market, the rest is usually defended by the ground forces not the in system defense fleets.
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Thanks for helping, Hastur :)
I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.
Thanks!
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.
There's no such setting, alas.
(Although if another eligible faction is also targeted by pirate activity or Pather cells from the same base, they might do it for you)
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?
Pirates raids won't affect you if you're non-hostile (this is vanilla behaviour), and (Nex-specific) higher relationship levels will reduce the accessibility and stability penalties, yeah. (Exact effects here (https://bitbucket.org/Histidine/exerelin/src/fa98f1edfcfed176edaa27d3852c25b506a1ba2a/jars/sources/ExerelinCore/exerelin/campaign/intel/NexPirateActivity.java#lines-16:41))
Luddic Path isn't affected.
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?
It's an interval (in days); increasing it will make diplomacy events occur less often.
Have you considered opening up a Patreon?
Not sure I want to set up anything involving taking money for my mods, for a number of reasons I won't get into here. I appreciate the thought, though!
LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ?
Well yes, they declared war because of a couple of bad rolls (diplomacy events aka drama).
Now they want to stop but Tri-tech people are pressuring them into fighting me (they still don't want to fight tho)
Edit: Are Tri-tech just a bunch of sadistic *** who want to see their underlings fight?
Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.
You can search for AllianceVoter in starsector.log to see what goes into the voting decision, although the numbers may not mean much (it relies heavily on "disposition", which is currently a hidden value).
Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.
Spoiler
"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
settings.json 205 - 207
Note that Nexerelin overrides baseMaxAdmins in its own settings.json, so you'll want to edit that as well.
I haven't seen any defense forces is that normal?
By default the factions don't specifically create defense fleets in reaction to invasions, but the patrols found normally in a star system will still be present and fight the invading fleets. (Were they all gone from around Sindria in this particular case?)
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Thanks for helping, Hastur :)
Np, just sharing a bit of disinformation and looking around for curious user cases, basically 2 stones with one bird.
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...basically 2 stones with one bird.
There is something wrong with this statement (sorry, had to point it out)
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Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.
You can search for AllianceVoter in starsector.log to see what goes into the voting decision, although the numbers may not mean much (it relies heavily on "disposition", which is currently a hidden value).
So, I took a look at the logs but I don't know where is my factions name. Is it "default"?
[attached image of log]
[attachment deleted by admin]
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...basically 2 stones with one bird.
There is something wrong with this statement (sorry, had to point it out)
I know it kinda sounds confusing but bear with me,
many online “experts” believe the usage originated in the story of Daedalus and Icarus, who escaped from the Labyrinth on Crete by making wings and flying out, according to Greek mythology. Daedalus supposedly got the feathers to make the wings by killing a bird with two stone.
Another popular one is "the early worm catches the bird",
What's the origin of the phrase 'The early worm catches the bird'? This is first recorded in John Ray's A collection of English proverbs 1670, 1678: "The early worm catcheth the bird." Clearly, the title of the work indicates that this was considered proverbial even in the 17th century.
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Daedalus supposedly got the feathers to make the wings by killing a bird with two stone.
So was he terrible at throwing so instead of 1 he threw 2 stones, or did he hold the stones and beat the bird to death?
Edit: I need to stop asking stupid questions... but it only feels natural.
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Daedalus supposedly got the feathers to make the wings by killing a bird with two stone.
So was he terrible at throwing so instead of 1 he threw 2 stones, or did he hold the stones and beat the bird to death?
Yeah quick thinking, I share your second assumption, Icarus had a troubled childhood and was pretty prone to sudden fits of anger coupled with being lost in that labyrinth, i scare to imagine what must have passed through his mind when he got hold of that poor bird.
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Ok so I messed with some settings in the json.
1). I reduced the fleetRequestCostPerFP to 200, that should mean its half as cheap for me to call pirate/path destruction fleets right?
2). What does changing warWearinessCeasefireReduction or warWearinessPeaceTreatyReduction mean?
3). I set maxNPCColonySize to 10 and maxNPCNewColonySize to 10. Does this mean NPC colonies will actually grow to bigger sizes now within a 10-20 cycle campaign?
4). I set colonyExpeditionInterval to 120 so that should mean a new colony is formed every 4 months of a cycle right?
5). Where is the setting for diplomacy frequency? I can't seem to find it in the json file.
Thanks for your quick answers Hastur & Histidine
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Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.
You can search for AllianceVoter in starsector.log to see what goes into the voting decision, although the numbers may not mean much (it relies heavily on "disposition", which is currently a hidden value).
So, I took a look at the logs but I don't know where is my factions name. Is it "default"?
[attached image of log]
"default" means what it applies to every faction that isn't specified (which does include player).
Although that screenshotted value is only for the "base" disposition, there are other factors involved as well. You can see some of those with the printDisposition console command.
A proper player-facing display of dispositions (and some important fixes to how it's handled) are coming in the next update.
1). I reduced the fleetRequestCostPerFP to 200, that should mean its half as cheap for me to call pirate/path destruction fleets right?
2). What does changing warWearinessCeasefireReduction or warWearinessPeaceTreatyReduction mean?
3). I set maxNPCColonySize to 10 and maxNPCNewColonySize to 10. Does this mean NPC colonies will actually grow to bigger sizes now within a 10-20 cycle campaign?
4). I set colonyExpeditionInterval to 120 so that should mean a new colony is formed every 4 months of a cycle right?
5). Where is the setting for diplomacy frequency? I can't seem to find it in the json file.
1) Yes
2) It's how much war weariness the factions lose when signing a Ceasefire or Peace Treaty (when the diplomatic events with those specific names) come up.
3) It'll allow them to grow, yeah. Although by default NPC colonies have half the player's growth rate (see nex_npcColonyGrowthMult in settings.json) so it'll take a while.
4) In principle, yes. But see this (http://fractalsoftworks.com/forum/index.php?topic=9175.msg258118#msg258118)
5) Nexerelin/data/config/exerelin/diplomacyConfig.json
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I'll wait for your .9.4 colony patch then before I mess with colony intervals.
I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.
I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).
I'll report back how the changes feel after I do an another campaign.
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I'll wait for your .9.4 colony patch then before I mess with colony intervals.
I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.
I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).
I'll report back how the changes feel after I do an another campaign.
Out of curiosity, does modifying that kind of variable work for an ongoing game, or would it require a new one?
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Hi,
Just wanted to say I am having a blast with this mod. Really hitting the spot and it adds a lot of depth to an already amazing game.
Just want to know if a situation I ran into is considered a bug or working as intended. My current(first) campaign I started off as a pirate and it went well. Had to be sneaky to get anywhere but I soon got the hang of it. Yesterday I started a colony and was 100 with pirates still. Then I ran across some Pirate Maurauders or something out in deep space in an unexplored system while looking for expansion planets and they were hostile to me. I am fine with that since harr pirates and all no honor etc but I did not have an option to disengage and when I spanked them my rep dropped with pirates from 100 to -50 and my commission was revoked.
I rolled with it and am fine with my current game state as is just wanted to get some clarity on this and let you know if you are not aware.
Again thanks for an amazing mod.
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Hi,
Just wanted to say I am having a blast with this mod. Really hitting the spot and it adds a lot of depth to an already amazing game.
Just want to know if a situation I ran into is considered a bug or working as intended. My current(first) campaign I started off as a pirate and it went well. Had to be sneaky to get anywhere but I soon got the hang of it. Yesterday I started a colony and was 100 with pirates still. Then I ran across some Pirate Maurauders or something out in deep space in an unexplored system while looking for expansion planets and they were hostile to me. I am fine with that since harr pirates and all no honor etc but I did not have an option to disengage and when I spanked them my rep dropped with pirates from 100 to -50 and my commission was revoked.
I rolled with it and am fine with my current game state as is just wanted to get some clarity on this and let you know if you are not aware.
Again thanks for an amazing mod.
Yeah thats vanilla behavior.
There is two types of pirates.
Pirates that spawn from planets / stations (this includes convoys / patrols / armada's), and randomly generated pirates (this is usually for bounties / exploration).
The first is covered by your reputation. The second doesn't give a *** if your the Devil itself, they will attack anyway. Thats how their behavior works. They're kinda like stranded people with no contact with the outside; they don't know who you are and just think your somebody to rob so they can get back to civilization / whatever pirates do in their free time.
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I'll wait for your .9.4 colony patch then before I mess with colony intervals.
I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.
I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).
I'll report back how the changes feel after I do an another campaign.
Out of curiosity, does modifying that kind of variable work for an ongoing game, or would it require a new one?
In general changing any .json file affects your current game as the values are reloaded every time the game starts up
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Update with assorted improvements.
Actually Playtested This Time™
Nexerelin v0.9.4b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.4b.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.4b
* Fix outposts stockpiling the wrong commodities
* Fix decivilized trade event being in debug mode
v0.9.4
* Add "diplomacy profile" intel
* Intent is to make diplomacy a bit less opaque
* Improvements/fixes to diplomacy AI
* Diplomacy base interval 10 days -> 15
* Random sector enhancements
* Stations now found in asteroid belts/fields and rings, no longer appear around non-gas-giant planets
* Factions are less likely to build mining when ore/rare ore deposits are marginal
* Such planets are also less likely to be colonized later
* Ensure each faction has a starting heavy industry (if it would normally get one) in Derelict Empire mode
* Ensure someone has a synchrotron core, if none were generated normally
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Modify bar delivery event
* Less "greedy" about going to faraway destinations
* Don't request deliveries to Derelict Empire markets
* Heavy Armaments can be used in player invasions
* Small factions will have reduced maximum invasion size
* NPC markets/colonies:
* May build new structures and industries on size up
* Properly handle colony expeditions when interval is short
* Colony expedition launcher retries faster if event fails to generate
* New config options
* enableInvasions: Set to false to disable invasions while keeping raids
* allyVictories: Disables ally victories if false
* Procurement missions will temporarily increase local supply of that commodity, if done through legal channels
* Blueprint trader won't sell no_bp_drop items
* GUI
* New game dialog improvements
* Display starting fleet after selection
* Move Prism Freeport and starting scenario to "other options" menu (prevents sector settings menu from overflowing on 768 px height screens)
* Add "go to agent" button on player agent actions
* List heavy industry markets in faction directory
* Pirate activity intel doesn't inappropriately display relationship modifiers for accessibility/stability penalties
* Add/update some tooltips
* Fix UI issues when player is docked at a planet's station, sells the station, then transfers the market
* Bugfixes
* Fix brawl mode defense fleets not despawning
* Fix independents not spawning by default in random sector
* Fix invasions/raids being spawned from hidden bases
* Fix some issues with local resources submarket
* Fix Prism still having military submarket, high-end seller CR bug
Hi,
Just wanted to say I am having a blast with this mod. Really hitting the spot and it adds a lot of depth to an already amazing game.
Just want to know if a situation I ran into is considered a bug or working as intended. My current(first) campaign I started off as a pirate and it went well. Had to be sneaky to get anywhere but I soon got the hang of it. Yesterday I started a colony and was 100 with pirates still. Then I ran across some Pirate Maurauders or something out in deep space in an unexplored system while looking for expansion planets and they were hostile to me. I am fine with that since harr pirates and all no honor etc but I did not have an option to disengage and when I spanked them my rep dropped with pirates from 100 to -50 and my commission was revoked.
Thanks!
Sorry, not sure which mod adds a fleet with the name "Marauders" or otherwise having the behavior you describe. Was this after doing anything in particular (say, salvaging an object that was described as triggering a trap beacon)?
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Thnx for wark with that mod, but i see some stupid things.
Some NPC colonyes do not lvl up whan reach 100% grow. And let them buid more stations, more upgrades and other structures/
And one more thing, if we have some raid in our system from planet A hostile fraction B and we capture that market and give it to fraction C, than raiders forces from that planet change theis belonging from fraction B to C, becomes friendly if C is friendly, but thay do not stop raiding, also they do not attack players fraction, but we still have raiding debuff on players colonyes from fraction B. (if we'll hunt those new raiders belongings to fraction C raid will stops, as C becomes hostile how it shoild be)
If you do not undestand all what i say, please, inform me.
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* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
-
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
Supplies aren't just used to feed crew, they are there for maintenance. Space isn't exactly the best place for a bunch of complex machines, reinforced steel, and other materials bolted and put together. Ships degrade in space, so the supplies are used to keep them consistently repaired every day.
-
I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
I think there is actually a line in core settings.json for that, but they don't eat basic food with it enabled, but food in form of supplies.
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* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
Supplies aren't just used to feed crew, they are there for maintenance. Space isn't exactly the best place for a bunch of complex machines, reinforced steel, and other materials bolted and put together. Ships degrade in space, so the supplies are used to keep them consistently repaired every day.
Supplies kind of represent an abstraction collection of repair bits, ammo, food, and clothing for your crew. It's all lumped into one commodity for ease.
-
Hist, consider replacing morality with behaviour or some other more descriptive thing that would influence a faction's behaviour. While evil and amoral suggest a faction would backstab you in a heartbeat, good and neutral are less clear (since this is still a wargame). For example, in vanilla, Persean League sends expeditions for making basically any money, while Luddic Church's only reason is you having free port switched on. In Nex, they both have "good" alignment. Actual morality is less useful, since Starsector is about combat, so you want even the "good guys" (which we shouldn't be having, but that's not for today) to be fighting one another.
I think it would be better, if factions alignment/behaviour types, like vindictive (more aggressive after getting reputation low, reduced chance for positive events after getting low reputation, dislikes other vindictive factions), peaceful (focused on running their own matters, thus less expeditions and more war weariness, dislike of warmonger types), etc., in order to make it even clearer how can you expect a certain faction to act, at least currently.
-
* Modify bar delivery event
Thanks, this is exactly what I needed. My easiest credits in ss so far
Spoiler
(https://i.imgur.com/6karrgB.jpg)
-
with version Star Trek Eras 0.0.2
there are two crashes when using this mod + Nexerelin
when i selected "Enable Random Core Worlds"
then Klingons and Federation lead to crash
both factions are enabled by default, one must disable those to avoid crash
so far no crash with Vulkan, Borg, Romulans enabled
crash details in respective mod thread here https://fractalsoftworks.com/forum/index.php?topic=16224.msg261735#msg261735
posting here just in case someone else has the problem or it's not that mod but Nexerelin's issue
-
also i'm trying to figure out what is this error
72321 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading data/campaign/procgen/planet_gen_data.csv
72322 [Thread-7] ERROR exerelin.campaign.submarkets.PrismMarket - org.json.JSONException: JSONObject["id"] not found.
Spoiler
72322 [Thread-7] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [exerelin.campaign.submarkets.PrismMarket] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
if it's problem or not
p.s. great work on the mod, really enjoying it
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and one crash when using "Enable Random Core Worlds" + "Custom Scenario" : "Derelict Empire"
Spoiler
4797429 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
4797622 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ose Post to Zatar
4797644 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaignPlugins.SRD_AIConversionNexerelinAdderPlugin.advance(SRD_AIConversionNexerelinAdderPlugin.java:36)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
with version Star Trek Eras 0.0.2
there are two crashes when using this mod + Nexerelin
when i selected "Enable Random Core Worlds"
then Klingons and Federation lead to crash
both factions are enabled by default, one must disable those to avoid crash
so far no crash with Vulkan, Borg, Romulans enabled
crash details in respective mod thread here https://fractalsoftworks.com/forum/index.php?topic=16224.msg261735#msg261735
posting here just in case someone else has the problem or it's not that mod but Nexerelin's issue
Crash 1: Faction related Crash 2:looks like an Incompatibility in industries something overwrites something fed_station Crash 3: seems like nex can't place the factions or bind ai? profiles? to it.
The mod itself isn't compatible with nex ... no wonder Star Trek Eras 0.0.2
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* Modify bar delivery event
Thanks, this is exactly what I needed. My easiest credits in ss so far
Spoiler
(https://i.imgur.com/6karrgB.jpg)
@Histidine definitely not as stingy as they used to be in regards to money -> distance ... game still launches, fps counter counts, script handler handles ... ¯\_(°_°)_/¯ works as intended
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...
Crash 1: Faction related Crash 2:looks like an Incompatibility in industries something overwrites something fed_station Crash 3: seems like nex can't place the factions or bind ai? profiles? to it.
The mod itself isn't compatible with nex ... no wonder Star Trek Eras 0.0.2
thanks Hastur, i suspected as much
-
i suspected as much
Ask the Star trek dev to make it compatible with Nex, its not that much trouble but i rather think that he will concentrate on some actual features and components ... but hey you can always ask in a friendly manner, worst case scenario aprox 3 - 6 months
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I think the outposts are from the latest update from this mod. It looks like you can create outposts on asteroids. I'm not sure if this is intentional. I haven't tried to see if they stay or not but definitely interesting/weird depending on if intended or not.
-
I think the outposts are from the latest update from this mod. It looks like you can create outposts on asteroids. I'm not sure if this is intentional. I haven't tried to see if they stay or not but definitely interesting/weird depending on if intended or not.
If you unleash the power of "scroll" and "page change" than surely you will find the answer, but yes and yes
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I think the outposts are from the latest update from this mod. It looks like you can create outposts on asteroids. I'm not sure if this is intentional. I haven't tried to see if they stay or not but definitely interesting/weird depending on if intended or not.
If you unleash the power of "scroll" and "page change" than surely you will find the answer, but yes and yes
Ah I apologize. I'm a dummy.
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Not sure if this is a bug, but it bugged me:
I ran away from the core systems because everyone hated me but Tri-Tachyon.
Eventually Hegemony overran and destroyed every other faction.
With just me (7 systems) and Hegemony (30ish systems) remaining, I started getting ready for the final stand against the massive Hegemony.
One of those steps was to give away one of my small planets to revive Tri-Tachyon and ally them.
Immediately after flying away from my newly-revived, fledgling ally, I left the system to go face the Hegemony horde, and then:
https://cdn.discordapp.com/attachments/176402489849937920/620103009925332992/unknown.png
A little anticlimactic...
Edit: Looks like TT went and allied HG right after I left, causing the 'diplomacy victory'. I'm pretty sure TT was wiped out by HG, so that's kinda weird.
Oh well, I guess my dramatic final stand was averted by everyone deciding to hold hands. I'll just say that TT came up with some new diplomacy tech. :P
Edit 2: In the 2 in-game months that I've continued playing after receiving this "victory screen", random diplomatic events have caused my relationship with TT to go from +52 to -11, and my relationship with HG to go from -something to +45. lol...
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Hi, couldn't find anyone asking about it but does this use a custom version of the vanilla easy mode, or is the text when selecting just describing it based off what it used to be? I personally play with a modified easy mode (0.85x damage take, 1x damage done, +500 sensors, 1.2 times salvage), but the description for nexerelin's easy is like 0.5 damage taken, 1.5 damage done, etc. If this actually overrides vanilla easy mode, is there a file I can modify?
-
@Dwarden: Thanks for the bug reports! I'll look into them.
Hist, consider replacing morality with behaviour or some other more descriptive thing that would influence a faction's behaviour. While evil and amoral suggest a faction would backstab you in a heartbeat, good and neutral are less clear (since this is still a wargame). For example, in vanilla, Persean League sends expeditions for making basically any money, while Luddic Church's only reason is you having free port switched on. In Nex, they both have "good" alignment. Actual morality is less useful, since Starsector is about combat, so you want even the "good guys" (which we shouldn't be having, but that's not for today) to be fighting one another.
I think it would be better, if factions alignment/behaviour types, like vindictive (more aggressive after getting reputation low, reduced chance for positive events after getting low reputation, dislikes other vindictive factions), peaceful (focused on running their own matters, thus less expeditions and more war weariness, dislike of warmonger types), etc., in order to make it even clearer how can you expect a certain faction to act, at least currently.
All good points. At some point down the road I'll want to implement a tag-based faction customization system that combines "personality traits" and "life goals", to give the factions (including modded) more distinct characterization.
Hi, couldn't find anyone asking about it but does this use a custom version of the vanilla easy mode, or is the text when selecting just describing it based off what it used to be? I personally play with a modified easy mode (0.85x damage take, 1x damage done, +500 sensors, 1.2 times salvage), but the description for nexerelin's easy is like 0.5 damage taken, 1.5 damage done, etc. If this actually overrides vanilla easy mode, is there a file I can modify?
It just uses the vanilla one, so if you've modified that it should work fine (just the starting dialog won't reflect the actual values).
-
OK yeah this is probably bugged. So outposts made in asteroid fields can go flying at insane speeds.
https://www.youtube.com/watch?v=UR-zP3PmYDs (https://www.youtube.com/watch?v=UR-zP3PmYDs)
-
Jeb could pull off that landing.
-
OK yeah this is probably bugged. So outposts made in asteroid fields can go flying at insane speeds.
Asteroids have dreams too.
-
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
-
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
Bump
-
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
1.- You approach a world that belongs to the faction you want to ally with and use "Special Functions"
2.- Yes, you get access to military shop while in alliance.
-
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
1.- You approach a world that belongs to the faction you want to ally with and use "Special Functions"
2.- Yes, you get access to military shop while in alliance.
Thank you
-
OK yeah this is probably bugged. So outposts made in asteroid fields can go flying at insane speeds.
https://www.youtube.com/watch?v=UR-zP3PmYDs (https://www.youtube.com/watch?v=UR-zP3PmYDs)
WHY ARE YOU RUNNING?
WHY ARE YOU RUNNING?
-
I just installed the mod on Ubuntu, and now my game crashes about two seconds after I start or load the file.
Log:
Spoiler
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 26
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 27
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 28
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 29
71053 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 30
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 31
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 32
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 33
71823 [Thread-5] INFO exerelin.plugins.ExerelinModPlugin - Game load
71824 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: /home/alex/games/starsector/./mods/Nexerelin (data/config/exerelin/customScenarios.json)]
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
72072 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Culann]
72088 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Donn]
72097 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Qaras]
72119 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Madeira]
72196 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 2.0 for market [Salamanca]
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
72236 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
74348 [Thread-9] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
at org.lazywizard.versionchecker.UpdateNotificationScript.warnUpdates(UpdateNotificationScript.java:75)
at org.lazywizard.versionchecker.UpdateNotificationScript.advance(UpdateNotificationScript.java:154)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
74457 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
74458 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Starsector 0.9.1a-RC8
Modlist:
Lazylib 2.4e
Nexerelin 0.9.4b
SpeedUp 0.5.2
Version Checker 1.7c
-
I just installed the mod on Ubuntu, and now my game crashes about two seconds after I start or load the file.
Log:
Spoiler
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 26
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 27
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 28
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 29
71053 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 30
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 31
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 32
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 33
71823 [Thread-5] INFO exerelin.plugins.ExerelinModPlugin - Game load
71824 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: /home/alex/games/starsector/./mods/Nexerelin (data/config/exerelin/customScenarios.json)]
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
72072 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Culann]
72088 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Donn]
72097 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Qaras]
72119 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Madeira]
72196 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 2.0 for market [Salamanca]
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
72236 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
74348 [Thread-9] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
at org.lazywizard.versionchecker.UpdateNotificationScript.warnUpdates(UpdateNotificationScript.java:75)
at org.lazywizard.versionchecker.UpdateNotificationScript.advance(UpdateNotificationScript.java:154)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
74457 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
74458 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Starsector 0.9.1a-RC8
Modlist:
Lazylib 2.4e
Nexerelin 0.9.4b
SpeedUp 0.5.2
Version Checker 1.7c
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
cool stuff ... which version of JRE/JDK/OpenJDK are you using ? Note: I've seen this problem with not being able to determine the primitive type color with another user but i don't know which Environment that one was using [/s]
-
@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?
-
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
cool stuff ... which version of JRE/JDK/OpenJDK are you using ? Note: I've seen this problem with not being able to determine the primitive type color with another user but i don't know which Environment that one was using
openjdk version "1.8.0_222"
OpenJDK Runtime Environment (build 1.8.0_222-8u222-b10-1ubuntu1~18.04.1-b10)
OpenJDK 64-Bit Server VM (build 25.222-b10, mixed mode)
Edit: FIXED! My Version Checker was an older version.
-
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
cool stuff ... which version of JRE/JDK/OpenJDK are you using ? Note: I've seen this problem with not being able to determine the primitive type color with another user but i don't know which Environment that one was using
openjdk version "1.8.0_222"
OpenJDK Runtime Environment (build 1.8.0_222-8u222-b10-1ubuntu1~18.04.1-b10)
OpenJDK 64-Bit Server VM (build 25.222-b10, mixed mode)
Edit: FIXED! My Version Checker was an older version.
Good to know, thank you, never would have thought that it was the version checker blew my mind Note to self* read logs to the end
-
I can't seem to make an alliance, I go to special functions and all that is there is request a fleet, prisoners, and faction directory.
EDIT: never mind, I had to leave and come back.
-
Question.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
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Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?
-
is it normal to have a ton of systems with literally no planets and just a star?
-
They're pretty common, i think 15-25% is standard for vanilla.
-
@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?
is it normal to have a ton of systems with literally no planets and just a star?
Nex uses vanilla behavior for both these things.
Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?
Not at present. Maybe it could become a custom start in the future.
Question.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
Delay for existing colonies is added to the expedition interval for each NPC colony already in existence (counted on timer refresh, i.e. when a new colony expedition event is created). So with one colony present, 60 days is added to the cooldown, with two colonies it's 120 days, etc.
(There's also a 10 day delay between retries, if the generator fails to find a suitable target planet the first time)
It's not quite the stated idea, but you could set a low base interval and high delay per existing colony to have the NPCs expand rapidly at first and slow down after a while.
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@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?
is it normal to have a ton of systems with literally no planets and just a star?
Nex uses vanilla behavior for both these things.
Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?
Not at present. Maybe it could become a custom start in the future.
Question.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
Delay for existing colonies is added to the expedition interval for each NPC colony already in existence (counted on timer refresh, i.e. when a new colony expedition event is created). So with one colony present, 60 days is added to the cooldown, with two colonies it's 120 days, etc.
(There's also a 10 day delay between retries, if the generator fails to find a suitable target planet the first time)
It's not quite the stated idea, but you could set a low base interval and high delay per existing colony to have the NPCs expand rapidly at first and slow down after a while.
Alright, thanks.
Does this mean, though, that if a faction has been getting their colonies conquered a lot, they will begin rapidly expanding again, as long as there are suitable places for them to settle? Based off the logic you just said, that is.
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No, it uses the global new-NPC-colony count (shared between all factions).
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Yo, thank you very much for the invasion toggle I requested, looking forward to running a new game with this update
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So I found a bug, or at least, I think it might be a bug.
Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
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Brilliant changes in 0.9.4 as always!
*The diplo screen brings a lot previously opaque info to light, making it easier to see the logic behind AI faction actions.
*Outposts are a neat thing to have on places where accessibility is limited.
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Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
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It is compatible with Ships and Weapons Pack.
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I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
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any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
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Quick fix update.
Nexerelin v0.9.4c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.4c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.4c
* GUI
* Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
* Show distance of potential agent travel destinations
* Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations
So I found a bug, or at least, I think it might be a bug.
Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Was there a pirate raid/activity intel item? If so, I'll keep an eye out.
Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?
I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
Yeah player_npc is no longer used, you'll want to modify player.faction.
any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
I had that before, but it was an undesirable amount of work to maintain/curate.
All the famous up-to-date mods and most new ones can be expected to be compatible, at least.
-
Quick fix update.
Nexerelin v0.9.4c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.4c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.4c
* GUI
* Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
* Show distance of potential agent travel destinations
* Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations
So I found a bug, or at least, I think it might be a bug.
Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Was there a pirate raid/activity intel item? If so, I'll keep an eye out.
Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?
I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
Yeah player_npc is no longer used, you'll want to modify player.faction.
any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
I had that before, but it was an undesirable amount of work to maintain/curate.
All the famous up-to-date mods and most new ones can be expected to be compatible, at least.
Yeah, I got a intel warning of a pirate raid against Faction: player (I didn't have any colonies yet so it defaulted to player as my faction) by pirates, and they ended up chilling out at my hyperspace point (where I subsequently curb stomped them with my 2 capital 4 cruiser fleet).
So yeah outposts can get raided by pirates.
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Hello everyone! (First post on here!)
I am running into an error and CTD after updating Nexerelin to v0.9.4c from the previous version (I removed it completely by deleting the mod folder for it and replacing it with the new version). With everything I update in this game I purge my saves and start over (Always fun going from start with a different view! :) ) However when I begin a new game, it'll go through its three month simulation but crash to desktop with the error message saying check the Starsector log. I leafed through it found this at the end (I'll put it in spoilers)
Spoiler
161885 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [NEW_BEGINNINGS_OPTIONS.ini]
161887 [Thread-4] INFO exerelin.plugins.ExerelinModPlugin - Game load
161888 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
161888 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
161888 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
162332 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I am good enough at debugging things to know I am not good with debugging things. As far as I know these are all up to date (to a degree, I do not use mods outside of the Mod Index page), but here is my mod load order if its needed.
Spoiler
{"enabledMods": [
"$$$_lightshow",
"ai_flag_tool",
"anotherportraitpack",
"raccoonarms",
"artefact",
"lw_autosave",
"blackrock_driveyards",
"sd_boardable_unboardables_vanilla",
"Celestial Mount Circle",
"CombatAnalytics",
"chatter",
"lw_console",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"ExLaneUnion",
"foundation",
"FDS",
"GKSec",
"gs",
"Grand Sector",
"GMDA",
"HMI",
"HA",
"Imperium",
"junk_pirates_release",
"kadur_remnant",
"lw_lazylib",
"ArkLeg",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"dk_mis_09",
"sun_new_beginnings",
"nexerelin",
"ORA",
"wyv_planetaryShieldAccessControl",
"sun_ruthless_sector",
"sad",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"Sylphon_RnD",
"tahlan",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"lw_version_checker",
"audio_plus",
"shaderLib"
]}
Sorry if I am being a bother. :-X
Edit: Rolling back to 0.9.4b fixed the issue. I double checked my mods to see if any were out of date (The ones outside of version checker, and version checker itself) and they seemed okay.
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Hallo! I hate to bother. but I seem to be running into an error with the recent update! v0.94c.
It states it is unable to initialize class exerelin.campaign.submarket.PrismMarket
The following would be the the log!
94733 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Thank you for your time. And sorry for the bother!
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I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it.
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crash on generation of new random custom sector game
Spoiler
466897 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
and at custom game non random
Spoiler
399826 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
reverted to 0.9.4.b as that one seems to work 'fine' with "?" :)
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Getting the same problems as the ones above about the PrismMarket.
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Hi. I've had a problem since updating to the latest version. I replaced the old files with the new ones, but my save game was corrupted and had to start a new one. Not a big deal since I barely did anything in that particular save. However, one we got past the initial game set-up and I was being placed into the actual sector (loading bar displaying the dates up to March 1st) it suddenly crashed at the very end with a "Starsector 0.9.1a-RC8" error message, stating "Fatal: Could not initialize class exerelin.campaign.submarkets.PrismMarket. Check starsector.log for more info" Could I get some help, please?
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Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
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Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
That's what you get for adding throw new RuntimeException(ex); ruining the "IT JUST WORKS" paradigm
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Updating to the most recent patch seems to have messed up creating outposts at planets- attempting to do so just results in a "NullPointerException: Null" error before returning the planet screen. Didn't have any issues before - could this be related to moving the ruin survey in the planet page, or is this just a savegame specific bug?
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Updating to the most recent patch seems to have messed up creating outposts at planets- attempting to do so just results in a "NullPointerException: Null" error before returning the planet screen. Didn't have any issues before - could this be related to moving the ruin survey in the planet page, or is this just a savegame specific bug?
Hmm. This is after attempting to build (rather than when first displaying the construction menu), correct? What does the end of [starsector-core]/starsector.log say after the error appears?
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Updating to the most recent patch seems to have messed up creating outposts at planets- attempting to do so just results in a "NullPointerException: Null" error before returning the planet screen. Didn't have any issues before - could this be related to moving the ruin survey in the planet page, or is this just a savegame specific bug?
Hmm. This is after attempting to build (rather than when first displaying the construction menu), correct? What does the end of [starsector-core]/starsector.log say after the error appears?
Yup, after attempting to build. Though it may be a bit of a non-issue now, since I can't reproduce it anymore. It was happening yesterday and this morning, but I when I tried to recreate it and take a peek at the log, the outpost constructed normally. Odd - I'll let you know if it happens again though.
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Found a bug in you generateBlueprintStock function. For fighter wings you're actually checking for knowsWeapon instead of knowsFighter.
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Why does it cost a monthly fee to store things at an outpost? The player already pays a monthly upkeep fee and they don't generate an income.
These would make excellent alternatives to having to rely on abandoned space ports for early game storage.
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thanks for the solution to resolve crash fix @histidine
i got tricky question
is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices
it would be nice to get e.g. some experimental switch (setting) to try those
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New to the game and trying out different mods. So any faction/ship/arsenal mods that work particularly well with this one? Nothing too unbalanced.
-
Why can I find information about what this mod does in more detail than one bullet point list?
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Catching up on questions and such in this thread:
How to disable version checker integrated in Nex?
There's now a setting in settings.json for that.
Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station?
It'd be nice in some places, but I'd have to work out a bunch of potential issues. e.g. does making a bunch of autonomous outposts with patrol HQs/military bases in a single star system become the new defense meta?
Well, I might take a look further down the road.
I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it.
"Brawl mode" (toggled in Nexerelin/data/config/settings.json) generates defense fleets (which are there to compensate for larger invasion fleets).
Beyond that, the expectation is currently that the invasion fleets are more or less balanced against the target system's patrols + stations. Some sort of mobile "strategic reserve" thing that fights both player and NPC invasions would be nice, though. (At least once I figure out what the implementation will actually look like, at any rate)
Found a bug in you generateBlueprintStock function. For fighter wings you're actually checking for knowsWeapon instead of knowsFighter.
Good catch! Thanks, will fix.
i got tricky question
is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices
it would be nice to get e.g. some experimental switch (setting) to try those
Supporting them natively on my end will introduce more code/UI complications than I want to deal with, I think. The modders can always add any Nex custom starts they deem suitable.
Why does it cost a monthly fee to store things at an outpost? The player already pays a monthly upkeep fee and they don't generate an income.
Well, mostly because I hadn't bothered to change the storage code yet. (I plan to, for this and also for autonomous colonies)
For now, you can put normal commodities in the Local Resources submarket. And say the outpost storage fee represents the cost of securing items in it against theft (and AI cores refuse to be put in storage because they'll be lonely in there).
New to the game and trying out different mods. So any faction/ship/arsenal mods that work particularly well with this one? Nothing too unbalanced.
Most of the mods in this category that have been around for some time should work well.
The mods on DynaSector's supported mod list (http://fractalsoftworks.com/forum/index.php?topic=11001.0) lists the most famous and reputable ones (although not all of them are available for Starsector 0.9.1 yet); if you ask on the Discord you can get more recommendations.
Why can I find information about what this mod does in more detail than one bullet point list?
"Where", I assume you mean? There isn't really such a list, unfortunately, although I think most people who've already played a game of vanilla Starsector can pick it up as they go.
I ought to write a quickstart guide... eventually.
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oh, so one can add premade custom starts similar like faction config etc.?
\%mod%\data\config\exerelin
\%mod%\data\config\exerelinFactionConfig
is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?
i don't see it in the first post / FAQ nor wiki https://bitbucket.org/Histidine/exerelin/wiki/browse/
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I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.
I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?
Thanks.
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I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.
Just spit balling ideas.
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I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.
Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
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I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.
Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Make them Dickerson-sized fleets.
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I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
- Limit BP drops based on market size/stability?
- Auto-sell the heavy industry on market transfer, if the faction already has one?
- Something else?
is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?
Interstellar Imperium has an example: config file (https://bitbucket.org/DarkRevenant/interstellar-imperium/src/master/src/data/config/exerelin/customStarts.json), script (https://bitbucket.org/DarkRevenant/interstellar-imperium/src/master/src/data/scripts/campaign/customstart/II_YamatoStart.java). It does require a bit of Java knowledge to implement.
I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.
I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?
Thanks.
You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.
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Not sure if this is a vanilla bug, only played with this mod - a system was claimed by pirates that had one planet in it, there were two other planets from two other factions in the system. I captured pirate relays (nav and comm) then captured the pirate planet, which should have made the system claimed by me and kept the relays under my control, however other two AI faction each captured one of my relays just like that without declaring war and if I try to take them back after being stolen I have to go to war with both of them. Not only that, but I planted a couple colonies to tech mine on a couple planets in this pirate system and got a warning at the colonization screen that pirates were gonna wipe em out in short order, yet after capturing the pirate planet, system control instead of passing to me went to one of the other factions in the system so on top of stealing my relays for free they also send me tribute demands for other colonies in system (except the original pirate planet). Quite buggy stuff.
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I think 'Limit BP drops based on market size/stability?' would be the best way to at least somewhat mitigate the exploit.
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I also agree that liming drops based on market size/stability is best.
Also, want to re-report an issue:
Noticed that Invasion fleets are a little too easily distracted. They will happily forget whatever they were doing a and chase a couple of pirate frigates. They try to get back to the mission, but as soon as the pirate frigate gets closer, they instnatly turn after it again. The fleet can spend months massing about instead of reaching their main objective. The only solution is to stay well away from the fleet, so it's abstracted, then it moves to the target properly.
Invasion fleets should just outright ignore anything with less than say, half of their FP, of the fleet and just move to their objective.
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You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.
Nice, thank you. In my searches I read that the events tend towards neutral, I didn't see any parameters that would seem to affect that in the diplomacyConfig, unless it's the min/max RepLevelToOccur?
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I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
Auto-selling heavy industry seems to be the best band-aid solution. What I'd like you to do is to make only the faction's biggest shipyard drop blueprints. What I'd like Alex to do (and I have seen it suggested once, but I don't remember where) is to make heavy industry more granular, with higher levels required for bigger ships and better gear.
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Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?
i.e.: Disposition Penalty + Negative Event Modifier
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I can't request alliance for some reason.. For 1. it shows prisoner actions
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Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).
Is there any other way to get the location (if it isn't destroyed) of this damned thing?
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Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?
i.e.: Disposition Penalty + Negative Event Modifier
They're currently hardcoded, sorry!
Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).
Is there any other way to get the location (if it isn't destroyed) of this damned thing?
It can't be destroyed (normally that is, a player could in principle sat bomb it out of existence or otherwise decivilize it).
Nex Prism (as opposed to Scy's, which is in the Acheron system) is in hyperspace; turn off Starscape (hotkey '1') in the Tab map to find it.
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Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).
Is there any other way to get the location (if it isn't destroyed) of this damned thing?
Its in the center of the map.
So if you didn't use Randomized sectors, it should be around Askonia.
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Thanks folks, sadly the Freeport somehow actually vanished, just loaded another early game save and the station is exactly where it should be, not so in my late-game save.
The other mods I'm using are:
Arsenal Expansion 1.5.3g
Combat Chatter
GraphicsLib, LazyLib, MagicLib
Ship and Weapon Pack
SkilledUp, SpeedUp
Underworld
Vayra's Ship Pack
So in conclusion it seems to not be an issue with the mods I'm running, but I highly suspect it got killed at some point. One gets the option to engage the station, so npc's should be able to engage - and destroy- it as well, or am I mistaken? I simply see no other possibility... Can one somehow make the station spawn again?
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Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?
i.e.: Disposition Penalty + Negative Event Modifier
They're currently hardcoded, sorry!
Ahh, that's too bad. I hope we will get more diplomacy customization in the future.
Anyways, thanks for the answer! I am enjoying your mod a lot, it really makes endgame fun! Alex absolutely needs to implement it into Vanilla before the official 1.0 release.
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I am getting a crash to desktop every time I start a new game after the last update. I have reverted back to an old version of this mod and have no issue. (I have about 30 mods installed). Hope it can be fixed!
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I'm also getting a ctd when trying to start a new game with 9.4c.
log says:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
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See here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg262827#msg262827) for the crash fix.
So in conclusion it seems to not be an issue with the mods I'm running, but I highly suspect it got killed at some point. One gets the option to engage the station, so npc's should be able to engage - and destroy- it as well, or am I mistaken? I simply see no other possibility... Can one somehow make the station spawn again?
It can be destroyed in battle, but not permanently (same as how the vanilla core world stations like Kanta's Den and Port Tse Franchise Station work).
Anyway, to respawn it, enter the following (copy and paste) in the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) console:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
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Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Ohh, well.... This is one of those nex changes I have missed :/
The fix will be uploaded in the next FDS update, and thanks for finding the issue, I was messing with the nex faction config file like crazy thinking that's where the issue was, it was the only place I spotted something different from the files in your mod ::)
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There's a CTD when you're managing your agents, and you change their travel faction but not their travel destination planet.
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What does "Starfarer Mode" if I enable it?
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Obligatory sneak peak:
Spoiler
https://bitbucket.org/Histidine/exerelin/wiki/Changelog
What does "Starfarer Mode" if I enable it?
Basically, hard mode.
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Obligatory sneak peak:Spoiler
https://bitbucket.org/Histidine/exerelin/wiki/Changelog
What does "Starfarer Mode" if I enable it?
Basically, hard mode.
Please more info. Pleeeease. What is more hard and in what ways?
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Please more info. Pleeeease. What is more hard and in what ways?
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
v0.9.2d (2019-07-16)
Player colonies' population growth halved, income reduced 25% when in Starfarer mode
Player colonies have size growth even when autonomous
possibly more
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Do agent AUTO-Level up??? If so, My agents are sitting at 2500/2500 and 7500/2500 XP!
OR
Must I level them up myself? If so, how in the world do I do that??
Sooo frustrated, so little information about this mod, OMG!
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They automatically level up. The second number is how much XP remains to a level up, not the total XP required.
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I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
- Limit BP drops based on market size/stability?
- Auto-sell the heavy industry on market transfer, if the faction already has one?
- Something else?
Presumably after the first raid, they'd lock down or delete the blueprints. So once the player triggers the high alert from the first raid, you shouldn't have any chance at getting any more blueprints.
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Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.
However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.
So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
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Also, if you time it right and set the force points correctly, you can create huge defense forces for yourself. If you see someone invading you with a force too big to handle, you request your own invasion fleet to wherever, set to gather at the invaded system, and time it so it spawns exactly when the enemy fleet arrives.
Boom, now there are 25 Pandemoniums waiting to bash in some Persean League face.
Not sure if this is intended or known and also not sure how you would prevent players from doing it.
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Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
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Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
Do exactly what it says. Remove all orbiting stations (orbital station, battlestation, or star fortress) with extreme firepower, as well as any troops orbiting the planet that isn't yours, then use marines to Invade the planet.
That or you can go to special actions and, if you have your own commissioned faction or you have your own faction itself, you can call in a fleet. Designate fleet points and how many marines you put in (try to put in more than the estimate of how many forces there will be in the system to defend) then click OK. It will spend a lot of credits but its worth it depending on what your raiding.
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Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
Do exactly what it says. Remove all orbiting stations (orbital station, battlestation, or star fortress) with extreme firepower, as well as any troops orbiting the planet that isn't yours, then use marines to Invade the planet.
That or you can go to special actions and, if you have your own commissioned faction or you have your own faction itself, you can call in a fleet. Designate fleet points and how many marines you put in (try to put in more than the estimate of how many forces there will be in the system to defend) then click OK. It will spend a lot of credits but its worth it depending on what your raiding.
Hmm i worded my original comment poorly, what i meant is that i thought there was a way to capture space stations built within the mod, so destroying the station is not the way to capture it, or am i mistaken?
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You just destroy the orbital station and it will then be disrupted for a number of days, undergoing repairs. Then you can invade if you have enough marines with you.
There is no way of taking over a colony without getting rid of the orbital station or defending fleets first, as far as I know.
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Anyone else running into this problem? I keep crashing out with the error message, "Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]".
In the log it states
"java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
and frankly I have no idea what it means. The only reason I think the error originates with this mod is the "exerelin" tag, since that's fairly distinctive.
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Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.
However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.
So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
I'm increasing the cost factor for invasion fleets a bit in next version, at least.
Also, if you time it right and set the force points correctly, you can create huge defense forces for yourself. If you see someone invading you with a force too big to handle, you request your own invasion fleet to wherever, set to gather at the invaded system, and time it so it spawns exactly when the enemy fleet arrives.
Boom, now there are 25 Pandemoniums waiting to bash in some Persean League face.
Not sure if this is intended or known and also not sure how you would prevent players from doing it.
Not really intended, yeah (if it was, I'd let the player buy defense fleets directly). Though I'm not sure how I'd prevent it either...
What I'd like to do is limit how much the player can spend on fleet requests at once, so you couldn't buy 25 capitals' worth of fleets at once, or if you could you wouldn't be able to do it for a long time. I'd need to think over how the limit would work (and just as importantly, how it'd be presented to the player) though.
Anyone else running into this problem? I keep crashing out with the error message, "Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]".
In the log it states
"java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
and frankly I have no idea what it means. The only reason I think the error originates with this mod is the "exerelin" tag, since that's fairly distinctive.
One of your mods looks broken. What's your modlist?
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How do you gift a planet?
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On said planet, talk to your administrator - you'll see an option to transfer ownership which will then allow you to select the receiving faction.
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Thank you!
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It's a small thing that keeps bugging me, but can the system and owner be swapped around?
For instance, this just popped up:
[REDACTED] Raid
- Held by Hegemony
- Cymenemon star system
Which makes it sound like the Hegemony is holding a raid on the Cymenemon system, which is under the control of the [REDACTED].
Swapping it around would emphasis that it is the star system that is held by X, not the raid.
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Anyone else running into this problem? I keep crashing out with the error message, "Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]".
In the log it states
"java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
and frankly I have no idea what it means. The only reason I think the error originates with this mod is the "exerelin" tag, since that's fairly distinctive.
One of your mods looks broken. What's your modlist?
I downloaded and installed the Combat Chatter, Combat Analytics, Common Radar, LazyLib, Nexerelin, Dark.Revenant's Ship and Weapon Pack, SkilledUp, SpeedUp, and Version Checker mods just yesterday.
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It looks like you're missing GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0), you need to install and enable that as well.
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It looks like you're missing GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0), you need to install and enable that as well.
Bugger me, that simple? Thanks!
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Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.
However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.
So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
I'm increasing the cost factor for invasion fleets a bit in next version, at least.
Cool, and cheers for your answer and insights.
After another few hours of game time doing mostly invasions and counter invasions, I guess to me the larger issue is that when you are invaded, it is waaaaay easier to just fly to the invasion's colony of origin and counter-invade it instead of waiting for their huge fleets to murder you.
I don't know if starfarer mode adresses this but most colonies with battlestations or below are not too hard to crack and kill, which stops invasions months before they even start assembling.
Would there be a way to scale defense fleets (like detachments and fast pickets) for ai factions with player level or something? Or with their income?
Or maybe I am just too used to Freelancer and EVE where defense fleets of civilized systems will just tear you apart early,mid and late game if you make trouble. Whereas in Starsector, even modded, a fleet with 4+ capitals, 2000 Marines and 4000 fuel can just waltz over to Chicomoztoc and invade it whenever they want.
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Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
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I was thinking that rep loss impact should depend on if you are attacker or attacked, specifically you should lose more rep when you are attacking then when defending.
I have gone to pains to make the pirates like me so that I can explore without my colonies being disturbed, and the fact that they still occasionally attack me is just pirates being pirates. I don't think that my relationship should go in the toilet just because some pirate idiot decided to attack me with my transponder on, and pirates being pirates I can't see them caring that much about that idiot either.
Now, if I went on a pirate hunting expedition I can see that *** them off right quick.
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Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
I like the idea of somehow making re-invasions limited. Technically continued invasions and reinvasions are already bad for colonies because of stability but there are so many ways to fix instability it's not really an issue.
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
But isn't invading the port of origin of the invasion fleet already the most preferable option? It's way easier to just invade the invader's colony because their defense fleets are usually not even around anyway.
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Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
I like the idea of somehow making re-invasions limited. Technically continued invasions and reinvasions are already bad for colonies because of stability but there are so many ways to fix instability it's not really an issue.
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
But isn't invading the port of origin of the invasion fleet already the most preferable option? It's way easier to just invade the invader's colony because their defense fleets are usually not even around anyway.
Thats why I use brawl mode.
Brawl mode creates huge offensive and defensive fleets, making it nearly impossible to stop an invasion, but also making it so your colonies don't have to just rely on its defense forces; they get backup defense fleets that help out on top of the usual patrols they get.
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I thought Brawl just made others more aggressive and I haven't been brave enough for that yet.
Okay then, this changes things. Next playthrough there will be brawl.
I mean, strong+ fleets in my current game are already pretty insane with 5 or more fleets and dozens of capitals but I guess you can always go harder.
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Thats why I use brawl mode.
Brawl mode creates huge offensive and defensive fleets, making it nearly impossible to stop an invasion, but also making it so your colonies don't have to just rely on its defense forces; they get backup defense fleets that help out on top of the usual patrols they get.
What/where is brawl mode?
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I thought Brawl just made others more aggressive and I haven't been brave enough for that yet.
Okay then, this changes things. Next playthrough there will be brawl.
I mean, strong+ fleets in my current game are already pretty insane with 5 or more fleets and dozens of capitals but I guess you can always go harder.
I hope you will up the fleet size limit and the AI fleet size limit to smthing more reasonable 30 -> 45 as well. It's very synergistic with nexers brawl mode. It adds a bit to the strategic layer as most of your non "chunky" ships if fielded at the beginning will need to be called back even before half time, while still allowing for battle-sizes of more than 350 DP.
What/where is brawl mode?
In nexerelins settings.json, be careful about the min max multipliers, i found a min of 1 and a max of 1.6 to be a good setting. They can be changed on the fly by editing the json file and restarting the game, this however does not apply to Invasions that are already visible in your Intel tab or are in Que.
@Histidine This is pretty futuristic talk ... but how are ship quality and ship quantity affected by higher Fleet size limits and what is the impact of multipliers like Heavy Industry's on this? In general i see more frigates with higher fleet limits, would an additional heavy industry turn those frigates into higher DP ships? Have you established a conditional weighing scheme(or a foundament for it) for AI Colonies in regards to which industries they should pursue as they grow?
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Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.
I'll probably just make a successful invasion steal the player's cash (representing looted commodities) or somesuch, and make successful invasions apply the defender preparedness bonus (currently only failed ones do).
@Histidine This is pretty futuristic talk ... but how are ship quality and ship quantity affected by higher Fleet size limits and what is the impact of multipliers like Heavy Industry's on this? In general i see more frigates with higher fleet limits, would an additional heavy industry turn those frigates into higher DP ships?
Heavy industry doesn't affect ship size composition of the fleet at all, except insofar as having/not having heavy industry changes which ships are available.
Have you established a conditional weighing scheme(or a foundament for it) for AI Colonies in regards to which industries they should pursue as they grow?
Yeah, next version it should try to make industries the faction doesn't have yet.
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Do invasion fleets calculate from planetary strength, or opposed strength in the system?
Because I've had one world in a fortress system constantly successfully invaded any time I'm not there, but if I'm there they don't even make it to the planet in question.
(Also is there any way to defeat an invasion fleet if it is just planetary? Said planet is a size 10 with a fully upgraded patrol HQ, ground defences, star fortress and force shield but still keeps getting taken.)
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Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.
I'll probably just make a successful invasion steal the player's cash (representing looted commodities) or somesuch, and make successful invasions apply the defender preparedness bonus (currently only failed ones do).
Cool, there should definitely be a lot more penalties to losing a colony and lot more ups for actually founding or capturing one, like maybe the fleet-size over the minimum 30 being determined by a function over the sum of market levels the player or the faction currently holds and some other "stuff" i guess. This would however require a split/drill of AI Fleet size to AI Fleet size per faction and a lot of method adaptations.
Yeah, next version it should try to make industries the faction doesn't have yet.
That would be a cool fundament, considering that some faction mods add their own industries and hopefully also will be able to add custom resources with custom industry dependencies i petition that one could create profiles based on their own faction(lorewise) through which one could determine;
1) which Goods a faction hopes to archive a monopoly in.
2) which Goods a faction is willing to neglect to reach (1)
This would give grounds for additional triggers for disputes (1) and would lead to a more realistic faction dependency (2) where favorable and dis-favorable dispositions are impacted by actual economic concerns... bla bla ... bla.
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Since this mod adds more interactivity with stations, I was wondering.
Would it be possible to add an option to threaten a station if it refuses to trade with you? Like, Knock knock, its the player faction. With huge boats. With guns. Gunboats.
"OPEN THE STATION. STOP HAVING IT BE CLOSED."
Would be nice if you could stop silly AI from not being able to trade with your huge capital fleet.
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Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Thanks
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Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Thanks
Also thanks, came here looking to what mod could cause this issue.
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I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.
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If anyone is having a crash with LocalResourcesSubmarketPlugin in the error message, this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) fixes it. Place in Nexerelin/jars
I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.
Seems there were a couple of bugs in it:
- The reconfig screen's "Allow respawn for factions not currently present" setting was defaulting to the opposite state of the one currently set (i.e. if it was currently allowing respawn of absent factions, the setting in the dialog would be set to false). It was setting the correct value when the player clicks Done, at least.
- The console command can try to respawn the player faction, which the rest of the code doesn't allow.
- Not technically a bug, but the console command also wasn't clear on what it was doing.
(Also the respawn can only target hostile factions, so if the faction doesn't have any enemies it won't respawn. I'll have to implement something for that scenario.)
Well, fixed the bugs and clarified the console messages for next version, thanks!
In the meantime, if you have a specific faction you want to respawn, you can enter its faction ID with the command, e.g. spawnrespawnfleet persean
Do invasion fleets calculate from planetary strength, or opposed strength in the system?
Because I've had one world in a fortress system constantly successfully invaded any time I'm not there, but if I'm there they don't even make it to the planet in question.
(Also is there any way to defeat an invasion fleet if it is just planetary? Said planet is a size 10 with a fully upgraded patrol HQ, ground defences, star fortress and force shield but still keeps getting taken.)
The autoresolve has two stages: simulated battle against system patrols + target's defense station (and sometimes also other fleets that happen to be in-system), and ground action against the target's ground defenses.
The second stage works similar to player invasions, with each invasion fleet having an abstracted load of marines (set when the invasion intel item is generated, based on how much force it thinks it needs to overcome the defenses).
Don't ask me how the first stage is calculated, because I have no idea. (it does use the size of the fleets involved, and also ship and officer quality)
A planet with max defenses should be pretty much untakeable. Although it sounds like you don't have Heavy Batteries? That upgrade is a 50% increase to total defense strength, so you should get it. Also try to make sure your stability is maxed out for even more defense.
If your planet is still getting taken when you think it shouldn't be, you could upload the save and I'll take a look at it.
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First of all i wanna say this is an absolutely lit mod. Having crazy much fun with it. So thanks.
But i recently updated a few mods and now i keep crashing to desktop with the Error Message: "Fatal: Could not initialize class exerelin.campaign.submarkets.PrismMarket Chechk starsector.log for more info."
I was wondering if you or anyone else could help me with that.
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Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
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@Histidine
some small suggestions for the starting setup menus
Faction settings menu when random generation enabled
A. enable all / disable all factions
(this will help setup games faster)
B. add counters (how many factions are disabled , total count of all factions)
(that would help to orient in what was setup)
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Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
Talk to a planet and select special options (or something similar).
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Not related to any on going conversations:
I've been searching online for days now to no avail. How do you trade High Value Targets in Nexerlin??? It says you can trade them for improved relationship but all i can do is sell them or dump them out the airlock lol.
No matter who i talk to in the coms i don't get an option to hand them over, i've also tried saving then selling them in the market and waiting but i get no relation boost, even with the faction i won them from. Nowhere online i can find an explanation on the process.
Hopefully if someone can give the answer here it will help people searching in the future.
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Prisoners you can trade in the special options (it's the menu on station / planet before you enter trade interface)
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Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
Talk to a planet and select special options (or something similar).
Bugger, shoulda thought of that. Thanks!
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Does Nexerelin change the drop rate for blueprints or similar things. I had a playthrough where I mistakenly thought I had installed Nex, so I restarted with it active, and I am wonder if I am just far less lucky this round or if something in the mid is causing it.
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It would be cool to add support for Steelclad that came out recently
It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion
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It would be cool to add support for Steelclad that came out recently
strange, i use steelclad with nexerelin w/o issue, even the factions works
(but it's possible i edited something to make it work, as i sorting errors whole time)
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Notes for faction modders on upcoming features
Next version of Nexerelin will add a "diplomacy traits" feature for factions. This is specified by an array in the faction config .json.
For instance, Hegemony has (https://bitbucket.org/Histidine/exerelin/src/9ddca3fd561caac80ea1784469a97a41c2775501/data/config/exerelinFactionConfig/hegemony.json#lines-17)
"diplomacyTraits":["paranoid", "stalwart", "dislikes_ai", "law_and_order", "envious"],
A list of traits can be found in this .json (https://bitbucket.org/Histidine/exerelin/src/master/data/config/exerelin/factionTraits.json), and is shown in this image:
Spoiler
(https://i.imgur.com/FeKyfEY.png)
Also: I may enable population growth for NPC core worlds by default in next version.
For markets that should not do this (e.g. ORA's Dilapidated Refinery), set a memory key in the market's memory: $nex_colony_growth_limit with value = desired max size
Does Nexerelin change the drop rate for blueprints or similar things. I had a playthrough where I mistakenly thought I had installed Nex, so I restarted with it active, and I am wonder if I am just far less lucky this round or if something in the mid is causing it.
Nex doesn't (try to) do anything to drops.
It would be cool to add support for Steelclad that came out recently
It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion
It's not a priority for me, but I may see what can be done in the future.
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Thats really cool!
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I love this mod, playing with multiple factions and having them interact with each other was a blast! I am sure this was asked a bunch of times already but is there a way to disable the random reputation events? It was fun to manage them at first but it became annoying as the game kept going.
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Good day. First of all, thanks for the mod! It was an incredible gaming experience for me with all the faction warfare and extra fun functions.
Now, I'd like to leave my feedback on the matter.
After playing for 100+ hours with Nexerelin, I could see a single major balance issue that I'd like to highlight today.
The issue is the Request Fleet function.
It is RIDICULOUSLY strong. For just 650k you can summon 5+ enormously large fleets to destroy anything you want.
A full (1500) space power fleet costs 650k when you request it with minimum ground power. But do you really need ground power?
Not only these fleets are as strong as Radiant [REDACTED] fleets found in the high danger zones (or even stronger actually), but they are also dirt cheap.
By using Request Fleet, you can literally win the game without ever fighting.
Here's an example:
At the start of the game, you can just explore a bit and gather the 650k necessary. Or 1.3kk to be absolutely sure.
Then you request a fleet or two, buy 500 marines and just go to any system you want.
Summoned fleets obliterate all patrols and orbital stations and you just do tactical bombardment => invade. 500 marines are more than enough after the bombardment.
And the whole Askonia can be yours in just one or two hours after getting into the game. Gotta have those lobsters.
In short, the problem is that price and fleet power are nowhere around balanced. What you get for 650k now should be worth at least 6.5 millions.
And once you have several good planets and make 500k+ per month, you can just launch these invasions every month and take system by system. You don't even have to fight yourself.
Now that I've explained the problem, here's what I propose:
1) Make a hard cap for the fleet's space power that scales with how many Ship Hulls a faction that provides the fleets produces.
For example, a faction that produces a total of 40 Ship Hulls across all of its markets will have a cap of 1000 space power when you're requesting fleets from them.
With this change, you will have to actually work on your colonies and build those Heavy Industries everywhere to be able to summon high-power fleets.
2) Increase the price to at least 2000-3000 credits per space power. This will still be more or less cheap, but it won't be as free as it is right now.
3) Make it so only one fleet can be launched at a time, no matter how big or small. This is to prevent spamming 2-3 request fleets on the same system and overwhelming it.
I believe that with these changes Request Fleet will be a lot more balanced and be more of an extra help for when you attack a system rather than "I win" button. Most systems tend to have about 1000-1500 space power when it comes to defense, so being able to summon a 1500 space power fleet for 650k just like that is absolutely over the top.
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Good day. First of all, thanks for the mod! It was an incredible gaming experience for me with all the faction warfare and extra fun functions.
Now, I'd like to leave my feedback on the matter.
After playing for 100+ hours with Nexerelin, I could see a single major balance issue that I'd like to highlight today.
The issue is the Request Fleet function.
It is RIDICULOUSLY strong. For just 650k you can summon 5+ enormously large fleets to destroy anything you want.
A full (1500) space power fleet costs 650k when you request it with minimum ground power. But do you really need ground power?
Not only these fleets are as strong as Radiant [REDACTED] fleets found in the high danger zones (or even stronger actually), but they are also dirt cheap.
By using Request Fleet, you can literally win the game without ever fighting.
Here's an example:
At the start of the game, you can just explore a bit and gather the 650k necessary. Or 1.3kk to be absolutely sure.
Then you request a fleet or two, buy 500 marines and just go to any system you want.
Summoned fleets obliterate all patrols and orbital stations and you just do tactical bombardment => invade. 500 marines are more than enough after the bombardment.
And the whole Askonia can be yours in just one or two hours after getting into the game. Gotta have those lobsters.
In short, the problem is that price and fleet power are nowhere around balanced. What you get for 650k now should be worth at least 6.5 millions.
And once you have several good planets and make 500k+ per month, you can just launch these invasions every month and take system by system. You don't even have to fight yourself.
Now that I've explained the problem, here's what I propose:
1) Make a hard cap for the fleet's space power that scales with how many Ship Hulls a faction that provides the fleets produces.
For example, a faction that produces a total of 40 Ship Hulls across all of its markets will have a cap of 1000 space power when you're requesting fleets from them.
With this change, you will have to actually work on your colonies and build those Heavy Industries everywhere to be able to summon high-power fleets.
2) Increase the price to at least 2000-3000 credits per space power. This will still be more or less cheap, but it won't be as free as it is right now.
3) Make it so only one fleet can be launched at a time, no matter how big or small. This is to prevent spamming 2-3 request fleets on the same system and overwhelming it.
I believe that with these changes Request Fleet will be a lot more balanced and be more of an extra help for when you attack a system rather than "I win" button. Most systems tend to have about 1000-1500 space power when it comes to defense, so being able to summon a 1500 space power fleet for 650k just like that is absolutely over the top.
You don't even need to go into space to do this.
Attack a low level planet (3 or 4) with a patrol station and/or heavy batteries by taking out their space port.
Invade.
Give the colony to another faction.
Then sell a bunch of marines + armaments.
Congrats, you've just made about 300K or more, in the first couple of days of the game, and can now repeat it a few more times to get millions early, do the strategy you just said, and win. I personally attack a AI core planet of WY, take their AI core, then attack Hegemony for their level 8 colony, AI core it, and I now have 500k income early game in about 3-4 months time ingame.
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Thanks for the feedback! Well, I guess that's at least two exploits to fix for next version.
In a future version (maybe not the next one though) I'll probably implement a capacity chargeup system for fleet requests, based on the player economy (like how NPC invasion fleets already work).
'Charge' accumulates, through availability of marines/supplies/ship parts/heavy armaments at colonies (imported, or for greater effect produced locally). Capacity is increased by having military bases and high commands. Requesting a fleet drains the charge based on its size.
What I probably will do for the next version is block transfer of markets without a functioning spaceport (nobody wants such a liability). You broke it, you own it!
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If you're going to be going over fleets, I'd love to be able to request colonisation fleets.
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Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
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Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
Turn off the starscape on the hyperspace map, as it'll cover the freeport's icon.
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Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
If you have SCY installed, Prism Freeport spawns in their home system of Acherons Domain, otherwise it should just spawn somewhere in hyperspace. If you look at the planet list and sort by name, you might find it there.
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Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
If you have SCY installed, Prism Freeport spawns in their home system of Acherons Domain, otherwise it should just spawn somewhere in hyperspace. If you look at the planet list and sort by name, you might find it there.
Ah, that must be it. I have SCY installed, I think I've been in that system once very briefly. I was looking for it for ages around the core systems for 30 minutes last night!
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If you don't have scy nations, then the Prism Freeport always floats around hyperspace near Askonia. Just travel dead center of Askonia in hyperspace then fly around; you will find it.
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(https://i.imgur.com/xb0XHbF.png)
Nex is fun! Especially when comissioned as pirates because everyone just sees free real-estate.
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First im really loving the mod. But im having some real problems with faction relationships. Twice ive had a faction go from plus +30+40 friendly to negative 50 shoot-on-site without any idea why.
The first time I was on a survey mission in the outer systems, when I left Tri-Tachyon was +20 ish and when I got back to the core they where -50. Thinking it was a bug I reloaded a save and did the survey again, relation didnt change this time.
The second time, much later in the same game (ive got two colonys now) Im chasing a Luddic Path merchant convoy into a Tri-tac/Persean system where I help the Perseans kill the convoy, I get the notification relation improved with Persean Leauge +5 friendly, but when I try to sell the the nearby Tri-tac planet they wont let me. I check the factions tab and Persean League, Tri-Tac, and Sindrian (who are in an alliance) are all -50 hostile. HOW DID THAT HAPPEN???? I get that theres some random diplomacy stuff going on but WTF?!? Is there some kind of relationship log I can look at to see who *** off who? Ive been trying to get friendly with these guy all game and to have everything go bad so randomly really sucks.
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First im really loving the mod. But im having some real problems with faction relationships. Twice ive had a faction go from plus +30+40 friendly to negative 50 shoot-on-site without any idea why.
The first time I was on a survey mission in the outer systems, when I left Tri-Tachyon was +20 ish and when I got back to the core they where -50. Thinking it was a bug I reloaded a save and did the survey again, relation didnt change this time.
The second time, much later in the same game (ive got two colonys now) Im chasing a Luddic Path merchant convoy into a Tri-tac/Persean system where I help the Perseans kill the convoy, I get the notification relation improved with Persean Leauge +5 friendly, but when I try to sell the the nearby Tri-tac planet they wont let me. I check the factions tab and Persean League, Tri-Tac, and Sindrian (who are in an alliance) are all -50 hostile. HOW DID THAT HAPPEN???? I get that theres some random diplomacy stuff going on but WTF?!? Is there some kind of relationship log I can look at to see who *** off who? Ive been trying to get friendly with these guy all game and to have everything go bad so randomly really sucks.
There are several things that might have happened here. The first is one of the most likely: Are you commissioned by another faction or in an alliance? If your allies decide to war with them, they will drag you into it too. Otherwise you might have hit the Persean League ships accidentally too many times when you helped them? Not sure what might have happened otherwise, I would suggest that you might have failed an accepted mission, but since they are timed, you trying again and not getting the rep loss goes against that.
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Hi all! Ingame hint suggests to take Heavy Armaments but I have some problems with how to use it or how to have a bonus from them?
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First im really loving the mod. But im having some real problems with faction relationships. Twice ive had a faction go from plus +30+40 friendly to negative 50 shoot-on-site without any idea why.
The first time I was on a survey mission in the outer systems, when I left Tri-Tachyon was +20 ish and when I got back to the core they where -50. Thinking it was a bug I reloaded a save and did the survey again, relation didnt change this time.
The second time, much later in the same game (ive got two colonys now) Im chasing a Luddic Path merchant convoy into a Tri-tac/Persean system where I help the Perseans kill the convoy, I get the notification relation improved with Persean Leauge +5 friendly, but when I try to sell the the nearby Tri-tac planet they wont let me. I check the factions tab and Persean League, Tri-Tac, and Sindrian (who are in an alliance) are all -50 hostile. HOW DID THAT HAPPEN???? I get that theres some random diplomacy stuff going on but WTF?!? Is there some kind of relationship log I can look at to see who *** off who? Ive been trying to get friendly with these guy all game and to have everything go bad so randomly really sucks.
There are several things that might have happened here. The first is one of the most likely: Are you commissioned by another faction or in an alliance? If your allies decide to war with them, they will drag you into it too. Otherwise you might have hit the Persean League ships accidentally too many times when you helped them? Not sure what might have happened otherwise, I would suggest that you might have failed an accepted mission, but since they are timed, you trying again and not getting the rep loss goes against that.
Definitely no commission, but am friendly with the Persean/Tri-tacs enemies but not any formal alliance, just friends. I do remember bumping the Persean ships a couple of times during the fight but I didnt even do any real damage I just ran into them, are they that sensitive? A single bad shot or some bad flying can anger them so much?
So theres no kind of diplomacy log or record in game that i can read to see what happened? Or a mod that adds some kind of history tab?
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Ok so how do I keep my faction in good standing with everyone else? It just seems I have random diplomacy issues with everyone and I have yet to interact with any of them other than gunning down pirates in which I don't care about. How do I stop the relationship drain and how do I improve it without the use of agents?
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Ok so how do I keep my faction in good standing with everyone else? It just seems I have random diplomacy issues with everyone and I have yet to interact with any of them other than gunning down pirates in which I don't care about. How do I stop the relationship drain and how do I improve it without the use of agents?
- Intel screen -> "Dipl. profiles" to see if they want to raise or lower rep with you, and what you can do to affect it.
(This only affects diplomacy events executed by the faction's diplomacy AI, not the random events which can go either way)
- High Value Prisoners can be used to raise reputation (Special options menu when docked at the target market). AI cores from vanilla also work.
- If you're really having trouble, open Nexerelin/exerelin_config.json and set followersDiplomacy to false.
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When can I order saturation bombardment fleets?
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So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?
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A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?
I gave every faction 1 system with a planet but i dont see that they expand(after a few hours of playing) or do they need a long time for expanding? Because, i have the feeling i dont get really a chance to do anything to get money. xD there are near no fights and missions are of course often looong trips but near as alway's fuel is really really... rare. :-\ and trading... i think i dont need to talk about that because its also not possible to make money from that.
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A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?
A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.
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Could there be an option to change the additional administrators you get for having a large faction to additional colonies you personally can manage?
I'm feeling particularly British, you see.
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So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?
Looks like an oversight of sorts in the random sector generation code (it wipes Derelict and Remnant entities in star systems it decides to use as core systems... including planets). I'll fix it for next release; thanks for the report!
A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?
A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.
As an addendum, the NPC colonization countdown only starts in cycle 207.
Could there be an option to change the additional administrators you get for having a large faction to additional colonies you personally can manage?
Maybe, if I feel like it
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Little Question again. xD Do abandoned stations still exists if i play with a random sector? or do they only exist if i play vanilla sector? The monthly storing cost for bigger ships on faction planets are deadly high in early game phase. :o wanted to store 2 ships till i have weapons... but the ~2k monthly cost in storage is to high for me. :-\
Edit: I found one, i answered my own question. ^-^
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Hi ! I've a problem with this mod in early game.
I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.
What should i do ?
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Hi ! I've a problem with this mod in early game.
I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.
What should i do ?
Diable always takes a beating in Nex since they bark louder the they bite diplomacy wise, you gotta git gud quick and get a fleet of capitals before they get destroyed.
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Do i need to do something special to add my ships to the Prism High End seller?
Also how do i add a start option using my ships (no faction start)?
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any plans to enable possibility to support faction one is playing for (e.g. starting commission ) with sales of weapon / hull etc. blueprints ?
it's the commented section in
\ExerelinCore\exerelin\campaign\submarkets\Nex_MilitarySubmarketPlugin.java
with
BlackMarketPlugin.delayedLearnBlueprintsFromTransaction
my suggestion would be to make it option in the game settings
A. for starting faction
B. for all factions
only for military markets
for option B this shall be accompanied with config ratio weight or % of those ships vs native faction sets
of course per each faction separately as some got enough ships while others could utilize more designers
plus others modders could define non-native design ratio weights themselves in the \exerelinFactionConfig\faction.json
and as usual, great work with Nexerelin, keep up the spirit and thanks for the fun it offers
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Big update. There's more stuff I wanted to put in, but it's too big as it is.
Thanks to all my unpaid beta testers on Discord for this one
Nexerelin v0.9.5c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5c
* Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
* This is a balancing placeholder pending a rework of the fleet request system
* Config toggle for raids only dropping blueprints once
* Fix Grand Sector support
* Fix mining fleets not spawning with the correct combat readiness
v0.9.5b
* Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
* Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
* Fix insurance being paid without commission
* Fix an agent/economy crash
* Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
* Fix random sector generation potentially cleaning up entities it shouldn't
* NPC colony growth messages can be hidden via settings
v0.9.5
* New features
* Add saturation bombardment event
* Add industry disruption mission
* Add colony governorship purchases from commissioning faction
* Add "reinforce ground defenses" option with base officials
* Add diplomacy trait system for factions
* Add NPC relief fleets
* Agent enhancements
* Agents will specifically target economic competitors
* Several actions cheaper; buff destabilize market action
* AI admins reduce agent success chance by 25%
* Show agent travel on intel map
* Fix agents showing injury recovery success chance
* Fix agents possibly attempting to sabotage population industry
* Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
* Revamp insurance
* Show breakdown of payouts
* Reinstate payment for D-mods
* Rework payout calculations
* Player raid rebalance
* Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
* Can raid for blueprints already known to player
* Each blueprint can only appear in raid loot once per game
* Rework Starfarer mode effects on diplomacy
* Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
* Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
* Fix direct disposition penalty not applying to commissioned faction
* Externalize values to settings.json
* Faction respawn event
* If would-be respawnee has no enemies, make one
* Clearer messages for console command
* Fix some behavioral/UI issues
* Conquest mission
* Reward based partly on target's income
* Fix mission counting down twice as fast as it should
* Colonies/markets
* Add enhanced core worlds setting
* Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
* NPC colonies can grow to size 10 by default
* NPC colonies founded mid-game by a colony expedition are limited to size 6
* When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
* New NPC colonies start with 100k growth incentive
* Outpost and autonomous colony storage fees removed; can store illegal goods
* Can't transfer a market to another faction if it lacks a spaceport
* Counter to "give heavy industry planet away, raid for blueprints" exploit
* Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
* Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
* Tri-Tachyon gets fewer AI cores in random sector
* Miscellaneous
* Fuel availability contributes to invasion points
* Points required for invasion 20000 -> 24000 to compensate
* Prisoner rep value 0.05 -> 0.04
* Defenders get a 1.25x defense bonus during invasions
* Pirate factions more likely to have diplomacy events with each other
* Don't create procurement missions for commodities that no-one produces
* Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
* Alliance intel shows which factions can join; fix wrong title
* Reduce Tri-Tachyon and Church's base negative disposition towards each other
* Fleet request main menu shows target star system
* Grand Sector support (no need to modify core files any more)
* Bugfixes
* Hopefully actually fix invasion fleets getting distracted
* Fix a crash involving local resources submarket
* Fix player homeworld in random sector being autonomous
* Fix some start options being inaccessible when too many factions are loaded
* Fix other factions doing diplomacy with player faction when player is commissioned
* Fix Cabal still spawning in random sector when disabled in Underworld config
* Faction raid condition updated when an affected market is transferred
* Blueprint trader: Fix known fighter check looking in player's known weapons
* Fix a possible stutter issue with NPC fleets' Sustained Burn
* Remove legacy stuff involving relationship changes after resigning commission
* Remove hidden nerf to some factions' vengeance fleet sizes
* Reinstate max officer level check on application load
any plans to enable possibility to support faction one is playing for (e.g. starting commission ) with sales of weapon / hull etc. blueprints ?
I decided not to implement this, as it involves a bunch of complications I'd like to avoid with faction modding. Sorry!
Also how do i add a start option using my ships (no faction start)?
Add them in Nexerelin faction configs in your mod, they'll merge with the base files in the Nex folder. See SEEKER (https://bitbucket.org/CodingTartiflette/seeker-mod/src/master/data/config/exerelinFactionConfig/) for an example.
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@histidine
alex's answer here https://fractalsoftworks.com/forum/index.php?topic=5061.msg268388#msg268388
was quite promising but it seems according to your answer it isn't
may i ask what complications / problems vs factions modding it introduces ?
note: the download links lead to 0.9.4c not 5c (now only in first post)
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Hi ! I've a problem with this mod in early game.
I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.
What should i do ?
Not a big deal, let them take the planet, then just take it back with some marines while the star fort is still down.
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Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
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Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
Those new industries are from the Shadowyards faction (http://fractalsoftworks.com/forum/index.php?topic=3491.0).
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Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
I believe that both the medical centre and solar array buildings are from the Shadowyards mod, not Nexerelin.
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Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
Those new industries are from the Shadowyards faction (http://fractalsoftworks.com/forum/index.php?topic=3491.0).
ah alright, thanks
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Not a big deal, let them take the planet, then just take it back with some marines while the star fort is still down.
This is why the invasion fleet should stay for a while, guarding the newly conquered planet.
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First I want to say how amazing this mod is. Its beyond a mod and more of an expansion of StarSector. Why mining isnt normally apart of StarSector I dont know. Hopefully eventually it will be. However I am dealing with a problem, from what I have read many people experience as well. Lag. I know there is no 'fix' otherwise I would have found it or it wouldnt be an issue. After reading a lot, its obvious that its AI calculations. Enough fleets deciding on what to do next based in real time is going to slow down any system. My question is, are there are tips or other AI behavior mods that are Nex compatible? Or a NexLite version where is has everything except mass warfare between factions? My comp can handle it all until a system gets invaded and then its downhill from there. When an invasion happens, I dont fear the fleets...I fear the lag.
Thanks again for your hard work on this amazing mod!
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First I want to say how amazing this mod is. Its beyond a mod and more of an expansion of StarSector. Why mining isnt normally apart of StarSector I dont know. Hopefully eventually it will be. However I am dealing with a problem, from what I have read many people experience as well. Lag. I know there is no 'fix' otherwise I would have found it or it wouldnt be an issue. After reading a lot, its obvious that its AI calculations. Enough fleets deciding on what to do next based in real time is going to slow down any system. My question is, are there are tips or other AI behavior mods that are Nex compatible? Or a NexLite version where is has everything except mass warfare between factions? My comp can handle it all until a system gets invaded and then its downhill from there. When an invasion happens, I dont fear the fleets...I fear the lag.
Thanks again for your hard work on this amazing mod!
Do you have Prism Freeport enabled? I find that it can be quite the source of lag.
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I do have quite a bit of mods lol, I am pretty new to Star Sector but from what I've been reading its the faction mods that do a lot right? Adding in a ton of extra AI calculations to the map? I just removed NeutrinoCorp and Blackrock Drive Yards. Sad about the Blackrock Drive Yards though but they kept bullying Scy into extinction lol. Which are my fav faction mod, although in desperate need of a little ship buff around the board in my opinion.
My mod load order is
"$$$_lightshow",
"$$$_trailermoments",
"Another Portrait Pack -ReWork-",
"automatic-orders",
"lw_autosave",
"CAS", (Combat Alarm Sounds)
"chatter",
"lw_radar", (Common Radar)
"diableavionics",
"DisassembleReassemble",
"sun_fuel_siphoning",
"ZGrand Sector",
"junk_pirates_release",
"lw_lazylib",
"leadingPip",
"MagicLib",
"nexerelin",
"SCY",
"swp", (Starship Weapon Pack)
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"tahlan",
"US", (Unknown Skies)
"URW", (Upgraded Rotary Weapons)
"vayrashippack",
"toggleWeapons",
"audio_plus",
"shaderLib"
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So after deleting the previous version and installing this version, the saves becomes incompatible. So now I have to start from scratch? Days gone down the drain. Had 4 planets working on my 5th. Had a powerful fleet that took me days to build up. Are we going to have to start a new game for every new version?
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I first grabbed 0.94c, then I noticed version checker said the mod was updated. So I opened the main thread page and see 0.95c and the "hotfix".
Do I still need to use the hotfix with 0.95c or is it redundant now? I tried to check the hotfix's file date, but my computer just dates the files with the time I dl'd them.
I didn't start a game yet, was just messing around with things so I'm glad version checker let me know about this new version!
Thanks a lot! I haven't played this game in quite a while (2-3 years?) so there is SO much new stuff to learn. Nice to see some of my favorite factions are still updated, like Shadowyards and Blackrock among others.
EDIT: I found the file date of the hotfix by saving it from your dropbox to my dropbox account and the hotfix was updated yesterday at 7:40am, so obviously it has been updated recently and is still intended to be used. I'm guessing there is a reason that some people would prefer NOT to use the hotfix and thus it isn't included with the mod by default.
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*snip*
For me, Unknown Skies was causing massive lag spikes for some reason. A pity.
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So after deleting the previous version and installing this version, the saves becomes incompatible. So now I have to start from scratch? Days gone down the drain. Had 4 planets working on my 5th. Had a powerful fleet that took me days to build up. Are we going to have to start a new game for every new version?
It should work with your old saves. Does your game crash on load, and if so what does the error message in starsector.log say?
I first grabbed 0.94c, then I noticed version checker said the mod was updated. So I opened the main thread page and see 0.95c and the "hotfix".
Do I still need to use the hotfix with 0.95c or is it redundant now? I tried to check the hotfix's file date, but my computer just dates the files with the time I dl'd them.
I didn't start a game yet, was just messing around with things so I'm glad version checker let me know about this new version!
Thanks a lot! I haven't played this game in quite a while (2-3 years?) so there is SO much new stuff to learn. Nice to see some of my favorite factions are still updated, like Shadowyards and Blackrock among others.
EDIT: I found the file date of the hotfix by saving it from your dropbox to my dropbox account and the hotfix was updated yesterday at 7:40am, so obviously it has been updated recently and is still intended to be used. I'm guessing there is a reason that some people would prefer NOT to use the hotfix and thus it isn't included with the mod by default.
Yeah, I only put up hotfixes for the currently released version. This happens when there's a mildly serious bug but I can't be bothered to spend the time packaging a new formal release just yet (especially if more bugs might come in later).
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First I want to say how amazing this mod is. Its beyond a mod and more of an expansion of StarSector. Why mining isnt normally apart of StarSector I dont know. Hopefully eventually it will be. However I am dealing with a problem, from what I have read many people experience as well. Lag. I know there is no 'fix' otherwise I would have found it or it wouldnt be an issue. After reading a lot, its obvious that its AI calculations. Enough fleets deciding on what to do next based in real time is going to slow down any system. My question is, are there are tips or other AI behavior mods that are Nex compatible? Or a NexLite version where is has everything except mass warfare between factions? My comp can handle it all until a system gets invaded and then its downhill from there. When an invasion happens, I dont fear the fleets...I fear the lag.
Thanks again for your hard work on this amazing mod!
Do you have Prism Freeport enabled? I find that it can be quite the source of lag.
I just realized Prism Freeport is that Independent starbase in the Scy system. So yea I have that in there. I didnt know there was an option to disable it. I thought it just came with Scy. How do you disable it?
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How do I find out how many agents I can hire (and what affects it)?
I just realized Prism Freeport is that Independent starbase in the Scy system. So yea I have that in there. I didnt know there was an option to disable it. I thought it just came with Scy. How do you disable it?
I wouldn't know, I'm afraid. I don't use Scy so it's just a Nex option for me.
Although in my case the lag tended to be because it was in Hyperspace (presumably patrol fleets and whatnot pathing the entire map), so being in it's own system it shouldn't be a problem.
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Hey does this mod change player owned planets in any way?
I dont like how they work in vanilla and was wondering if thsi changes things in any way. Also couldnt find a detailed feature list, i apologize if it exists.
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Here's a new bug report:
java.lang.NullPointerException
at exerelin.campaign.econ.EconomyInfoHelper.getCompetitionFactor(EconomyInfoHelper.java:326)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDispositionFromTraits(DiplomacyBrain.java:339)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:435)
at exerelin.campaign.diplomacy.DiplomacyBrain.getDisposition(DiplomacyBrain.java:147)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:390)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateAllDispositions(DiplomacyBrain.java:457)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:881)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:902)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:802)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
P.S.: For me, faction disabling also doesn't work.
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P.S.: For me, faction disabling also doesn't work.
You can only disable factions via the startup menu when you choose the option to randomly generate planets/systems, whatever the name of that specific option is.
Then once you have the random generation toggled on and you try to disable/enable factions you will get a list and be able to choose which ones you do or do not want.
If you don't use randomization then all the factions are included and that can not be changed apparently. You could of course disable that particular faction mod if it's a modded faction.
Edit: This is just a guess that you haven't tried to disable factions when turning randomization on. If you have then there is some kind of error that you will need assistance with.
I just figured you might have made the same mistake I did at first when I tried to disable factions w/o using randomization.
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471489 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.econ.EconomyInfoHelper.getCompetitionFactor(EconomyInfoHelper.java:326)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDispositionFromTraits(DiplomacyBrain.java:339)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:435)
at exerelin.campaign.diplomacy.DiplomacyBrain.getDisposition(DiplomacyBrain.java:147)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:390)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateAllDispositions(DiplomacyBrain.java:457)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:881)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:902)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:802)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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About the "raids only drop blueprints once" setting - does the default setting have a cooldown, or is it only once EVER?
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Thanks for the bug reports, here's an official fix release:
Nexerelin v0.9.5d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5d
* Anti-savescum for raid loot
* Reorder colony official interaction dialog options
* Fix EconomyInfoHelper crashes
* Fix saturation bombardment event crash
* Fix disruption missions not timing out
* Turn off officer max level check
(I better not find out about more bugs tomorrow grumble grumble)
Hey does this mod change player owned planets in any way?
I dont like how they work in vanilla and was wondering if thsi changes things in any way. Also couldnt find a detailed feature list, i apologize if it exists.
No specific feature list, sorry! (Maybe in the future)
It does add some new features to player planets (notably gifting to other factions; granting autonomy; bonus admins with empire size; new tools to get rid of pirate activity and Pather cells; and perhaps some other stuff I can't remember right now). Do you have any particular issue with the planet mechanics that you want to know if it's fixed?
About the "raids only drop blueprints once" setting - does the default setting have a cooldown, or is it only once EVER?
Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.
(This is separate from the cooldown for being able to get any blueprints in a raid, which is per-colony)
How do I find out how many agents I can hire (and what affects it)?
maxAgents in exerelin_config.json (not displayed anywhere ingame :()
Command & Control 2 adds 1 max agent.
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It seems like raiding is the least worthwhile way to get BPs now unless you've done over 200 raids to get all the junk out of the way like the single small weapon BPs.
https://i.imgur.com/Kv0seVe.mp4
In any case, thanks for the mod!
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maxAgents in exerelin_config.json (not displayed anywhere ingame :()
Command & Control 2 adds 1 max agent.
Thanks!
Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.
(This is separate from the cooldown for being able to get any blueprints in a raid, which is per-colony)
How is this determined?
Specifically, if a mod added, say, a new form of ship blueprint template (like ship_bp in vanilla), would that be counted or ignored?
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"Turn off officer max level check"
What does this mean, and how does it work?
I'm guessing it's an option somewhere, but I'm just curious mostly on what it's for and what it does. I like to know how things tick, and then use them as I see fit.
It's a fantastic mod all around and it does a lot to add to the base game and I've already spent 2-300 odd hours playing it. Only major bug I've come across is a ram drain that happens with a bunch of other mods, happens when I save and crashes the save file after 5-6 saves in a session.
But if I had to guess it's the traits mod that gives ships traits.
Anyways, sorry for the ramble. Keep up the work, you are doing an awesome job :)
Edit: forgot to add a suggestion. When you pull up the faction directory, why can't you see which markets are militarized, or which system they are in (I think about that last part. Can't double check right now)? You can see which ones have heavy industry though.
It is useful to be able to see at a glance which markets are militarized for
A) invasion/raid purposes
B) ship purchasing! With some factions you don't need to be under commission to buy their military grade ships (such as the independents).
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Thanks for the support!
It seems like raiding is the least worthwhile way to get BPs now unless you've done over 200 raids to get all the junk out of the way like the single small weapon BPs.
https://i.imgur.com/Kv0seVe.mp4
Yeah, ouch.
Thinking I could/should make blueprint loot work a different way in general, e.g. it gives you X 'value' of blueprints per raid (e.g. 1 capital or 3 destroyers; or maybe it should be credit-based) instead of it dropping practically-always-1 (and sometimes more) blueprints that could be basically whatever.
Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.
(This is separate from the cooldown for being able to get any blueprints in a raid, which is per-colony)
How is this determined?
Specifically, if a mod added, say, a new form of ship blueprint template (like ship_bp in vanilla), would that be counted or ignored?
It goes purely by the ship/weapon/fighter ID.
Raids don't normally drop custom blueprint items (only ship_bp, weapon_bp and fighter_bp), so those don't come up. The code marks a BP as dropped when generating the items initially; whatever a mod's loot listener code does afterward won't affect this.
"Turn off officer max level check"
What does this mean, and how does it work?
There was a safety check where it'd crash on starting the application if the player set max officer level to >29, since this risked a crash ingame. But feedback indicates the maximum safe level is not actually 29, so I've taken it off.
Edit: forgot to add a suggestion. When you pull up the faction directory, why can't you see which markets are militarized, or which system they are in (I think about that last part. Can't double check right now)? You can see which ones have heavy industry though.
It is useful to be able to see at a glance which markets are militarized for
A) invasion/raid purposes
B) ship purchasing! With some factions you don't need to be under commission to buy their military grade ships (such as the independents).
It does say (base) for military markets in the directory, and give their star system, doesn't it? (https://i.imgur.com/Bfu7YNa.png)
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Thanks for informative reply! I appreciate it :)
As for the directory question. I believe it shows heavy industry only. I'm not sure about star system (But at this point I'm probably wrong, and it does show which star system it's in).
I don't have my comp in front of me at the moment to double check, but I would if I did.
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In that case I eagerly await the fixed value drop, as I play with a mod that also adds blueprints for non-rare ships/weapons/fighters, and with only 1 drop atm per raid...
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Fixed the crash I posted, tyvm :)
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Not sure how effective this is or if I’m just gonna end up shouting into the void, but I had a question about the victory state.
In the Nexerelin mod, when victory is achieved, what are the implications for gameplay if you continue on? Are factions able to respawn (if enabled)? Does the game play more or less the same?
I’m asking because I’m doing a smolsector run where I take all the sector generation settings as low as they go and only allow independents and my own faction at the start. I’ve been enjoying it but one major downside is you immediately win if you do any missions for the independents before a faction spawns. It could be RNG but it seems victory basically stops the sector from growing. I wanted to ask and see if anyone had a more concrete answer though.
If other faction activity is halted, what course of action should I take to remedy this? Is the victory something I can disable? Is there a config setting that would things easier?
Thank you all for your time.
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how about making planet raids work "market level" times before going on cooldown, with markets that just added heavy industry or got captured, starting the cooldown right away (so no planet gift abuses)
market size could also affect the cooldown
both ammount of raids and cooldown times could also be affected by nanoforges
effect would be that more powerful production markets are better but harder raid targets
early/mid game you would have to raid only low level markets, for less/slower progress
you could also make the raid times before CD non linear, like industries
so 1 at 3, 2 at 4, 3 at 5, and then 4 at 7+
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In the Nexerelin mod, when victory is achieved, what are the implications for gameplay if you continue on? Are factions able to respawn (if enabled)? Does the game play more or less the same?
Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
You can remove an existing victory with the resetvictory console command, which unsets the "won the game" state and allows another victory event to occur.
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Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
Thank you for the quick response! So cool to hear from you. Are pirates protected under the same invasion rules?
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Yeah the frequency and quantity of blueprint drops from raids is now miniscule, after raiding and conquering all of a faction's planets I managed to get zero blueprints above frigate level, and the cooldown is a huge bother. I really don't think raiding heavy industry on a size 7 colony should yield just blueprints to some crap small ballistics.
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Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
Thank you for the quick response! So cool to hear from you. Are pirates protected under the same invasion rules?
Yes, although this can be changed in exerelin_config.json (set allowPirateInvasions to true).
@puffzor: In lieu of a better fix, here's a patch (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) that at least makes raids not drop stuff from the base package. (Place in Nexerelin/jars)
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What are the advantages of being commissioned Vs being in an alliance?
They both seem the same to me, except when commissioned one gets a wage and insurance.
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When commissioned, your faction's relationships are handled by the commissioning faction, and your commissioning faction would really prefer that when capturing planets that they get control (reputation hit if you take it for yourself instead of for them). Beyond that, I think that the free money is the only real difference.
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Hi, about the debt you have to repay in the spacer start: is that forever or is the debt paid at some point?
Thanks
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Just going through crashlog. Just noting things and expanded my RAM usage (which should help) and this:
946686 [Thread-4] INFO exerelin.campaign.econ.EconomyInfoHelper - science_fuckers has heavy industry
Just made me lol.
Only error I see popping up consistently for your mod is the version checker
34700 [Thread-VC-4] ERROR exerelin.utilities.versionchecker.VersionChecker - Failed to load master version file from URL "https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version"
java.io.FileNotFoundException: https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version
Which is because I have fix empty plannets mod (just in case). So yea, your mod is running smoothly :D
Edit: oh right forgot. Faction directory
https://imgur.com/zj4hRTP
Yep. Does not show if bases are military in the directory. Shows heavy industry, and which sector they are in (as I thought, I was wrong). But not if they are militarized or not.
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Can't transfer a market to another faction if it lacks a spaceport
Welp. Conquering the Hegemony and pirates to divvy out their worlds just got a bit messier.
It wont save them though. ;P
(Kind of wish we could like, pay to fastpace repairs though, oh well.)
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Battles can really feel bloated after a while. I caught a single expedition fleet of the luddic church and it had 5 cathedral and 2 legion + like 10 dominator (using swp).
Now I got an invasion force of 14 fleets coming for me. There could be as many as 70 cathedral in that. Just thinking about killing them all bore me.
[attachment deleted by admin]
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it would be nice if there was some setting(s) to allow way more of small/medium fleets
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Hi, about the debt you have to repay in the spacer start: is that forever or is the debt paid at some point?
Thanks
The debt is forever, and is equal to level * 1,000 per month.
It's more for making initial game hard since late game money inflow from colonies is so ridiculous it'll be barely affected by a mere 50k.
It might make more of a difference late game with the skilled up mod though.
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Allied defenses would be nice - as in allies rushing in to help defend a world under attack.
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Battles can really feel bloated after a while. I caught a single expedition fleet of the luddic church and it had 5 cathedral and 2 legion + like 10 dominator (using swp).
Hey, I was also feel unacceptable for extreme bloated battle, you can try to do this to avoid. Just open data/config/settings.json
change
"nex_brawlMode":false,
"nex_brawlMode_minMult":2,
"nex_brawlMode_maxMult":4,
"nex_brawlMode_randomFactionGearChance":0.6,
to
"nex_brawlMode":true,
"nex_brawlMode_minMult":0.2,
"nex_brawlMode_maxMult":0.5,
"nex_brawlMode_randomFactionGearChance":0.6,
I hope that can help you get better experience. :D
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Had to say, Pirates who always open their port has a great advantage! How terrible the free port is, the message of Pirate colonies level-up one by one, Pirate expand their size quicker than other faction, all thanks to the growth point +25 of free port.
In fact Luddic Path also open their port but, their just own two colonies at the beginning, so that wouldn't be a huge faction in several years like Pirate.
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Getting the following error when trying to run with the Ship/Weapon Pack:
212539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Edit: oh right forgot. Faction directory
https://imgur.com/zj4hRTP
Yep. Does not show if bases are military in the directory. Shows heavy industry, and which sector they are in (as I thought, I was wrong). But not if they are militarized or not.
It's there (only the last market has a base)
Getting the following error when trying to run with the Ship/Weapon Pack:
212539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Do you have GraphicsLib installed, and activated in the mod menu?
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I had, but it must of been corrupted on extraction or something because reinstalling it fixed it, thanks!
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How do I sell a high value prisoner to gain rep with a faction? The tells me it's possible, but not how to do it.
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When you're at a faction market, there'll be an option for 'Special Functions' on the list (like buy cargo, refit ships, etc.). Go there and amongst the options should be 'Prisoner Options'. Go there and you can repatriate (get relations with faction), ransom (get money), or sell as slave (except I don't think that option exists anymore? Or maybe it only shows up in pirate markets? Anyway, that gives you loads of cash, and everyone hates you more (excluding pirates)).
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Awesome, thanks. I only got +4 relations out of it, which feels like a big middle finger. That should probably be like, idk, +10?
Appreciate the help, though. Now I know Special Options is for Nexerelin.
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Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?
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Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?
In fact, the agent could only be increased to 3 by player skill, this may be unfair for those who choose that skill. Omg, It's really a fiddle-faddle to order agents, so I don't like that skill.
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Hi. Im running experiment-colonizing every single market.
i found a bug or something. I have 188 markets under me. gave away about 20 to indepentents from that number. the "disruption" mission was crashing my game about every month (found from log)
temporal fix was to do ""nex_disruptMissionIntervalRateMult":0, #temporal fix" it was like 0.125 or something. its in settings in data folder
its nothing serious, i personally dont fulfill these missions. sadly i didnt backup the log and rewrote it while i was trying to find solution so i cant provide the log. i dont know whats actually causing it but the solution above did.
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Is there a way to alter the AI slightly to attempt less takeovers of planets?
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I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?
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Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).
Is there a way to alter the AI slightly to attempt less takeovers of planets?
You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.
I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
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I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
15-20% is pretty fair. I think 20% is a bit high, but still fair.
Maybe it could be random from 15-20%
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Is there a way to override SCY's Prism Freeport? SCY's version has no ability to spawn IBB boss ships for purchase so it would be nice to have both version or simply just the default Prism.
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Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).
Is there a way to alter the AI slightly to attempt less takeovers of planets?
You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.
I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Amazing news! I'm really glad to hear that, what about seperate the different autonomy level? Lower right of autonomy will be collected a part of their economy, but higher one don't need, of course, player may pay something for controling a low autonomy colony. This is just a personal suggestion, I will be honored if it can help you. :)
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Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
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Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
If you can't afford to wait, it's currently possible with devmode turned on.
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I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.
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Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
On a semi-related note, should outposts be valid targets for pirate raids? One was in the last game I started, which I realized when I got the notification that it had happened.
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Quick update to fix various recently-found bugs and issues. Features, more serious rebalancing, etc. is some ways off.
Nexerelin v0.9.5e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5e
* Autonomous colonies
* Player receives 20% of net income/loss
* Remove false claim that autonomous colonies contribute to global market size
* Raid adjustments
* Don't drop blueprints for base package (known to player at start) ships, weapons, or fighters
* Drop more ship weapons
* Disruption missions don't target hidden markets or undisruptable industries
* Fix strike fleets generating vengeance points when they shouldn't
* Fix use of vengeance saturation bombardments instead of invasions having a 100% chance (if conditions are met)
* Fix free skill points at start by repeatedly selecting spacer start and going back
* Tiandong mod compatibility for fleet joining in certain contexts
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.
TBH managing all the stuff relating to a fake player faction was/is more hacky-ness than I'd like to go back to if I can avoid it.
Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
On a semi-related note, should outposts be valid targets for pirate raids? One was in the last game I started, which I realized when I got the notification that it had happened.
It's a bug, but one I can't easily fix. (It should go away in next Starsector version).
Though if I remember the pirate base code right, it should only happen once per game at most, so there's that.
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Did you fix the crash at exerelin.campaign.econ.EconomyInfoHelper.getCompetitionFactor(EconomyInfoHelper.java:326)?
http://fractalsoftworks.com/forum/index.php?topic=9175.msg269012#msg269012
That is also a problem in my latest save. It crashes shortly after loading it with that stack trace.
EDIT: Doesn't seem like it, judging from the diff for the file. :(
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That crash should have been fixed in 0.9.5d; any crash in latest version suggests something has gone seriously wrong with commodity specs. Could you upload your save?
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I think my reinforced defenses is bugged with a negative timer.
[attachment deleted by admin]
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Is it possible to reactivate "Respawning factions" during the game?
Aka on an already created save?
If so, does anyone know where the value is stored?
(I actually just want the first question answered, i'll find it as long as it doesn't break anything)
Thats basically my only complaint: I screwed up the setup
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Is it possible to reactivate "Respawning factions" during the game?
Aka on an already created save?
If so, does anyone know where the value is stored?
(I actually just want the first question answered, i'll find it as long as it doesn't break anything)
Thats basically my only complaint: I screwed up the setup
If you use the command console mod, and you use "help" you can find something like OpenNexConfig or something and adjust it there.
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Spoiler
(http://nemophilist.fr/stock/seriously.png)
I'm asking again: is this working as intended ? It is the begining of the game, 10 fleets makes no sense. Re-invading just after the fleets leave makes even less sense.
I also tried to reinforce ground defense... It doesn't change the balance of forces and feels like a waste of money (it is the beginning of the game, 100K is quite a lot).
Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
EDIT: IMHO, Nexerelin is a very good MOD and adds useful content. I understand the amount work it implies that there could be some issues/bug/imbalance, that i may not playing well and i'm not bitching about the mod or the game. ;D
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While speaking of fleets, I wouldn't mind to be able to request a fleet to defend a location (much like a current invasion fleet request, just with "days to defend" instead of ground force).
It's currently possible if you time a fleet right such that it gathers when an incoming fleet is expected to arrive (and set to counter-invade the other's launch point in case your's launch early), but is fiddly.
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Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
If my remember rightly, you have that right to arrange a defending fleet at 0.81, which seems to be removed now.
Other questions, I'm not sure, but the invasion fleet size may have some random effect, you know, math.random(). Had to say I never did an exactly test about fight against invasion fleets, this is all my guess, sinking their transport may be effective. I'm sorry for my imprecise answer, you can turn to others.
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Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
you have that right to arrange a defending fleet at 0.81, which seems to be removed now.
Additionally, open the brawl mod can offer a defending fleet in sometimes, but not always, every colony under attack may do this.
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Spoiler
(http://nemophilist.fr/stock/seriously.png)
I'm asking again: is this working as intended ? It is the begining of the game, 10 fleets makes no sense. Re-invading just after the fleets leave makes even less sense.
[...]
Some more questions:
- how is the invasion fleet size calculated ?
Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Re-invading is a problem I haven't gotten around to solving yet. I'll experiment with making the invasion fleets hang around the system for a while.
- how can i build a defending fleet that match this invasion fleet size ?
There isn't an option for that right now; I didn't want yet another "throw money at your problems to make them go away" mechanic. But you can do what Crimson Sky Gaurdian said.
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
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Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
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Thank you for your answer.
In your mechanics, i'm concerned about the invader. It do not use any ressource from it's own Empire. I mean, they don't pay anything, they do not weaken their defense while attacking. It's just ships, spawned from nowhere, at no cost, thrown at the face of each other.
IMHO, the projection force strengh should be related to:
- the money the invader pay
- it's heavy industry (if building new ships) OR ships it already has in its arsenal
- the distance from the target (the farer, the more exepensive => fuel, supplies...)
- how long the invasion will occupy the system (have to pay the crew and supplies)
Same stuff with defensive units, from the same ressources pools.
You can't declare war without weakening yourself.
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Greetings there. I'm coming "a bit" late on the topic, but I had a few questions.
Lately, I've played a lot with the config files in order to tweak a specific detail in Nexerelin. As it turns the game into an epic and really fun xxxx, with conquest's wars and the likes, I quickly felt disappointed to see so few new colonized planets. I mean, they do fight a lot against each other, sometimes even between factions which started and were supposed to stay allied. So for the conquest's part, it's perfect. Yet, that doesn't represent a huge challenge as soon as you reach the end game, or as soon as a faction got the advantage on all the others. Plenty of them are weak and don't really defend themselves by trying to take back their home worlds, or to colonize new ones. So I've tweaked that in order to reduce the impressively HUGE delay between colonisations. It made my games much funnier, though more than the half of the new colonies are decivilizating.
So, now, the questions ! :D
- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?
Thanks a lot for reading and, more important, THANKS A LOT for this mod, since it actually kept me alive during a while (yup. I lost internet for two weeks. I've geeked on nexerelin all along)
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But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?
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Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
It's capped to a level based on the faction's availability of ships/marines/supplies/fuel (this is also used for invasion point accumulation), so a sufficiently small faction won't be able to send large invasion forces.
(The cap is greatly increased for the "resurgence" events when a faction is trying to respawn)
But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?
The defense strength increases faster than the corresponding invasion strength. Also, if the enemy can take your planets with smaller forces, they can send them more often.
(There's also a market size element to the invasion strength, so a larger market with insufficient defenses is at risk, but having enough defenses for expeditions should cover this)
@Sheluna: Glad you're liking it!
- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
If you mean specify the colony interval in the new game options, I can do that, yeah. (And maybe other settings currently in the config files as well; although honestly, it'd work much better if I had access to a proper GUI).
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?
New NPC colonies shouldn't normally have zero stability. If you ever check some of them out, do you see in the stability tooltip what's causing them to destabilize?
Either way I could counteract whatever problem is happening by letting NPC factions use a version of the player's credits-to-stabilize mechanic. But I'd prefer not to add abstracted AI buffs that the player can't interact with.
As for continually annoying the player: If it's happening as part of a war that's arguably to be expected, but for other cases... you might be interested in the exerelin_config option to turn expeditions off :)
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Trying to add a custom faction to Nex--how is the starting system for a faction determined? Right now I am spawning in hyperspace outside of Hybrasil.
EDIT: I'm dumb, just read the front post.
Should I put these in the Nex folder itself or my mod folder?
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Include a copy of each of the files in your mod's folder, with the copy only containing entries for your mod (the vanilla factions etc. should remain in Nexerelin's master copy). When you run the game, the copies of the files in different mods will automatically merge.
(Edited the FAQ entry; the original wasn't clear on this point)
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i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?
how much can it increase to and what are the tiers?
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i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?
how much can it increase to and what are the tiers?
I think it's like 10,30,50,80,125,180? (not sure on after). 1 admin per tier. With 1 admin per tier. Don't forget you can use alpha cores in place of admins too if you think it's "safe" and not count towards being an admin.
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Thanks for the clarification on spawning points and faction capitals in the FAQ. I can also confirm regarding point one that you can skip importing:
import exerelin.campaign.SectorManager;
- by checking if the vanilla sector exists first and returning out of the generation script if not. That was my duck-taped version of getting random mode to work with Archean Order. I still need to polish it in the sense that I think it still sometimes generates the custom systems though. Anyway, just figured I would make this info available.
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Update for compatibility with an upcoming release of Scy, and some more fixes.
Nexerelin v0.9.5f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5f
* Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
* Scy mod no longer disables Prism Freeport
* Fix faction bounties generally not paying out when they should
* Fix hidden markets being targeted for industry disruption missions, for real this time
* Hopefully fix invasion fleet AI behavior for good
* Fix reinforced defenses condition not expiring
* Fix new NPC colonies getting lobster pens
* Fix some interaction dialog stuff not updating on market transfer
i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?
how much can it increase to and what are the tiers?
1 admin upon reaching each of the following empire sizes:
10, 25, 50, 80, 120, 200, 300
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what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?
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Thanx ;)
However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset, then everybody is happy. 8)
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what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?
It reduces the effect of the station's officer on the estimated station strength for invasion/raid scaling.
(Previously it used 50% of the difference in the vanilla strength estimates between "take officer into account" and "don't take officer into account"; now it's 25%)
However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset, then everybody is happy. 8)
Ha, nice. Good guerrilla tactics there; fight where they're weak and evade where they're strong, till they give up and go home!
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Hey I was wondering if there is an "observe" mode in nexerelin like in many paradox games where I just leave the game up and let time pass and see the results.
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Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.
There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?
Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
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I have no idea how alliances work... is the help guide up to date?
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Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.
There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?
Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
In the Intel screen, you can click on the gold ! mark in the top right of the entry on the left hand side. That removes the important flag, and you should no longer see it when you re-enter the important tab. I don't believe there is a way to do it to all of them at once, so it might take a while, but that should work for you.
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Well, that removes the notifications from the "Important" tab, but they do remain in the "Colony threats" screen, so my issue is half-solved. Shouldn't these things time out?
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They should time out shortly after you clear their important status, but probably not until the next time all intel is updated (daily?).
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Got a c2d, not sure if it's related to Nex but it happened during a defense of one of my planets from a Hegemony invasion fleet so I figured I'd post it here.
4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4646397 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO sound.null - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]
This happened when I aided my star fortress against an invasion fleet, there were about 6 of them. When I won, I immediately engaged the remainders of the fleet, and the c2d happened.
Current modlist:
"$$$_trailermoments",
"Another Portrait Pack -ReWork-",
"raccoonarms",
"lw_autosave",
"blackrock_driveyards",
"aaCari UIl",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"lw_console",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"edshipyard",
"gates_awakened",
"HMI",
"Imperium",
"junk_pirates_release",
"kadur_remnant",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"luddenhance",
"MagicLib",
"nexerelin",
"wyv_planetaryShieldAccessControl",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"Sylphon_RnD",
"tahlan",
"THI",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"lw_version_checker",
"toggleWeapons",
"audio_plus",
"shaderLib"
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Well, that removes the notifications from the "Important" tab, but they do remain in the "Colony threats" screen, so my issue is half-solved. Shouldn't these things time out?
If an intel item is expired and not marked as important, it'll go away once you close the intel screen.
Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
There'll be one (or two, if the number of inhabited planets + stations is 75 or more) abandoned station in each random sector, yeah.
I have no idea how alliances work... is the help guide up to date?
I looked at the alliance page and it was out of date in some places, so I've rectified the most obvious issues. Other than that, it should still be generally correct.
Hey I was wondering if there is an "observe" mode in nexerelin like in many paradox games where I just leave the game up and let time pass and see the results.
You could probably enter in the console (http://fractalsoftworks.com/forum/index.php?topic=4106.0):
InfiniteSupplies; Hide
then just let time pass in the game. (Set "Campaign 'speed up time' is a toggle" in settings menu to make it go faster)
Got a c2d, not sure if it's related to Nex but it happened during a defense of one of my planets from a Hegemony invasion fleet so I figured I'd post it here.
4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4646397 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO sound.null - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]
This happened when I aided my star fortress against an invasion fleet, there were about 6 of them. When I won, I immediately engaged the remainders of the fleet, and the c2d happened.
Hmm, haven't seen that crash before (anywhere in Starsector). I've made a thread in the bug reports forum (http://fractalsoftworks.com/forum/index.php?topic=17302), thanks for the report!
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Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.
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Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.
you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
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Thanks for the mod and for clearing up my concerns, Histidine. I was especially wondering about the free storage space in random sector, since I always tend to hoard my weapons in the terraforming platform in Corvus in regular sector playthroughs.
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Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.
you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
Or if you just need supplies and fuel, you can build a Waystation. Doesn't let you sell stuff, and only allows you to buy supplies/fuel and whatever the colony produces, but doesn't cost an industry slot and improves accessibility, as well as being cheaper. Also the supplies will be cheaper, as it always sells at base price, eg. 100 per supply, 30 per fuel.
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you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
Or if you just need supplies and fuel, you can build a Waystation. Doesn't let you sell stuff, and only allows you to buy supplies/fuel and whatever the colony produces, but doesn't cost an industry slot and improves accessibility, as well as being cheaper. Also the supplies will be cheaper, as it always sells at base price, eg. 100 per supply, 30 per fuel.
Ah, alright - thanks!
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Is the mod highly demanding? My laptop is very crappy. 1.4gb 128mb video memory integrated graphics. and an AMD E2 7th gen (good at least).
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Is the mod highly demanding? My laptop is very crappy. 1.4gb 128mb video memory integrated graphics. and an AMD E2 7th gen (good at least).
This might be a bit too low ram to use mods.
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Is it possible for this mod to increase the limits of items per batch of player construction, for example more than 50, 20, or 10 weapons per month? Is there a way I can edit the mod files to increase this limit myself? It would save so much micromanaging in the game.
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Hey Guys
I dont now if its a bug or its just me but I noticed that when I accepted a Conquest Takeover Mission to take control of enemy faction the mission is considered withdrawn and failed if I were to reload my save file after saving some point after accepting it
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Are there any plans on setting it so that you can choose your faction's alignments for diplomacy?
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There's an oddity with NPC colonization forces.
I attacked a TT colonization force right next to the colony, defeated it, and, since all it had left was a really miniscule transport and a couple frigates, I decided not to pursue them. Here's the thing, they still managed to colonize the planet, even though there is absolutely no possible way that the remaining ships could haul 1k crew and the other resources.
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Think this is the last set of bugs to squash, at least till next major release.
Nexerelin v0.9.5g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5g
* Factions can colonize planets in their core systems
* Invasion fleets will defend target for 90 days once successful
* Vengeance fleets go home when non-hostile again (instead of requiring neutral or better relations)
* Vanilla market enhancer: Culann and Eochu Bres stations get alpha cores
* Tiandong: Can't buy Fort Macau governorship if it's under THI control
* Vanilla planet/station descriptions are modified when market is captured by another faction
* Currently applied to Corvus system
* Agent local report shows potential income of non-player-owned planets
* Support for Adjusted Sector mod
* Bugfixes
* Fix invasion fleets idly orbiting target if they arrive in system before player
* Fix autonomous colony revenue not taking into account export income
* Fix Starfarer mode income and growth penalties not applying until game load
* Fix alliance intel falsely indicating some factions as having incompatible alignments
* Modding
* Starting fleet types: Add "explorer" category (both small and large forms available)
* rules.csv compatible with SafariJohn's Rules Tool
* Markets can be set as non-buyable
* Fix factions not obeying industry spawn mults
Is it possible for this mod to increase the limits of items per batch of player construction, for example more than 50, 20, or 10 weapons per month? Is there a way I can edit the mod files to increase this limit myself? It would save so much micromanaging in the game.
This isn't moddable, as far as I know. Someone could make a suggestion forum thread to raise or remove the cap.
Are there any plans on setting it so that you can choose your faction's alignments for diplomacy?
You can change it by changing the player faction's Nex config (data/config/exerelinFactionConfig/player.json). (This affects all ongoing games)
Although you shouldn't need to change it, the main effect it has is alliance restrictions and not having any alignments means the faction isn't affected by those. (The alliance intel config used to lie about alliance compatibilities, it's fixed now)
There's an oddity with NPC colonization forces.
I attacked a TT colonization force right next to the colony, defeated it, and, since all it had left was a really miniscule transport and a couple frigates, I decided not to pursue them. Here's the thing, they still managed to colonize the planet, even though there is absolutely no possible way that the remaining ships could haul 1k crew and the other resources.
Hmm, if it takes enough losses the colony expedition is supposed to be aborted. I might have to look into this.
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I have a question, can a function allow me to automatic pay the money to stop other factions' invade? It's too frequent since I open the brawl mode, extremely disturb me especially when I have a large number autonomy colonies ::)
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Another thing. I suggest removing the crew looting from defeated enemies. It brings tedium if you're already at full crew.
You have a battle, get the looting screen, select "take all", and, usually, if you are over cargo capacity, you can throw some metals right back out before exiting the looting screen. With crew, if it is over capacity, you cannot throw them out right away. You have to close the looting screen, then open the inventory once again just to send the crew you don't need into space.
I think the cons on this outweigh the pros, so, at least in my nex, I edited the crew looted to be 0.
Also. Upon invading Eventide, afterwards in the comm links, there's still this guy tagged "High Hegemon". A bit of an oddity to see a High Hegemon working on Eventide after it gets stuffed to the brim with AI cores.
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is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
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is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.
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is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.
well, i just spamed 8 colony , and just made them autonomus , hoping that in 1 year they would have the money to build 1 mine \ farm and forget about them .... it didn't happen .... whats more annoying its that i can't build on them, so i've to remove the indipendency , and build :\
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Is there any way to become an Governor of another factions colony that is larger then size 4 ?
And is it possible to found colonies for a faction that is not your own?
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is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.
well, i just spamed 8 colony , and just made them autonomus , hoping that in 1 year they would have the money to build 1 mine \ farm and forget about them .... it didn't happen .... whats more annoying its that i can't build on them, so i've to remove the indipendency , and build :\
Autonomous colonies (and ordinary NPC colonies) will build stuff (usually, they have a chance to roll not to build anything) when they grow in size, or if their controlling faction changes. Although if their growth rate is negative, this is not going to work; paying for growth incentives first can help.
Anyway, it's intended that the player spends money to build their initial farm/mine for them (rather than dumping 1,000 people on some random planet with no economic activity).
You also already get a 20% share of autonomous colony income.
Is there any way to become an Governor of another factions colony that is larger then size 4 ?
And is it possible to found colonies for a faction that is not your own?
- No
- You can found a colony, then transfer it to the desired faction (needs undock+redock to get the admin to appear in comm board)
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Autonomous colonies (and ordinary NPC colonies) will build stuff (usually, they have a chance to roll not to build anything) when they grow in size, or if their controlling faction changes. Although if their growth rate is negative, this is not going to work; paying for growth incentives first can help.
Anyway, it's intended that the player spends money to build their initial farm/mine for them (rather than dumping 1,000 people on some random planet with no economic activity).
You also already get a 20% share of autonomous colony income.
oh... so its just that i should have spend money when i founded them , well, since i went out of my way to remove indipendence , build up things and give them indipendence again , i guess it will work out somehow ... good to know , its better to make them indipendent mid-way , more than when you already did evrything .
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I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
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I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
Soren, pls fix Stormhawks
They're from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058) mod, so you should post there. (And/or disable them in VAYRA_SETTINGS.ini)
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I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
Soren, pls fix Stormhawks
They're from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058) mod, so you should post there. (And/or disable them in VAYRA_SETTINGS.ini)
Oh snap. I'm sorry xD
Thank you for the heads up! I might just copy paste it in that thread...
Edit: Deleting them from the mod might be a tad extreme, I just wish they actually sort of limited their capital spam. Granted that massive 12 capital carrier fleet was a revenge one but it mad more than double the total FP than any other ones. It's not fun in the slightest, especially when combined with enemy reinforcements coming in after you kill one and IMMEDIATELY curbstomping any flanking ship of yours doing its job from across the map.
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Some more quick questions:
1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?
This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization
2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?
3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?
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1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?
This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization
The Sector is unfair that way <shrugging emoji>
(cf. various past topics on this subject)
However, the asymmetry here is the main reason why there's an allowNPCSatBomb config in exerelin_config.json, so you can remove this source of unequal treatment.
(This doesn't remove the territorial sat bomb though, I never did get around to replacing that with an invasion or something)
2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?
They won't appear in the "core" systems, but should spawn as normal in the areas beyond those.
3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?
Not intentional, but preventing this involved more messing with the guts of the base game's code than I wanted to do.
You still can't trade with them if you somehow manage to get enough rep with them to stop being hostile, but they won't attack you at least.
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I've just been getting a tad annoyed with the other factions bombing some colonies into oblivion. "Don't kill them, I might want to fight them later!"
By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.
Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.
EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.
Edit 2: It's queued up a second spaceport building.
Spoiler
(https://i.ibb.co/Mpty1KQ/spaceport-x-2.png)
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By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.
I might do something about that issue that sometime, yeah.
(It'd likely be hugely annoying to destroy cores outright if it's the player colony that gets captured, but the cores could go in storage maybe)
Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.
Yea it's a known issue. I told Gwyvern how to lower the Prism trading value of the blueprints, so this may be fixed when LoA updates.
EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.
Edit 2: It's queued up a second spaceport building.
Spoiler
(https://i.ibb.co/Mpty1KQ/spaceport-x-2.png)
Hmm, couldn't reproduce using the minimal way (console DestroyColony), the defense station just disappears and for custom station entities (like Jangala) the planet can't be re-colonized through interacting with the station, it just acts like the abandoned station. Nexerelin doesn't modify the player colonization process, anyway.
I thought it might be Boggled's station mod (http://fractalsoftworks.com/forum/index.php?topic=17094.0), but that works a different way.
Was this with a random sector core world? Or a handmade (non-procgen) planet added by a mod? (Doesn't look like either, but I want to be sure)
It may be best to make a thread in the modded bug reports subforum; maybe I'll do that later.
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Well, cores aren't THAT hard to farm, but it could be an annoyance, yeah. On a side note, Tri-Tach took over one of my Alpha Core governed colonies, and they now have a colony with an Alpha Core governing it. This one makes sense, tho, since it's Tri-Tach, after all.
I hadn't seen Boggled's mod before, it's not that. It's the handmade sector, and it's not a system added by any mod, as far as I know.
I think originally it was one of the colonies formed by a tri-tach expedition, the colony got decivilized, most likely, while building the orbital station. The second spaceport never ended up being built, it disappeared. The phantom station kept being there until I started building a real orbital station to replace it.
Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.
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Approlight doesn't work properly with alliances right now
currently you don't count as being commissioned if you are in an alliance with the faction
I'm making a comment here as I'm not certain if this is something that Histidine needs to fix or the Approlight mod dev needs to fix or both.
also if you don't mind me asking what part of the mod's files adds alliance commissions?
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Honestly? The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE. They make CONVERTS who DON'T QUESTION THEIR FAITH.
Now GET BACK TO CRUSADING. >:(
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Zealots or not, they have to be consistent with their own narratives and motivations. It makes sense for Tri-Tach to use AI cores, hell, maybe even Hegemony, since it fits with them trying to be dominant over the sector, but not the Luddic Church or Path. The whole idea behind factions is that they have different ideologies, motives, and technologies to deal with whatever they face in the Sector.
Honestly? The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE. They make CONVERTS who DON'T QUESTION THEIR FAITH.
Now GET BACK TO CRUSADING. >:(
EDIT
By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.
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Has anyone experienced an issue where invasion intel items aren't being cleared after success (they stay at the stage where the invasion fleets defend the target forever?)
I've prepared a hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) for that, let me know if it works.
Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.
The number of blueprints dropping in a raid is hardcoded (same as vanilla).
Although you can go into settings.json to remove the blueprint raid cooldown (nex_raidBPCooldown) and then raid the target repeatedly to get more blueprints, at least.
By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.
Yeah, the inspection event doesn't handle faction hostile/not hostile state changes properly right now. I expect I'll fix it in the next major release.
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Actually, looking at the vanilla inspection code, it already does the usual attacker vs. defender strength comparison if Hegemony is hostile to player at the autoresolve moment (regardless of what the original orders were). So I'm not sure what's going on.
...When you say the inspection forces were outmatched, was this for space, ground or both? If the inspection fleet loses the space fight it doesn't get any cores, but if they win that then they have a chance of taking each core (rolled individually) equal to their raid mult (the percentage strength figure you see in the raid dialog). Although it should be pretty hard even then if there's heavy batteries and a planetary shield with alpha cores.
I've encountered inspections taking cores against strong ground defenses before, back in vanilla 0.9; this may be worth looking further into.
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Oh, thanks, I tweaked my setting to drop blueprints once per month.
I think definitely for ground, but the space ones were probably superior. Still, whenever they tried to inspect that planet, they have always failed, and then, suddenly, they managed to get all 13 cores, which seemed very odd.
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pardon my ignorance if this is a dumb question that has already been answered:
has the stats on salvaging ships changed? i have fought about 5 fleets with capitols ( one fleet had 2 astrals for example) and found about 3 legions and some other battleships i cannot remember the name of. however i could only salvage 1 legion from all the encounters
i already maxed my salvage skills and i have one salvage rig in my fleet. would more help?
i have been trying to find an answer in this forum but with nearly 200 pages i have not had any luck
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Nex doesn't change ship salvaging.
After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.
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Nex doesn't change ship salvaging.
After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.
thank you. after a while i may have just been having bad RNG because the times in question i only had 15 ships. now that i have done a lot more battles my spread of recoverable ships has become more normal. i did put my fleet size up to 300 though
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I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
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Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?
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I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?
It's working as intended, yeah. NPC colonies in vanilla sector often have unused industry slots (Nex only changes this slightly), and in random sector (or when a colony upsizes) Nex can make the colony decide not to build any industry when it could do so. This is intended as a small thing to increase variety a bit, pretty much.
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Aight. Another question (I know I've tons of them, but I just try to make things as clear as possible to me all the while trying out different mods and making a list of which to keep and which not).
Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.
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....
Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.
I know Vayra's sector does this. I don't think Nex does.
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a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?
can i only trade in blue prints the outpost doe NOT already have?
and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid
basically i want to get as many good blueprints as possible so i can make the best fleets
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One last set of fixes. This mostly just integrates the previous hotfix jar into the main download, so if you already have that you don't need to download this version.
Nexerelin v0.9.5h
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.5h.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.5h
* Brawl mode fixes/tweaks
* Default size mult range 1.5-3 (was 2-4)
* 25% size increase applied to fleets in brawl mode doesn't stack with random chance for 50% larger fleets
* Fix brawl mode causing too-long delays between invasions/raids
* NPC colonies should start building new structures immediately after upsizing (previously they had to wait up to 3 days for the next periodic check)
* Fix invasion wait stage (defending market after successful capture) lasting forever
* Fix outposts generating income
* Failsafe for crash due to null thirdFaction in raise/lower relations
* Attempt to fix incorrect fleet counts given in invasion/raid intel
a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?
can i only trade in blue prints the outpost doe NOT already have?
and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid
basically i want to get as many good blueprints as possible so i can make the best fleets
- No (although in the future I may reduce the price paid for repeat blueprints)
- No, you have to personally do the raid/invasion to get blueprints
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The mod gives me an error that doesnt allow my game to start. How do i fix it?
https://imgur.com/a/ROgUW4y
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The mod gives me an error that doesnt allow my game to start. How do i fix it?
https://imgur.com/a/ROgUW4y
You might need to update Console Commands. Get the dev version at the top here (https://bitbucket.org/LazyWizard/console-commands/downloads/)
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is there a mechanic like "request fleet" that instead of invasion, you select a fully surveyed world and colonize it?
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Ceasefire offers should have the same pop up window as the alliance votes (where it pauses the game and forces you to make a decision. It's very easy to miss the notifications for a very important and time sensitive piece of intel.
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is there a mechanic like "request fleet" that instead of invasion, you select a fully surveyed world and colonize it?
Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.
Ceasefire offers should have the same pop up window as the alliance votes (where it pauses the game and forces you to make a decision. It's very easy to miss the notifications for a very important and time sensitive piece of intel.
I guess I'll add a notification popup, yeah.
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is there a mechanic like "request fleet" that instead of invasion, you select a fully surveyed world and colonize it?
Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.
This reminds me - is it possible in the mod currently to find out where a pirate base that is pestering one of your systems is without visiting a bar in the system? I ask because I know the player can request a fleet to take the pirate base out so the player doesn't have to personally go swat it away but if the player still has to visit the system that's being targeted - it doesn't seem much more to just go swat the pirate base themself.
If not, it would be nice to have some kind of way to find out where the base is remotely. Perhaps like in the special actions submenu - paying an employee to get info on the base's location.
I suppose this is unnecessary but I enjoy this mod quite a bit (185 thread pages makes it kinda obvious ppl like the mod). Thanks for all your work on it.
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I have a question,
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
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I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.
Are fleets of this size targeting these ports this early expected? Is the calculation for defending fleet strength including the station AI core, resulting in an even larger fleet being sent?
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I have a question,
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.
Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.
I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.
Are fleets of this size targeting these ports this early expected? Is the calculation for defending fleet strength including the station AI core, resulting in an even larger fleet being sent?
They can send fairly big fleets early on if they're at war with people, yeah. (Invasion fleets don't scale with time)
The AI core will make the fleets somewhat bigger, but the strength gain from the core should greatly exceed that.
Not sure what else I'd do to buff TT further, feels like the fundamental problem is they're too small and start with too large enemies (Hegemony with added Luddic Church on top). I could slap an alpha core on the local military base, but I suspect that won't be enough either...
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Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
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Not sure what else I'd do to buff TT further, feels like the fundamental problem is they're too small and start with too large enemies (Hegemony with added Luddic Church on top). I could slap an alpha core on the local military base, but I suspect that won't be enough either...
I'm thinking the game was not actually designed with the factions balanced against each other as a war game, and having the factions wage wars of annihilation against each other is the problem, as this means the larger factions will inevitably grind down the weaker ones. Perhaps some factions should be more or less conquistadorial than others.
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Responding to a couple more things:
This reminds me - is it possible in the mod currently to find out where a pirate base that is pestering one of your systems is without visiting a bar in the system? I ask because I know the player can request a fleet to take the pirate base out so the player doesn't have to personally go swat it away but if the player still has to visit the system that's being targeted - it doesn't seem much more to just go swat the pirate base themself.
If not, it would be nice to have some kind of way to find out where the base is remotely. Perhaps like in the special actions submenu - paying an employee to get info on the base's location.
I could add a function for an agent to reveal the base... although that'll still require sending an agent to the affected location.
(And thanks for your support!)
Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
That's controlled by the "respawning of factions not present at start" setting.
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Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
That's controlled by the "respawning of factions not present at start" setting.
Yep i know, i have it also enabled, i should have said that. xD So the question is more, can that mechanic respawn factions that i freshly installed to the game but using an old save?
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Yes, if that's what you want to do
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Howdy Nexerelin. The mod features look really sweet. I'm wanting to try out a small miner fleet, staying under the radar and mining asteroids hundreds of light years away from the megapopulation centers, seeing if I can manage to stay self-sufficient in supply and fuel while out in the vastness of space. I might need that nebula siphoning fuel mod for that, I've only begun to check out what is available.
Currently though, I've got a standard playthrough going, tri-tach cooperative and expansion playstyle. I'm running into an annoying bug, a bug as I see it. Hegemony pickets are attacking Skathi. It has a low tech orbital station. When the pickets are engaged in battle, I click on them to join battle, but I keep getting the message that the orbital station is letting them go and I can only leave the dialogue. The pickets then fly around a bit but keep coming back to the station and the station is apparently letting them go each time I try to engage the pickets while they are engaged with the station.
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I made a video about this mod check it out! https://youtu.be/SDcBpZbs21w
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I have a question,
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.
Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.
Okay I understand thank you.
I dont have Archean Order, but I've try to check where I can modify in the script and the game crash because I dont know how to write those commands. Do I have to add new data for the mod the faction that I added?
Because in the data it have all the vanilla faction only
But the point I was saying it before I install Nexerelin, all faction have moded portrait and vanilla portrait. Now only vanilla faction have the portrait mod, so do I have to create new data for the new faction? if so, how?
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Oh, nice, someone did a video guide. I left some comments on your vid :)
Currently though, I've got a standard playthrough going, tri-tach cooperative and expansion playstyle. I'm running into an annoying bug, a bug as I see it. Hegemony pickets are attacking Skathi. It has a low tech orbital station. When the pickets are engaged in battle, I click on them to join battle, but I keep getting the message that the orbital station is letting them go and I can only leave the dialogue. The pickets then fly around a bit but keep coming back to the station and the station is apparently letting them go each time I try to engage the pickets while they are engaged with the station.
I thought that issue was fixed in Starsector 0.9.1 release, but I checked the changelog and they only "may now pursue". I'll make some suggestions to Alex for properly fixing this later.
I have a question,
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.
Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.
Okay I understand thank you.
I dont have Archean Order, but I've try to check where I can modify in the script and the game crash because I dont know how to write those commands. Do I have to add new data for the mod the faction that I added?
Because in the data it have all the vanilla faction only
But the point I was saying it before I install Nexerelin, all faction have moded portrait and vanilla portrait. Now only vanilla faction have the portrait mod, so do I have to create new data for the new faction? if so, how?
Look in the data/world/factions subfolders of the portrait pack mods for examples of how portraits are specified in .faction files.
The quick way to add portraits for a new faction: Copy one of the files for a vanilla faction in the pack, then rename it to have the same name as the base .faction file of the mod faction.
(Seeing new portraits for other mod factions shouldn't have happened, with or without Nex. Possibly this was with older version(s) of the portrait packs that modified mod factions as well?)
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I recently ran into a null error when starting a new campaign...
Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
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Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.
I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
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So, what do I use agents for, and how?
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So, what do I use agents for, and how?
Go to your intel screen "E" and look for them in the bottom half. You'll find their menus there. Once you send them to a location to affect the faction you want, you can pay them to do clandestine stuff like affecting relations and sabotaging things. Experiment.
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I recently ran into a null error when starting a new campaign...
Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).
Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):
Spoiler
Remove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},
Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.
Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.
I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
There isn't such a method at present, sorry!
I've considered allowing agents to steal blueprints, but haven't wanted to implement such a thing because I'm against having a method of directly converting Infinite Colony Income to blueprints (at least with raiding you have to work for it).
A way to exchange reputation for blueprints (or a more complex rewards system of some kind) sounds nice, I'll look at it sometime down the road.
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I recently ran into a null error when starting a new campaign...
Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).
Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):
Spoiler
Remove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},
Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.
Yes, it was the Galaxy Tigers mod that was causing my issue. In fact, I was just getting ready to update my post with that info when I discovered your response. However, I hadn't been able to figure out why the mod was actually causing a problem, so thanks for letting me know about the quick fix.
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Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.
I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
There isn't such a method at present, sorry!
I've considered allowing agents to steal blueprints, but haven't wanted to implement such a thing because I'm against having a method of directly converting Infinite Colony Income to blueprints (at least with raiding you have to work for it).
A way to exchange reputation for blueprints (or a more complex rewards system of some kind) sounds nice, I'll look at it sometime down the road.
Thanks for the reply! I understand wanting to avoid creating even more game unbalancing with the inevitable Infinite Colony Income issues. Whether it's trading rep for blueprints, or bribing officials, or using agents to steal blueprints (since I would imagine blueprints are pretty rare and factions might not be willing to part with what few spares they have), or something else; I just think it would be cool to have a peaceful way to gain blueprints from factions you're allied with, to complement the existing mechanics for raiding blueprints from factions you don't mind being hostile with.
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Just a note that if you enable Prism Freeport (or use Console Commands to run the code to spawn it; don't have it on hand, had to Google it last time), the head bureaucrat of the station in the comms menu will trade blueprints with you. You can turn in blueprints and blueprint packages for points and it has a rolling selection of blueprints to buy with points.
A separate question; is there a config that determines likelihood of saturation bombardments? This current game I'm playing is about 5 cycles in and there's been maybe two locations captured and six or seven stations bombarded into uselessness, mostly by the Imperium. I'd kinda like to disable them to keep the sector from going dark since I'm not one of those nutters that takes over the whole place myself.
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Just a note that if you enable Prism Freeport (or use Console Commands to run the code to spawn it; don't have it on hand, had to Google it last time), the head bureaucrat of the station in the comms menu will trade blueprints with you. You can turn in blueprints and blueprint packages for points and it has a rolling selection of blueprints to buy with points.
Thanks for the tip, but I know :P Unfortunately they only seem to have like 10 for trade at a time, at least last time I swung by the station. Also, since I'm playing with a decent number of faction mods, the odds of the couple of blueprints I want from the faction I'm allied with showing up there seem to be pretty low. Plus I'm not sure how often that list of blueprints for trade refreshes, or if you trade in more blueprints you get a bigger list of trades to choose from.
Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
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I know the independent faction isn't really unified, I do like the idea of them going out and doing *** together like if a faction is bullying them too much.
Is it possible to have the indies make colonies and launch invasion fleets?
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Is it possible to have the indies make colonies and launch invasion fleets?
In Nexerelin/data/config/exerelinFactionConfig/independent.json:
Invasions: Set playableFaction to true*
Colonies: Add a line "colonyExpeditionChance":1 (can change the number to change the chance of them getting picked to found a new colony)
*This should make independents generally behave like other factions, but they're hardcoded in some parts of Nex so no guarantees that everything will work the same.
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Is it possible to change the legality of things in invaded markets?
For example, change Recreational Drugs to legal/illegal?
Also wondering about changing player faction alignment.
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Congrats on being the first Starsector mod to get over 1Million views!
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can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me. next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank you
other then that i love the mod, also sorry for the english, its not my native language
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Is it possible to change the legality of things in invaded markets?
For example, change Recreational Drugs to legal/illegal?
Also wondering about changing player faction alignment.
If the market is yours, you have the free port setting. Other than that, there's no way to determine which goods are legal.
Markets taken by an NPC faction will use that faction's illegal goods settings.
Alignment: You can change it in the player.json config file in faction config folder. There's no ingame setting for this, though (nor any particular reason for it, since the player faction isn't checked for alignments when forming an alliance).
Congrats on being the first Starsector mod to get over 1Million views!
Actually four other mods have already exceeded that:
(https://i.imgur.com/fohzY6X.png)
Still feels good though! ;D
can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me.
Yeah, faction respawn may not work very reliably at present. Although founding a new colony may not work any better, with such a weak planet they'd probably just get re-stomped.
I'll probably review this in the future (could tie it to the rebellion mechanic when that comes back).
Thanks for the feedback!
next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank you
It's largely random, but you can make positive events more likely by doing some things to improve relations between the factions involved.
(see the diplomacy profiles in intel tab for details)
Although an alliance that big will likely have a huge dominance score, which leads to increased likelihood of negative events between them and promoting shedding of alliance members. This is by design.
There's an option in exerelin_config.json to disable the random diplomacy events between player and other factions, but this won't help with interactions between two NPC factions.
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can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me.
Yeah, faction respawn may not work very reliably at present. Although founding a new colony may not work any better, with such a weak planet they'd probably just get re-stomped.
I'll probably review this in the future (could tie it to the rebellion mechanic when that comes back).
Thanks for the feedback!
yeah no problem :) about the new olony i do have the console comands mod so what i usualy do is build it up using that and set marketsize to something like 7 or 8 so its not puny little colony you can even edit the planet itself which could help to give them decent start up location and after some testing they actualy go from there nicely, even had the new colony event when they send a colonization exepedition so if there could be a scrip that does all this gives them new planet and builds it up instantly to decent size, that could work betther then the fleets
next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank you
It's largely random, but you can make positive events more likely by doing some things to improve relations between the factions involved.
(see the diplomacy profiles in intel tab for details)
Although an alliance that big will likely have a huge dominance score, which leads to increased likelihood of negative events between them and promoting shedding of alliance members. This is by design.
There's an option in exerelin_config.json to disable the random diplomacy events between player and other factions, but this won't help with interactions between two NPC factions.
[/quote]
yeah i was afraid of that well never mind they can either stay with us or get some fuel presents if you get what i mean :D it's up to them honestly
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Not sure if it has been covered in the 187 pages of this thread, but is there a way to tweak the starting settings for the random sector start?
I've spawned a dozen sectors and every time my starting system has 3-4 other factions (always including pirates and often including path). I've tried setting the inhabited worlds to 20, stations to 6, and inhabited systems to 26. 4 other factions spawned with me. And nearly every system around me has at least 3 factions 2 of which are hostile to each other. Buying/selling/doing a mission for anyone makes me KoS for the next planet over...
Is there a setting i missed to make each system be mostly the same faction or to make only 1-2 inhabited planets/stations per system at the start?
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Hello, hope this post finds you well, I recently bought Starsector and have been enjoying it quite a bit, I already have well over 100 hours into the base game and about 60 into modded.
I have done a search for what I am about to ask but for the life of me I can not figure it, my big brain hurts and no matter what I can doesn't yield the result I want and more then often just makes the game crash or unplayable.
So I am resorting to asking it here because I tier of hitting the cycle random ships button for what feels like hours on end to get the ships I want with this mod, basically what I want to be able to pick the ships I want or have a start with them, all I want is a Colossus and 2 shepherds.
if anyone could direct me on how to do this I'd be most grateful.
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Hello, hope this post finds you well, I recently bought Starsector and have been enjoying it quite a bit, I already have well over 100 hours into the base game and about 60 into modded.
I have done a search for what I am about to ask but for the life of me I can not figure it, my big brain hurts and no matter what I can doesn't yield the result I want and more then often just makes the game crash or unplayable.
So I am resorting to asking it here because I tier of hitting the cycle random ships button for what feels like hours on end to get the ships I want with this mod, basically what I want to be able to pick the ships I want or have a start with them, all I want is a Colossus and 2 shepherds.
if anyone could direct me on how to do this I'd be most grateful.
Hi if you talking about new game i would probalby get the console comands mod and just dock at any port add the ships you want via the console and sell or scuttle the ones you dont want, i dont think there is a way to pick the ships you want there are few chooises and thats it from what i saw
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Hi if you talking about new game i would probalby get the console comands mod and just dock at any port add the ships you want via the console and sell or scuttle the ones you dont want, i dont think there is a way to pick the ships you want there are few chooises and thats it from what i saw
Thank you for your response, it is possible to do, people can reprovingly do it in non-modded star-sector, so I was hoping it was possible to do it in mods as well, as for the console command... well... you see... I have no self control and I would use it for more then just getting the ships, I know I can uninstall it but seems like a lot of work every time I restart, because I tend to restart a lot as I play on Ironman Mode and.... well autopilot into blackholes.... anyways, I guess I will just have to suffer for now until it becomes a thing.
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Hello, hope this post finds you well, I recently bought Starsector and have been enjoying it quite a bit, I already have well over 100 hours into the base game and about 60 into modded.
I have done a search for what I am about to ask but for the life of me I can not figure it, my big brain hurts and no matter what I can doesn't yield the result I want and more then often just makes the game crash or unplayable.
So I am resorting to asking it here because I tier of hitting the cycle random ships button for what feels like hours on end to get the ships I want with this mod, basically what I want to be able to pick the ships I want or have a start with them, all I want is a Colossus and 2 shepherds.
if anyone could direct me on how to do this I'd be most grateful.
It's probably easiest to edit Nexerelin/data/config/exerelinFactionConfig/player.json with the starting ship set you want.
Not sure if it has been covered in the 187 pages of this thread, but is there a way to tweak the starting settings for the random sector start?
I've spawned a dozen sectors and every time my starting system has 3-4 other factions (always including pirates and often including path). I've tried setting the inhabited worlds to 20, stations to 6, and inhabited systems to 26. 4 other factions spawned with me. And nearly every system around me has at least 3 factions 2 of which are hostile to each other. Buying/selling/doing a mission for anyone makes me KoS for the next planet over...
Is there a setting i missed to make each system be mostly the same faction or to make only 1-2 inhabited planets/stations per system at the start?
Hmm, it already tries to spread out the starting homeworlds, then put markets for each faction close to its homeworld where possible. But there are ways it can break.
What's your game seed + modlist? I could try to debug it.
In the meantime, try the "Maximum inhabited planets per system" and "Maximum inhabited planets + stations per system" sliders if you haven't already.
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I'm sure this has already been asked; sorry for the frustration, BUT:
Do the blueprints you sell to pirates using the mod get used? I sold a ton to them and nothing has happened for like a good year and a half. I was hoping to do a playthrough in which I befriend the pirates and upgrade them continuously, but it seems that isn't working.
I did it using Console Commands while experimenting to see if it would work, and I had a few utility mods like space station construction, Starship Legends, and Gates Awakened active. Anyone know what the deal is?
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I'm sure this has already been asked; sorry for the frustration, BUT:
Do the blueprints you sell to pirates using the mod get used? I sold a ton to them and nothing has happened for like a good year and a half. I was hoping to do a playthrough in which I befriend the pirates and upgrade them continuously, but it seems that isn't working.
I did it using Console Commands while experimenting to see if it would work, and I had a few utility mods like space station construction, Starship Legends, and Gates Awakened active. Anyone know what the deal is?
it should pirates should learn those blueprints don't know if that includes modded stuff tho, it could only be for vanilla blueprints not sure about that. keep in mind that they also probably need heavy industry or orbital works in order to use those blueprints i think, If you going for pirate playtrought i would suggest checking out this https://fractalsoftworks.com/forum/index.php?topic=11002.0
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@Histidine
Thank you! you have saved me many hours of frustration, I am forever grateful!
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small question here is there any way to tweak the change of colonization event for factions ? or force it maybe ? or what things can affect it ? thank you
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I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"
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I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"
i think console comands mod has set comision comand hope that helps
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I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"
i think console comands mod has set comision comand hope that helps
Trying to setCommission through the console says that the pirates don't accept commissions haha!
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small question here is there any way to tweak the change of colonization event for factions ? or force it maybe ? or what things can affect it ? thank you
There's a setting to change its frequency, namely colonyExpeditionInterval in Nexerelin/exerelin_config.json
I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"
It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
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small question here is there any way to tweak the change of colonization event for factions ? or force it maybe ? or what things can affect it ? thank you
There's a setting to change its frequency, namely colonyExpeditionInterval in Nexerelin/exerelin_config.json
I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"
It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
thank you, its curently at 270 so if i want them to go out and colonize stuff more often should i set it lower or higher ?
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I haven't quite figured out why this is happening but sometimes the tarrif is only 9% instead of 18%, but I don't know why, anyone know?
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thank you, its curently at 270 so if i want them to go out and colonize stuff more often should i set it lower or higher ?
Lower number = more frequent colony events
I haven't quite figured out why this is happening but sometimes the tarrif is only 9% instead of 18%, but I don't know why, anyone know?
Free ports (and player-owned markets) have halved tariffs in Nexerelin.
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It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
It works, you just have to have your reputation with the pirates very high (worked for me at 100). I think for the other factions the rep requirement is 70, so I mistakenly assumed that it would be the same for the pirates. It makes sense that pirates would be the least trusting of any faction. Cheers!
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Thanks for the reply and I guess one more question..? I seem to be having zero luck getting blueprints from exploring outposts/[redacted]/mining stations, is that just my seed/luck or is that a thing in Nexerlin? I just finally got a pristine nanoforge in 216 and still can't make any real end-ish game vanilla ships due to not having any blueprints for them. I know "Prism Freeport" is a thing, but I haven't found it, and after a long google search, leading to nexus, reddit, and bitbucket, I still can't figure out where it's supposed to be or if it's random. I sure hope I have it enabled, is there a way to verify it? Or patch it in-game?
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I'm a bit of a newbie to the game, thinking of doing a restart. I have a question about this mod.
I very much enjoy 4X games, but the standard tactic in such is to start with grabbing as much 'territory' as possible, as fast as possible, before any of the opponents grab it. If this mod is adding a 4x element to it, does that mean that I must myself immediately start colonizing, desperately trying to keep up with the expansion of much more established competing empires? Or do the established empires jut war among themselves for territory they already own? Can I spend leisurely time exploring space, building up skills, resources, building a bigger and better fleet, etc., and then at some later date create a few colonies that stand any chance whatsoever?
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I'm a bit of a newbie to the game, thinking of doing a restart. I have a question about this mod.
I very much enjoy 4X games, but the standard tactic in such is to start with grabbing as much 'territory' as possible, as fast as possible, before any of the opponents grab it. If this mod is adding a 4x element to it, does that mean that I must myself immediately start colonizing, desperately trying to keep up with the expansion of much more established competing empires? Or do the established empires jut war among themselves for territory they already own? Can I spend leisurely time exploring space, building up skills, resources, building a bigger and better fleet, etc., and then at some later date create a few colonies that stand any chance whatsoever?
Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
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Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
That helps very much, thank you. This is what I was hoping to hear.
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Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
That helps very much, thank you. This is what I was hoping to hear.
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time
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no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
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no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
that could work but keep in mind if you take a commision you basicaly join that factiom meanin if they are at war with somebody it also mean you are now at war as well, i did this as well but i dit not actualy test if the faction that is in control of the system actualy go and protects you because at that point my fleet were able to deal with basicaly anything, so you will have to wait and see :D but for things like pirates which are hostile to basicaly everybody it should make it harder for them to actualy reach your colony since any patrol or military fleet will hunt them
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I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
Well... That didn't work. The empire I was commissioned with did not treat my colony like one of theirs, so much for feudalism. In fact they were so incensed by the presence of a 'foreign' colony in their own space that they saturation bombed it to oblivion. I'm restarting.
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It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
It works, you just have to have your reputation with the pirates very high (worked for me at 100). I think for the other factions the rep requirement is 70, so I mistakenly assumed that it would be the same for the pirates.
o_o Commission should only require +10 relations for a normal faction, and -10 for pirate-type factions (including Luddic Path).
Are you running some other mods? (though I can't think of any that would event want to change this, except maybe Archean Order)
Thanks for the reply and I guess one more question..? I seem to be having zero luck getting blueprints from exploring outposts/[redacted]/mining stations, is that just my seed/luck or is that a thing in Nexerlin? I just finally got a pristine nanoforge in 216 and still can't make any real end-ish game vanilla ships due to not having any blueprints for them. I know "Prism Freeport" is a thing, but I haven't found it, and after a long google search, leading to nexus, reddit, and bitbucket, I still can't figure out where it's supposed to be or if it's random. I sure hope I have it enabled, is there a way to verify it? Or patch it in-game?
Nex doesn't change salvaging output, so it may be just your bad luck. Salvaging skill helps etc.
As for Prism, you can find it in the center of the sector map (turn Starscape off in bottom-left). If it's not there, you can spawn it with a Console command (http://fractalsoftworks.com/forum/index.php?topic=9175.msg263554;topicseen#msg263554).
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
Well... That didn't work. The empire I was commissioned with did not treat my colony like one of theirs, so much for feudalism. In fact they were so incensed by the presence of a 'foreign' colony in their own space that they saturation bombed it to oblivion. I'm restarting.
Something has gone seriously wrong, because even in vanilla your commissioning faction won't territorial sat bomb you, and in Nex they'll demand tribute first on top of that. You are running the newest version of both Starsector (0.9.1a-RC8) and Nexerelin (0.9.5h), correct?
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Something has gone seriously wrong, because even in vanilla your commissioning faction won't territorial sat bomb you, and in Nex they'll demand tribute first on top of that. You are running the newest version of both Starsector (0.9.1a-RC8) and Nexerelin (0.9.5h), correct?
I am definitely playing the latest versions of both, I just verified that. If that is not intended behavior, it's probably a mod conflict. I am running a good several of them.
Spoiler
"Boggled AI Core Production",
"anotherportraitpack",
"sd_boardable_unboardables_vanilla",
"CombatAnalytics",
"lw_radar",
"diyplanets",
"extra_system_reloaded",
"hullmod_expansion",
"interestingportraitspack",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"MagicLib",
"More Officer Skills",
"sun_new_beginnings",
"nexerelin",
"swp",
"bonomel_skilledup",
"solsystem",
"speedUp",
"sun_starship_legends",
"Boggled Station Construction",
"sd_sundiving_1.1",
"vayrasector",
"vayrashippack",
"shaderLib"
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Histidine,
Thanks, I was able to (re)install console commands mod and spawn in Freeport using the code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
Appreciate the help. It's just a pity that the place is such a let down, it only spawned in with LPCs after reloading and spawning in the station several times and later after coming back to visit, I thought this was place was supposed to sell blueprints and so far I've seen zero? Would it have anything to do with it being spawned in late or am I just wrong about the blueprints or doing something else wrong?
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Histidine,
Thanks, I was able to (re)install console commands mod and spawn in Freeport using the code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
Appreciate the help. It's just a pity that the place is such a let down, it only spawned in with LPCs after reloading and spawning in the station several times and later after coming back to visit, I thought this was place was supposed to sell blueprints and so far I've seen zero? Would it have anything to do with it being spawned in late or am I just wrong about the blueprints or doing something else wrong?
they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
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they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
I will check it out. Your English is fine and I have proficiency in non-native English users due to my profession.
Dekuju
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they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
I will check it out. Your English is fine and I've have proficiency in non-native English users due to my profession.
Dekuju
neni zac :D
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So I took out Sindrian Diktat and their worlds, because no one liked them and the have some nice planets. And two years later they resurge with seven fleets with 7-12 Conquests in each. And they do it two times more with 40-60 days gap after I defeat the first and second wave. Where' the hell did they get these apocalyptic fleets?
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So I took out Sindrian Diktat and their worlds, because no one liked them and the have some nice planets. And two years later they resurge with seven fleets with 7-12 Conquests in each. And they do it two times more with 40-60 days gap after I defeat the first and second wave. Where' the hell did they get these apocalyptic fleets?
i like to think that they get it from the planets you took from them, the population might still be loyal to them and it would probably not be hard to sneak out some ships out to some staging ground in some nebula :D then again you could say its the script magic in the mod code but thats just boring :D
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Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sector
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Really interesting mod, 3 compliments and 1 question
3 things i like:
1) Trade is now much more viable: AI raiding the crap out of eachother disrupts stability and causes shortages, creating opportunity for profit!
Rule of Acquisition 34: War is good for business
2) AI can finally defend themselves from pirate bases/spam and kill bases on their own. Dont have to babysit the core worlds as much!
3) Agents allow for what feels to be real faction diplomacy. I like how I can send my agents to improve relations/sabatoge others to maintain relationsihps and balance of power
Question:
Im commissioned by the hegemony, and the remnants raided my colony system. I _barely_ fought them off, but is there a way to request a defense fleet? I saw the attack option...
if not, no worries. Just gives me a good reason to succeed from the Hegemony from failing to defend me!
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How can I change the 30 ships limit? I need more)
And yes any chance or plans for how to make defense fleet?
Love this mod but there many to add.
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How can I change the 30 ships limit? I need more)
And yes any chance or plans for how to make defense fleet?
Love this mod but there many to add.
setting in the game files you gonna need notebook ++ or something to edit it with you can use google it takes 30 sec to google how to do it, and i thought i needed more ships and turns out i did not need more of them u just needed quality over quantity :)
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I'd love the option to request patrol fleets that persist in the target system until destroyed - ie. to patrol friendly systems or raise hell in less-than-friendly systems.
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Hey Histidine! I don't have a bug or feature request. I just want to say thank you for all of your hard work over the years creating and supporting this mod. My post count is misleading. I've been here since the beginning. Cheers!
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I'd love the option to request patrol fleets that persist in the target system until destroyed - ie. to patrol friendly systems or raise hell in less-than-friendly systems.
yes please ! love that idea maybe patrol fleet just like you said, and a raiding fleet
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I guess I'll add defense fleet requests in the next version.
Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sector
Nex adds its own NPC colonization function, which won't do random barren worlds (although some factions seem to like volcanic worlds that happen to have really good ore/transplutonic ore deposits a little too much). It doesn't touch how the Vayra colonial factions pick colony targets.
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EDIT: I'm dumb pls delete. Different mod.
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Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?
Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
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Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?
Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
- Which planet/station was this? Some markets (e.g. Skathi) may not get an admin when under an NPC faction, due to how the admin generation + selection works. (I may change the rules so they can)
- Changes will apply to a current save.
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I guess I'll add defense fleet requests in the next version.
Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sector
Nex adds its own NPC colonization function, which won't do random barren worlds (although some factions seem to like volcanic worlds that happen to have really good ore/transplutonic ore deposits a little too much). It doesn't touch how the Vayra colonial factions pick colony targets.
Where can I change to have more than 6 administrators in the colony? Because I would like to have more planets with him, I don't want to use Alpha Core.
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Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?
Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
- Which planet/station was this? Some markets (e.g. Skathi) may not get an admin when under an NPC faction, due to how the admin generation + selection works. (I may change the rules so they can)
- Changes will apply to a current save.
Yes yes please if you can change it. It happens on some minor planets like Donn or Skathi when you don't have admin at first.
Spoiler
(https://flic.kr/p/2inHZfk)
(https://flic.kr/p/2inEkUa)
Thanks.
Also I waiting for defence fleets implementation. It was beginning of the game I play for TT and first invasion was like in the hearth of TT - Culann. 2 Hegemony fleets with at least 4 legions and 4 onslaughts in each crush all defences so easily. I cheated and removed them with console and set invasionFleetSizeMult to 0.4. But it feels kinda bad so TT sux so much in defence. Maybe it would be logical that if Invasion event is charging than target faction will summon Defence fleet with at least 2 or 3 paragons and some carriers lets say 50% of invasion power. So if player not intrude planet have chances no matter what.
Thank you for your work.
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Is it possible to add 'everyone hates you' option in faction settings?
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I'd like to suggest something:
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
I'm not sure if the 0 skill admins on autonomous colonies is something intended, but if it is then nevermind what i just said. :)
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Hi, is there currently an intended way that my relationship with Tri-Tachyon and Sylphon RnD is at -55 without actually having a faction? I started as an independent, i did not take a commision. I have not attacked or angered them in any way, there is the possibility that i got cought with contraband but even that is somewhat unlikely. My current game is maybe 2 years in, i have no clue how i ended on their hatelist.
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Is it possible to add 'everyone hates you' option in faction settings?
You can try adding the tag "hostileToAll":[1, 2 or 3], in Nexerelin/data/config/exerelinFactionConfig/player.json when starting a new game. But I haven't checked if this will break (by making player faction hostile to itself).
Else you can use the console command setrelation player all <number> at the start of the game.
I'd like to suggest something:
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hmm that's an idea; I'll think about it.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)
Hi, is there currently an intended way that my relationship with Tri-Tachyon and Sylphon RnD is at -55 without actually having a faction? I started as an independent, i did not take a commision. I have not attacked or angered them in any way, there is the possibility that i got cought with contraband but even that is somewhat unlikely. My current game is maybe 2 years in, i have no clue how i ended on their hatelist.
If you haven't founded a faction yet and aren't commissioned (i.e. no diplomacy events are occurring) then I have no idea what might have happened, unfortunately :( I wouldn't even know what relationship-modifying event you might have missed that may have resulted in hostilities.
Well AFAIK the Tri-Tachyon loan event can make player hostile to TT if the loan isn't repaid (and if Sylphon is allied with them they'll likely come along for the ride).
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That's true, but i did not take that loan either. And the Breotchenholer always pays his debt... Is there a log or something to check what happened?
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I'd like to suggest something:
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hmm that's an idea; I'll think about it.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)
Would it be possible to force that admin to be available for hiring at the no-longer-autonomous colony?
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I'd like to suggest something:
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hmm that's an idea; I'll think about it.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)
If you revoke autonomy, the admin could simply be gone for good, that way increasing the stakes, colony is safer and more profitable (depending on it's skills) but if you want to reclaim it later you'll have to pay a higher price than just a bit of instability. (in this case, the admin set in charge will be gone forever and depending on it's quality and availability, could be a big loss or a minor loss.)
When i was thinking of this suggesting, my mindset was "you leave an admin in an autonomous colony, he's basically gone for good, forever. no refunds"
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I have a question (and am too lazy to sift through 190 pages) about agents. I noticed in the mod's files that there are two extra mission types of agents, one called "steal blueprints" and another called "incite rebellion."
Well, I have three level 5 agents and I've yet to see either of these actions show up as options anywhere for any of them. Is this a bug? An unfinished feature? Leftovers from something that was planned but then abandoned? Or am I just doing something wrong?
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So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?
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So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?
Whoops, that's a bug (it tries to set the free port state to what the commissioning faction wants, even when the player is the governor). Fixed in dev, thanks!
If you're not playing in a random sector, you can work around it by docking at the market and entering in console (untested):
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket().getMemoryWithoutUpdate().setBoolean("$startingFreeMarket", true)
and if you want to turn free port off later, run the code again except it sets the value to false.
I have a question (and am too lazy to sift through 190 pages) about agents. I noticed in the mod's files that there are two extra mission types of agents, one called "steal blueprints" and another called "incite rebellion."
Well, I have three level 5 agents and I've yet to see either of these actions show up as options anywhere for any of them. Is this a bug? An unfinished feature? Leftovers from something that was planned but then abandoned? Or am I just doing something wrong?
Non-implemented features.
I don't plan to introduce blueprint stealing, but there'll be a "steal ship" function next version. Agents causing rebellion may be done later.
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When I enter the code tells me that the compilation failed. Org.codehaus.commons.compilre.compile.exception Line 1, column 137 - a method named setboolean Is not declared in any enclosing class nor any supertype, nor through a static import.
I have no idea what any of that means XD
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I found what I feel is flaw in the spawning of ambush pirates and vengeance fleets, namely that they just magically appear at a fixed distance and magically beeline for the player's fleet.
For example, if you do a scan that triggers a pirate spawn, they don't appear at a jump point and start searching for you. Instead they just show up at a random spot in the system and somehow, without any scanning or searching required, automatically know where your fleet is... even if you're running dark inside an asteroid belt with a signature of literally 50.
Now that might just be a vanilla thing (I can't even remember what vanilla is like anymore, TBH), but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges. While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens. Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).
So my question is this: Are there any plans on making this more realistic/immersive down the line? Can it even be done, for that matter?
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I found what I feel is flaw in the spawning of ambush pirates and vengeance fleets, namely that they just magically appear at a fixed distance and magically beeline for the player's fleet.
For example, if you do a scan that triggers a pirate spawn, they don't appear at a jump point and start searching for you. Instead they just show up at a random spot in the system and somehow, without any scanning or searching required, automatically know where your fleet is... even if you're running dark inside an asteroid belt with a signature of literally 50.
Now that might just be a vanilla thing (I can't even remember what vanilla is like anymore, TBH), but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges. While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens. Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).
So my question is this: Are there any plans on making this more realistic/immersive down the line? Can it even be done, for that matter?
Tripping a trap transmitter, which in turn spawns a pirate fleet / angers Remnant fleets in system is indeed vanilla.
I am not sure about how exactly Vengeance fleets work, but I feel like them knowing your location at any point is better, because they are a threat (which you can bait into other faction's fleets and cause them to get killed anyway)
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Been playing the game for about a month now and I have to say Nexerelin is the mod it needs to feel like a complete game. While Vanilla was definitely fun for the first week eventually it got rather stale quickly as nothing really happened or changed in the sector as the game went on, apart from actions made directly from the player. Nex adds the dynamic events and faction interactions that really finish the game in my opinion; the sector actually feels alive around you regardless of what you're doing yourself.
However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.
After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.
In exerelin_config I changed these values:
invasionFleetSizeMult; Changed to 0.5 from 1.0
pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000
vengeanceFleetSizeMult: 0.5 from 0.8
In diplomacyConfig I changed the following:
eventFrequency: from 15 to 45
This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.
The game kept the feeling of being a living world, but one that didn't collapse under its own weight before I felt like I could do anything. I didn't feel rushed by events and took things slowly; it felt more like a vanilla game except there was a lot more fighting and interesting events going on, except actual massive changes would still need the player's influence to take place, which to me was the right balance.
Really appreciate the work from the modder and community in making this mod so great. ;D Just wanted to add in what helped me get a better gameplay experience if anyone is curious.
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Hi. First post and big fan of the mod :)
Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
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I understand why the changes were made to the raids and the cooldown for blueprints is not something that bothers me at all.
That being said, is there a way to make it so that blueprints dropped from raids are guaranteed to be something the player doesn't know?
Thanks!
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I understand why the changes were made to the raids and the cooldown for blueprints is not something that bothers me at all.
That being said, is there a way to make it so that blueprints dropped from raids are guaranteed to be something the player doesn't know?
Thanks!
Ye, I want this too.
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Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.
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The raid blueprint drop thing is currently hardcoded, although I may add a config setting for it later. Sorry!
but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges. While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens. Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).
Vengeance fleets don't insta-appear, they spawn at a planet and have to fly to where you are (and can be killed on the way without you ever encountering them). They do have the ability to always follow an out-of-sight player, although they lose it when they get close and have to complete the search manually.
Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
Hmm, would require some work to do it well, perhaps in the future.
(The idea I have is to add a button to the pirate/Pather base intel screen, bringing up the fleet request dialog with appropriate settings already set. That requires doing stuff to replace the game's pirate/Pather base code)
Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.
Make them like you and each other (agents help) and you can. (Don't use TT as the founding partner, since this can cause alignment incompatibilities)
Although I find that player doesn't really need help to kick the Hegemony around (or almost anyone else).
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The raid blueprint drop thing is currently hardcoded, although I may add a config setting for it later. Sorry!
It's alright, thanks! :)
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How soon new patch? ;D
Also is the max Veng fleet 3? If so can you make it atleast 5?
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Also is the max Veng fleet 3? If so can you make it atleast 5?
Hang on, let's see if I can find that dominatrix's business card...
LI've seen level 1 fleets sporting 10+ battleships and carriers. They are already stupidly OP as it is. To put it in perspective, for a player with $500,000 of industry output it would take them roughly 5+ years to build as many ships as the AI magically pull out of their arses for even one low-level vengeance fleet. We're talking about ten million bucks worth of ships per level on average, and they often have 2 or 3 running at a time.
Palpatine's mystery armada was more believable than what gets spawned in vengeance fleets. If anything, IMHO they need to be toned down, not up.
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Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
Hmm, would require some work to do it well, perhaps in the future.
(The idea I have is to add a button to the pirate/Pather base intel screen, bringing up the fleet request dialog with appropriate settings already set. That requires doing stuff to replace the game's pirate/Pather base code)
Maybe a planetary building? that automatically dispatches fleets to deal with them. Something with a high upkeep and AI cores or nano forges upgrade the quality of fleets sent out.
adds drain to player colonies profits in lue of annoyance at dealing with pirates/ludds.
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Hello
I installed Nexerelin, Vayra's Sector and some other mods.
I enabled "Random Core Worlds" in the starting menu.
Now I miss all inactive gates. I couldn't find a single one.
But since I play with the mod "Active Gates" I really would like to get them back.
Are inactive gates not available with random core worlds?
All installed mods are the latest version from a very few days ago.
Bye :)
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Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
One solution I can make is limited number of ships per faction. But I don't know if it even possible to realize this.
Also it is need to note somewhere all that ships and what they are doing.
With all beautiful complexity of this game random fleets and stuff that appear from nowhere is ruins all it charm.
Also that stupid AI decisions. Hegemony invade heart of TriTach planet Eochu Bress. Adequate decision.
Beats sh!t of TT and take Culann with TT corrupted nano. Wise.
What TT will do? Take it back while battle station is offline? Will trying take it back at all? Wrong.
Invasion:Chicomoztoc. Faction:Tri-Tachyon. [doublefacepalm.jpg]
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Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation. Yet the game spawns fleets like these every two minutes.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities. This would make selective targeting of a nations' infrastructure (https://en.wikipedia.org/wiki/Schweinfurt%E2%80%93Regensburg_mission) a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
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However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.
After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.
In exerelin_config I changed these values:
invasionFleetSizeMult; Changed to 0.5 from 1.0
pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000
In diplomacyConfig I changed the following:
eventFrequency: from 15 to 45
This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.
Reposting what I mentioned last page. Changing these settings really fixes a lot of what's unsatisfying (namely the insanely large and frequent invasion fleets and rapidly flip flopping diplomatic relations). If you want planets to rarely exchange hands (if at all) change
invasionFleetSizeMult to 0.3 instead of 0.5. It's not quite the same as basing the fleet sizes off the faction's actual economic production but the numbers they put out now are far more reasonable.
Edit: Having played with these settings for a while now another positive result is that factions (now under less pressure) are sending out more colonization fleets and successfully colonizing new worlds (mostly in the core, but in my current playthrough the Luddic Church has planted a colony down 10 LY away on some random water world in deep space).
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It spawns huge capital blobs because:
- it estimates it needs that many fleet generation points to overcome the patrols and (if present) station
- capitals are underpriced in terms of fleet points
- the fleet compression to obey 30 ship limit also makes more capitals
I may make a discussion thread about the underlying issue with fleet generation later.
(Also big invasion fleets shouldn't be that frequent, certainly not "every two minutes")
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities.
Invasion/raid fleet charging (though not vanilla stuff like patrols and expeditions, or other mods' content) already uses availability of ship parts, marines, supplies and fuel, btw. Disrupting their production will slow the frequency of invasions and raids.
Hello
I installed Nexerelin, Vayra's Sector and some other mods.
I enabled "Random Core Worlds" in the starting menu.
Now I miss all inactive gates. I couldn't find a single one.
But since I play with the mod "Active Gates" I really would like to get them back.
Are inactive gates not available with random core worlds?
It does spawn gates in the outer systems as normal, and they can also appear in core systems. But the latter is rare, because the random core systems only have the same chance to have a gate as the outer systems, unlike the handmade systems which makes seemingly one gate for every two systems.
You can find all the gates in inhabited systems by pasting this code into console:
runcode for (StarSystemAPI sys : Global.getSector().getStarSystems())
{
if (Global.getSector().getEconomy().getMarkets(sys).isEmpty()) {
continue; /* comment this line out to make it also find gates in non-inhabited systems */
}
for (SectorEntityToken ent : sys.getAllEntities()) {
if (ent.hasTag(Tags.GATE)) {
Console.showMessage("Gate " + ent.getName() + " in " + sys.getName());
}
}
}
In the future I may also manually seed some gates at the random core worlds.
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Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation. Yet the game spawns fleets like these every two minutes.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities. This would make selective targeting of a nations' infrastructure (https://en.wikipedia.org/wiki/Schweinfurt%E2%80%93Regensburg_mission) a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.
@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
Thanks.
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Next Nexerelin version: Info for modders
Here's some stuff you may want to do before/after Nexerelin v0.9.6 is released.
Spoiler
"Special forces"Each NPC faction can have "special task groups" which will independently fly around and do things (generally assisting a raid-type event by their faction, defending their faction against an enemy raid-type event, or just patrolling a friendly location). You can configure them for your faction with the following tags:
- specialForcesMaxFleets: How many special forces fleets the faction can have alive at one time (default 2)
- specialForcesPointMult: How quickly the faction accumulates points needed to spawn SF fleets.
- specialForcesSizeMult: Modifier for fleet size.
- specialForcesNamerClass: Code to generate the names of the fleet. Normally this is "<commander>'s Fleet", but other ideas are possible. Code examples provided here (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/intel/specialforces/namer/)
Ship stealingAgents can steal a ship known to the market's faction and have it delivered to any non-hidden market, for a cost normally equal to twice the ship's base buy value. This is automatically disabled for ships that are blacklisted on Prism and/or have the UNBOARDABLE hint. You can also define price multipliers for each ship, or block them entirely, with this file (https://bitbucket.org/Histidine/exerelin/src/master/data/config/exerelin/agent_steal_ship_config.csv).
Vayra's Sector High Value Bounty shipsThese can now be purchased from Prism Freeport once their bounty events are launched or completed (similar to how IBBs work). The two systems will use the same definition file (here (https://bitbucket.org/Histidine/exerelin/src/master/data/config/prism/prism_boss_ships.csv)).
Blueprint trade values(this is already in current version)
If one of your blueprint packages (or for that matter specific-item BPs) is worth too much at the Prism Freeport trader, you can change its value using
data/config/prism/prism_blueprints_values.csv.
There's also a
prism_blueprints_blacklist.csv if you want to prevent a blueprint from being sold (note that any weapons or ships blacklisted from appearing in the High-End Seller will also not have blueprints at the trader).
You can download a beta release for testing/code compilation purposes here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip).
It's open for non-modders too, feel free to test or just play for fun.
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
There's no setting to disable the supply/fuel generation or anything, although a mod can do it in code. Just don't take the stuff from the stockpile, I guess.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
The invasion chargeup points are completely abstract and don't directly control the size of the resulting invasion force, although a larger force "costs more" in that it delays the next invasion longer.
So the 30 Onslaught fleet might reset the charge to -50,000 points, while the 30 Wolf one might only reduce it to 20,000 (so it gets back to 24k a lot sooner).
(Note: Numbers above are just made-up examples, not actual figures)
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-Add a setting to only raid for unlearned blueprints
Thanks a lot! i really wanted this!
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Superb. Will try it. Thanks.
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Previous beta had some bugs involving special forces fleets spawned using a subfaction (e.g. Lion's Guard or DME Sixth Bureau); here's a hotfix (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip) for the nine of you who downloaded the old version.
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Previous beta had some bugs involving special forces fleets spawned using a subfaction (e.g. Lion's Guard or DME Sixth Bureau); here's a hotfix (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip) for the nine of you who downloaded the old version.
I haven't downloaded yet, because i wanted to ask first:
Will updating nex to the beta version break saves? Cuz judging by the list of changes i am most certain that it'll do, but wanna make sure. Thanks!
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I started fresh. It is always fun to start fresh. Hard mode also.
@Histidine
-NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)
- why you change this? Is it suppose to be opposite?
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So, what's the rules for the saturation bombings for settling in "claimed" systems when that system is contested between two factions?
I have a commission with the League and a colony in Maryasura system but Tri Tach wants to smear my colony in spite of my affiliation with a faction they tolerate sharing a system with.
(https://i.imgur.com/UVXgmCm.png)
Is it possible to settle in contested systems? Or do I have to stick with the single-faction systems?
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I'm also interested in knowing if updating to the beta version will break current saves or not.
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Previous beta had some bugs involving special forces fleets spawned using a subfaction (e.g. Lion's Guard or DME Sixth Bureau); here's a hotfix (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip) for the nine of you who downloaded the old version.
I haven't downloaded yet, because i wanted to ask first:
Will updating nex to the beta version break saves? Cuz judging by the list of changes i am most certain that it'll do, but wanna make sure. Thanks!
I'm also interested in knowing if updating to the beta version will break current saves or not.
The beta is compatible with existing saves to my knowledge, but it won't spawn the special forces fleets.
(Put this .jar (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars to fix that)
So, what's the rules for the saturation bombings for settling in "claimed" systems when that system is contested between two factions?
I have a commission with the League and a colony in Maryasura system but Tri Tach wants to smear my colony in spite of my affiliation with a faction they tolerate sharing a system with.
Is it possible to settle in contested systems? Or do I have to stick with the single-faction systems?
The vanilla rule is the NPC faction with the biggest military market controls the system, or if there isn't one, the faction with the biggest market. Only the system owner sends territorial sat bomb expeditions.
This is kept in Nexerelin, except the player can also be considered to be the system owner.
Commissions only protect you from the commissioning faction, not any third parties. Also factions only target player colonies for territorial sat bombs, not other NPC factions, because life is unfair that way.
If you're not already hostile with the faction, though, they should first demand tribute (http://fractalsoftworks.com/forum/index.php?topic=9175.msg248909;topicseen#msg248909) (this is an intel item you have to watch out for). This applies a pretty hefty debuff to the colony (-40% gross income, -50% size growth) but they'll leave it alone, and you can always cancel the tribute later.
Also, if you can fend off the expeditions, once the colony gets to size 5 it won't get bombarded.
-NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)
- why you change this? Is it suppose to be opposite?
It makes Free Port condition on NPC markets have half the growth bonus as on player markets (they'll still grow faster than NPC markets without Free Port). I did this because NPC free ports (like all the random pirate planets) were growing a wee bit too fast compared to the rest of the Sector, shall we say.
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Thanks for the explanation boss. Maybe you could add a "As the holder of the largest Military colony in the system, X claims ownership of all planets in Y" in the tribute demand/saturation bombing text. Also the tribute demand text could benefit from laying out *explicitly* what'll happen if you refuse rather than merely hinting at it.
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Also is the max Veng fleet 3? If so can you make it atleast 5?
Hang on, let's see if I can find that dominatrix's business card...
LI've seen level 1 fleets sporting 10+ battleships and carriers. They are already stupidly OP as it is. To put it in perspective, for a player with $500,000 of industry output it would take them roughly 5+ years to build as many ships as the AI magically pull out of their arses for even one low-level vengeance fleet. We're talking about ten million bucks worth of ships per level on average, and they often have 2 or 3 running at a time.
Palpatine's mystery armada was more believable than what gets spawned in vengeance fleets. If anything, IMHO they need to be toned down, not up.
what do you mean op ? maybe its just my luck but i ususaly dont even get to fight them and i did have level 3 after me only to get message that they have been destroyed :D soo where are those op fleets you are talking about ? :D
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The beta is compatible with existing saves to my knowledge, but it won't spawn the special forces fleets.
(Put this .jar (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars to fix that)
Thanks for the file, but regrettably, i gotta say that i don't really need it anymore as i started a new save just to make sure everything is working in proper order with Nex. Sorry to made you waste your time on that. :-X
While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.
Here's what i was considering for it in case it serves for anything:
Spoiler
Raiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.
I'm certain you have considered this before but maybe discarded the idea for balancing issues and whatnot.
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I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
My current modlist, incase there was an unknown incompatibility with any of them (also for version numbers)
Spoiler
(https://i.imgur.com/F2uOv6b.png)
And my list of current colonies. Currently suffering a meager -2 stability debuff on my colonies because of my conquer-mongering, trying desperately to get more admins.
Spoiler
(https://i.imgur.com/GMp4Dw0.png)
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I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
My current modlist, incase there was an unknown incompatibility with any of them (also for version numbers)
Spoiler
(https://i.imgur.com/F2uOv6b.png)
And my list of current colonies. Currently suffering a meager -2 stability debuff on my colonies because of my conquer-mongering, trying desperately to get more admins.
Spoiler
(https://i.imgur.com/GMp4Dw0.png)
you can always use cores, or if you dont want to do that you can increase the admins in config file dont remember where should not be hard to find it on google tho
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So i'm getting an odd error since swapping out the core.jar, when starting a new game i CTD and see a complaint about "agent_steal_ship_config.csv not found".
gone back to using the old core.jar for now. Thought i best mention it.
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(https://i.imgur.com/wOOa6jx.png)
Been playing the beta version for a day now and this is the only thing I caught that was odd, though it's probably supposed to be there since it's a beta.
Also, a second Hegemony special forces fleet spawned but this one doesn't have a unique name like the first. It's just called "Hegemony Special Task Group"
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So i'm getting an odd error since swapping out the core.jar, when starting a new game i CTD and see a complaint about "agent_steal_ship_config.csv not found".
You need to install the beta linked here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg281918#msg281918) (and then the jar on top of it), not just the jar.
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
Not a bug :) New admin slots come at total size: 10, 25, 50, 80, 120, 200, 300
While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.
Here's what i was considering for it in case it serves for anything:
Spoiler
Raiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.
Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Raids cause the player trouble by cutting their colonies' accessibility and stability, thus reducing income. But NPC factions don't use credits, and the increased player income from reducing a competitor's market share is... well, I don't even have an intuitive feel for how much -30% access to a particular system would benefit the player in any particular scenario. But also I don't expect it to exceed the cost of the raid fleet itself.
So I expect the main use case would be to get a large number of friendly ships to assist player invasions, both by fighting local defenses and reducing the target's ground defense strength through lower stability.
Been playing the beta version for a day now and this is the only thing I caught that was odd, though it's probably supposed to be there since it's a beta.
Also, a second Hegemony special forces fleet spawned but this one doesn't have a unique name like the first. It's just called "Hegemony Special Task Group"
Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)
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Sorry if this isnt the place for this question or if its been asked before.
Looking at Nexerelin, it has a lot of really awesome features that would be a blast to add to my game. The problem is, I'm not really interested in "winning" starsector, and I definitely dont want to wipe out a whole faction as that feels like it would cut out part of the game's content. This is personal preference and I take no issue with that style of play, and the idea of factions expanding into and fighting over the outer reaches of the sector sounds awesome.
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
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Sorry if this isnt the place for this question or if its been asked before.
Looking at Nexerelin, it has a lot of really awesome features that would be a blast to add to my game. The problem is, I'm not really interested in "winning" starsector, and I definitely dont want to wipe out a whole faction as that feels like it would cut out part of the game's content. This is personal preference and I take no issue with that style of play, and the idea of factions expanding into and fighting over the outer reaches of the sector sounds awesome.
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
the win condition wont end your game its more like achievement you get a message atleast thats what i got, and if you turn on respawning factions on, if somebody gets wiped out they come back, keep in mind tho if they come back its ususaly just one colony and they might need some help from you to grow, you can also bring them back by giving them planets you own via comm menu
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the win condition wont end your game its more like achievement you get a message atleast thats what i got, and if you turn on respawning factions on, if somebody gets wiped out they come back, keep in mind tho if they come back its ususaly just one colony and they might need some help from you to grow, you can also bring them back by giving them planets you own via comm menu
Well thats something, Id prefer something to keep them constantly relevant but at least they wouldnt be permanently gone. One more question, is it generally better to do random sector maps or the classic if your using a few faction mods?
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I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
Not a bug :) New admin slots come at total size: 10, 25, 50, 80, 120, 200, 300
Ah, I see. Yeah, I guess I passed 80 growth because after a bunch of conquering I managed to get a new slot. Where is the configuration file for this range? I'd like to customize it a bit, because it doesn't really suit continued growth without using Alpha Cores, which I have been trying to limit in my save.
-- Edit: I managed to find a section of code in Nexerelin\jars\src.zip\sources\ExerelinCore\exerelin\campaign\ColonyManager.java that might affect what I wish to change. Would there be any negative effects to changing line 91 in this file to have more bonus levels on a smoother curve?
(https://i.imgur.com/QacLLfo.png)
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While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.
Here's what i was considering for it in case it serves for anything:
Spoiler
Raiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.
Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Raids cause the player trouble by cutting their colonies' accessibility and stability, thus reducing income. But NPC factions don't use credits, and the increased player income from reducing a competitor's market share is... well, I don't even have an intuitive feel for how much -30% access to a particular system would benefit the player in any particular scenario. But also I don't expect it to exceed the cost of the raid fleet itself.
So I expect the main use case would be to get a large number of friendly ships to assist player invasions, both by fighting local defenses and reducing the target's ground defense strength through lower stability.
one of the main uses for disruption raiding is the creation of trade opportunities. You blow up the spaceport which tanks their accessibility and causes massive shortages and surpluses. You then sell them food, supplies, fuel, guns and drugs to them. This debuff would have a similar effect.
It also can lower a planets defenses as undersupplied military bases and batteries produce smaller fleets and less ground defenses, while stations lose Combat Readiness. Sieging/blockading a system by killing convoys prior to invading is actually a pretty strong tactic when youre trying to crack well defended worlds. This would be another way to soften things up, basically U-boat tactics.
You could also model the raiders giving you a cut of the loot through a credit reward based on the amount of damage they did and ships they destroyed over the duration.
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Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)
Awesome. ;D Is there a new link for the fixed version?
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
Adjust the following settings in exerelin_config.json in the Nexerelin mod folder;
invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000
specialForcesSizeMult: 1 to 0.3
And the following in diplomacyConfig.json (A few folders in);
eventFrequency: 20 to 45.
This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.
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invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000
specialForcesSizeMult: 1 to 0.3
And the following in diplomacyConfig.json (A few folders in);
eventFrequency: 20 to 45.
This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.
Have you tried this config with "Derelict Empire" start?
That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.
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Have you tried this config with "Derelict Empire" start?
That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.
The only start I've played so far is Spacer (the one where you only start with a kite) in the default core setting.
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Have you tried this config with "Derelict Empire" start?
I have, and it is rather interesting. Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot.
It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
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Have you tried this config with "Derelict Empire" start?
I have, and it is rather interesting. Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot.
It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
That's why I play with invasions turned off for a more vanilla-style static sector.
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Have you tried this config with "Derelict Empire" start?
I have, and it is rather interesting. Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot.
It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
Yeah for similar reasons i started doing Derelict Empire also, it is the most interesting of the starting options for me because it is more unpredictable on both what the factions will do and how the core worlds will be assembled.
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So will factions ever make pushes into non-core worlds? Are Dusahk and Penelope fair game? What about all those systems in the deep periphery where all the high-threat Remnant killer fleets hang out?
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This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
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This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.
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This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.
But when a rebellion starts, it is already aligned with a determined faction, isn't it?
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Is it possible to disable invasions or, even better, restrict them to planets smaller than size 5?
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Is it possible to disable invasions or, even better, restrict them to planets smaller than size 5?
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
exerelin_config.json -> set enableInvasions to false
Note that rebellions, decivilizations and such will still occur.
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
Yeah, there's no method for the player to deliberately incite a rebellion yet. I'll probably (re-)implement the 'incite rebellion' action for agents at some point, though not necessarily in the release version of 0.9.6.
-- Edit: I managed to find a section of code in Nexerelin\jars\src.zip\sources\ExerelinCore\exerelin\campaign\ColonyManager.java that might affect what I wish to change. Would there be any negative effects to changing line 91 in this file to have more bonus levels on a smoother curve?
(https://i.imgur.com/QacLLfo.png)
You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
Though I can put the values in the config... there. Put this file (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars, and add this line to Nexerelin/data/config/settings.json (will crash without it):
"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
(you can change the values or insert new ones as you please)
Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)
Awesome. ;D Is there a new link for the fixed version?
Yep, use the link above
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You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
Though I can put the values in the config... there. Put this file (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars, and add this line to Nexerelin/data/config/settings.json (will crash without it):
"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
(you can change the values or insert new ones as you please)
Fantastic! Thank you, now I can aspire to be the space capitalist I always wanted to be haha
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Yep, use the link above
Edit: Found it!
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Hello !
I downloaded that file for more Admins , really nice ! 8)
But now i don`t have this "Special " Fleets spawning , these Fleets of the Beta ,which were created when an invasion from another
empire was announced.
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Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
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Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
Invasions seem to scale in proportion to the defenses of their target, regardless of how poor they are.
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Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.
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Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
There's a cap to invasion size based on the faction's ship hull/marine/supplies/fuel production, precisely to avoid this sort of issue with weak factions sending huge invasions. But the cap may be scaling too fast, and is disabled completely in brawl mode.
If it's not brawl mode, I can take a look at the save if you feel like it.
Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.
You can change the cooldown in settings.json -> nex_raidBPCooldown
In the 0.9.6 beta there are also settings to control how many blueprints you get per raid.
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What file dictates starting ships? More specifically, what if I wish to change what ship I start with in place of the Pathfinder for instance in case I want something that isn't a cap that other starts do not include?
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In my game i have lots of rebellion ongoing in the Core Worlds, never had this before.
And i say it again , when Faction A announce to invade a Planet from Faction B , normally Faction B would get some sort
of Special Fleet , but not now.
Also there were 2 or more special events , where colonies were completly wiped out , i don`t know why.
With my playtime in other games i allready had found some officers in pods , this time i found two administrators ,
could the increase of that admins level have something to do with that ?
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What file dictates starting ships? More specifically, what if I wish to change what ship I start with in place of the Pathfinder for instance in case I want something that isn't a cap that other starts do not include?
\mods\Nexerelin\data\config\exerelinFactionConfig\player.json
I strongly recommend making a backup of the original, in case you mess something up.
Take note that what's listed in that file are variant file names (but w/o the .variant extension, of course).
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Thanks.
Though something seems off with that file: some of it's data is not consistent with the starting ship options in game and is even missing a few of them. Explorer (Large) is missing options 2 and 3 and has an Alastor as one of the solo frigate starts, yet in game they are the Centurion or Groundhog for instance.
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can you help with this?
158931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Yeg
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation. Yet the game spawns fleets like these every two minutes.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities. This would make selective targeting of a nations' infrastructure (https://en.wikipedia.org/wiki/Schweinfurt%E2%80%93Regensburg_mission) a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.
@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
Thanks.
Is this being considered? If it is, can we also have an option to sell ships to an up and coming invasion fleet? You know like the trade missions where we deliver supplies and goods but this time we deliver slightly-used/pre-loved (read: structurally damaged) Onslaughts at premium prices for more war profiteering enjoyment?
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can you help with this?
158931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Yeg
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Maybe ask that in Tahlans thread, not a mods that isnt mentioned anywhere in that log.
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In my game i have lots of rebellion ongoing in the Core Worlds, never had this before.
Rebellions are new in 0.9.6, yeah. They always happen after a successful invasion (unless it's a faction retaking a planet that originally belonged to it), and can also happen over time when stability stays low enough for a while.
And i say it again , when Faction A announce to invade a Planet from Faction B , normally Faction B would get some sort
of Special Fleet , but not now.
Not sure what you mean by "special fleet".
Defense fleets in response to invasions will silently* spawn if brawl mode is enabled in config.
The new special task groups may also appear during an invasion or raid, although whether they'll show up depends on several factors (they need to exist in the first place, then the target needs to be more important than anything else they might be doing right now, then they need to get there in time...)
*there's a bug in the zipped version that makes them non-silent, but the hotfix .jar fixes this
Also there were 2 or more special events , where colonies were completly wiped out , i don`t know why.
Colonies can decivilize (vanilla feature) if they're at zero stability for long enough, that may have been what happened.
Also if a faction decides to saturation bomb a colony and it's size 4 or smaller, it'll be instantly destroyed.
Is this being considered? If it is, can we also have an option to sell ships to an up and coming invasion fleet? You know like the trade missions where we deliver supplies and goods but this time we deliver slightly-used/pre-loved (read: structurally damaged) Onslaughts at premium prices for more war profiteering enjoyment?
- Invasion spawn frequency and (to an extent) maximum fleet size already depend on the faction's industrial production, as noted in a couple of the recent previous posts.
- Ship procurement missions sound neat :) I'll look at them some time down the road.
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Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated
I'm practically using all mods and Nex mostly affects faction mods and nothing else besides Vayra yes?
Granted a new save start would be fine but I did found a good Nebula system to colonize, and got lucky for once in having several Terran worlds close to each other, excluding the one at the very fringe of the galaxy
Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
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Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated
[...]
Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
The .jar gets installed over the beta zip, yeah.
Make sure you've edited the settings.json file as described in this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg282407#msg282407)
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Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated
I'm practically using all mods and Nex mostly affects faction mods and nothing else besides Vayra yes?
Granted a new save start would be fine but I did found a good Nebula system to colonize, and got lucky for once in having several Terran worlds close to each other, excluding the one at the very fringe of the galaxy
Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
That is weird , as i have done the same and have no problems.
@Histidine : Thank you for the enlightment !!! ;D
Now i see it all clear.
I have a lot of fun. 8)
The Sector is agile and there are so many things going on .
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can you help with this?
158931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Yeg
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Maybe ask that in Tahlans thread, not a mods that isnt mentioned anywhere in that log.
Heck I cant read java I just like playing the games! I scratch my creative itch in other areas so I dont know much about modding. Thanks for the heads up I actually though that legio was from imperium lol. Nope.
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Say, how do I disable AI colony missions without going into each faction's page and setting their multiplier to zero? That method works but it's kind of easy to mess up when updating versions or adding new modded factions.
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There is one small highlight i'd like to give about the "Derelict Empire", it is noticeable specially now that the setting for "guaranteed unknown blueprints on raids" is a choice:
Spoiler
If you raid a Derelict Empire's industry enough times you'll start getting two blueprints that i think you are not meant to get at all. One is the Guardian class and the other one is the Derelict Mothership.
I'm afraid to even touch the Derelict Mothership on my menus to avoid oddities with a ship that is meant to be a station, so i don't know what kind of behavior that produces in combat. The Guardian thought, that goes without saying that it is a very powerful ship.
I'm sharing this in case you wanna consider doing something with these blueprints, it's not really a big issue, i get more a kick out of it if anything, but it is something i think it's worth sharing.
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Oh....My bad, I may have overlooked that small part in the adjustment.
Thanks for helping
-
How to edit and remove ai faction colonization?
i dont want they get like 30 planets around :-\
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How to edit and remove ai faction colonization?
i dont want they get like 30 planets around :-\
Go to the data>config>exerlinfactionconfig folder and crack open each factions file with notepad++, set "colonyExpeditionChance" to "0" for any factions that have the modifier. Do this in the data folder of any faction mods added to the game as well.
That's how i figured out how to do it, but I don't know if there's a simpler "colony expeditions=false" setting exists somewhere I'm unable to find.
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Hey Histidine,
I just wanted to say thanks for this great mod. I will never be able to play Starsector without it. :)
I was wondering if you could add some info on the factions page (or it's own report). I'd like to see some stats. Each factions number of planets. Population size. Number of ships broken out by War vs. Civilian. Maybe broken further out by hull type.
Anyways,
Great Mod!!
Thanks.
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Say, how do I disable AI colony missions without going into each faction's page and setting their multiplier to zero? That method works but it's kind of easy to mess up when updating versions or adding new modded factions.
/Nexerelin/exerelin_config.json -> set colonyExpeditionInterval to 999999
Hey Histidine,
I just wanted to say thanks for this great mod. I will never be able to play Starsector without it. :)
I was wondering if you could add some info on the factions page (or it's own report). I'd like to see some stats. Each factions number of planets. Population size. Number of ships broken out by War vs. Civilian. Maybe broken further out by hull type.
Anyways,
Great Mod!!
Thanks.
*thumbs up emoji*
For your requests: There's a faction directory option (press Z on the campaign map, or look in "Special options" when docked) that lists each faction's planets/stations and their market size.
Ship count is messier since most fleets don't actually exist until the player gets close to the star system they're in. I could read the abstracted "fleet point" values for such fleets, but this won't account for the fact that the calculated strength can suddenly increased when an event (e.g. raids/invasions/expeditions) occurs, so not really useful or accurate.
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Added Nexerelin and I must say its a blast. I saw earlier in the thread the possibility of Agents being able to steal faction assets like blueprints came up, I must say I am 100% for this (especially if it allows us to steal Volturnian Lobster eggs so we can set up our own breeding grounds. Give Us Lobster).
One of the things that was brought up is how we would receive these stolen goods, and if theft is implemented it would be neat if their method of procurement could be varied; maybe things went smoothly and theyre sent to our colony, maybe things went a bit sideways and we need to go pick it up in person with our transponder off to avoid detection, or maybe pirates intercepted them and we need to steal them before they get sold off.
Also, quick question: Can agents work together on a single task if they're both stationed on the same world to improve the tasks success?
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Thanks for the response Histidine,
Another question, so you have random core worlds. Would it be possible to have a complete random sector.
Just group a faction to a cluster, but have the entire map be random.
This will make exploring dangerous. Some games might not work, but it will truly feel like you're exploring finding new factions.
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I got this error a moment ago, i can't really provide any feedback about it except i was traveling to survey outer worlds. i suspect it has something to do with Nex because it uses the expression "rebellion" in it, i haven't had any problems with them and quite several have passed in my playthrough by now, so i don't know what the deal is with this.
Spoiler
1201863 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionCreator.createRebellion(RebellionCreator.java:95)
at exerelin.campaign.intel.rebellion.RebellionCreator.incrementRebellionPoints(RebellionCreator.java:174)
at exerelin.campaign.intel.rebellion.RebellionCreator.processMarket(RebellionCreator.java:201)
at exerelin.campaign.intel.rebellion.RebellionCreator.advance(RebellionCreator.java:212)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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(belated reply)
Though something seems off with that file: some of it's data is not consistent with the starting ship options in game and is even missing a few of them. Explorer (Large) is missing options 2 and 3 and has an Alastor as one of the solo frigate starts, yet in game they are the Centurion or Groundhog for instance.
The new game dialog automatically filters out starts which use ships that don't currently exist in the game (this is used to create starts that use ships from other mods, which may not be running at the time). The faction files included in Nexerelin have some starts using ships from the Ship & Weapon pack (except for pirates, which use Underworld).
I got this error a moment ago, i can't really provide any feedback about it except i was traveling to survey outer worlds. i suspect it has something to do with Nex because it uses the expression "rebellion" in it, i haven't had any problems with them and quite several have passed in my playthrough by now, so i don't know what the deal is with this.
Spoiler
1201863 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionCreator.createRebellion(RebellionCreator.java:95)
at exerelin.campaign.intel.rebellion.RebellionCreator.incrementRebellionPoints(RebellionCreator.java:174)
at exerelin.campaign.intel.rebellion.RebellionCreator.processMarket(RebellionCreator.java:201)
at exerelin.campaign.intel.rebellion.RebellionCreator.advance(RebellionCreator.java:212)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Oops, looks like a bug when it tries to spawn a rebellion on a player-founded colony.
Hotfix .jar here (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) for now, I'll do a semi-formal update to the beta (with zip archive and everything) in the near future.
UPDATE: Full v0.9.6b beta here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6b_beta.zip).
Changelog here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog).
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Thanx for the update!!!
Can i copy my edited settings.json ,diplomacyConfig.json and exerelin_config.json from old beta to the new one ?
And have i to put that one file into /jars again ?
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UPDATE: Full v0.9.6b beta here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6b_beta.zip).
Changelog here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog).
Thanks for the update! Also thanks for literally working past 3am just for our enjoyment! :o :o :o
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Noticed a minor issue in my last playthrough with the pirate start. After resigning the pirate commission, the "you resigned the pirate commission" message remains stuck in the mission and pirate intel boards permanently. If you rejoin and re-resign the pirate commission it produces a duplicate message that also remains stuck. Other than that no gameplay effects, and I haven't tested with other faction commissions.
Thanks for the new update! ;D
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How to lvl up Admins?
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How to lvl up Admins?
This mod (or any mod for that matter) doesn't level up admins.
What Nexerelin does is let you unlock more slots to hire admins the bigger your total market size is.
If you want a mod that messes with admin spawns to have higher chance to make them better, i suggest you check the "Better Colonies" mod.
https://fractalsoftworks.com/forum/index.php?topic=17103
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Can i copy my edited settings.json ,diplomacyConfig.json and exerelin_config.json from old beta to the new one ?
And have i to put that one file into /jars again ?
diplomacyConfig.json and exerelin_config.json can be copied directly; for settings.json make sure you include the nex_bonusAdminLevels tag as explained here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg282407#msg282407)
You don't need the .jar any more.
Noticed a minor issue in my last playthrough with the pirate start. After resigning the pirate commission, the "you resigned the pirate commission" message remains stuck in the mission and pirate intel boards permanently. If you rejoin and re-resign the pirate commission it produces a duplicate message that also remains stuck. Other than that no gameplay effects, and I haven't tested with other faction commissions.
Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
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Thanx. ;D
It was mainly that tag ,why i asked , because i am to lazy to add all the values from 0 to 300 again. 8)
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Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
Yes I've unchecked both and played on for an ingame year after that.
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Excuse me, any tips for colonization? I find myself with stability 0 before I have Military Base+Ground Defenses+Heavy Industry, that makes fleets useless and I get raided by pirates every 17 Days by huge fleets full of atlas...
Any tips?
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Make all hostile Factions your Friends via the Agent Mission "Raise Reputation" ; at least till level "Welcoming".
Don`t make Freeports , don`t use Ai Cores.
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^ This plus keep in mind that you don't have to build heavy industry first. You can, at a minor cost, just import all the stuff you need to maintain your battlestations, patrol stations and - as a last resort - ground batteries. So just build your defenses first and only worry about feeding them yourself second.
One thing that I've noticed when doing system defense is that one planet with a military HQ or better (level 2 and 3, which does take an industry slot, so use sparringly) is a lot more effective that just spamming little structure-slot system patrol stations everywhere (level 1). Which is to say that rather than sending out a dozen lag-inducing shrimp patrols that just get crewed up and spit out, you'll more likely end up with just one big doomstack that can actually kick some serious butt for you while you're out of town.
I've never seen a pirate raid get past a battlestation, no matter how big their armada. Though that is going to set you back 750,000cr... still, even your basic level 1 station is better for stopping pirate raids than ground defenses, in my experience. In fact, with enough starbases and large patrols then you won't even need ground batteries at all because no one will be able to land troops in the first place.
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In fact, with enough starbases and large patrols then you won't even need ground batteries at all because no one will be able to land troops in the first place.
Just wanted to add that, with that said, you'll still want heavy batteries regardless of anything because they provide stability.
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Make all hostile Factions your Friends via the Agent Mission "Raise Reputation" ; at least till level "Welcoming".
Don`t make Freeports , don`t use Ai Cores.
Thanks! Really useful. I thought "hey this will work, finally"...
Then the luddic church stole the planet I wanted... And I didn't see the alliance with the hegemony... Sooo there's a bit of war but...
But at least pirates are not annoying me every 17 days and raids are every 60 :D
Btw this mod is awesome, so much work put in this, awesome!
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Got this error a moment ago:
Spoiler
484597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.comms.ooOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.super.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
At first i ignored it because i couldn't figure out where i got it, but then i started getting it frequently and roughly at a similar point. I think what is going on is that a faction is making peace with me and the alert pop up is what's causing this. I have yet to confirm if this is true thought.
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I think you should post this error here : https://fractalsoftworks.com/forum/index.php?board=14.0 (https://fractalsoftworks.com/forum/index.php?board=14.0)
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After invading Donn (from the pirates) and handing it over to Tri-Tachyon, the planet remains in my colony list and produces are stored there every month.
Custom ship productions were also routed there. I do not recall having bought storage space there.
After taking all items out of the storage, Donn was removed from the colony tab.
Tri-Tachyon is cooperative, without any alliance.
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Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
Yes I've unchecked both and played on for an ingame year after that.
Hmm, right, I see the problem now. The issue exists in vanilla, too; reported here (http://fractalsoftworks.com/forum/index.php?topic=18102.0).
Got this error a moment ago:
Spoiler
484597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.comms.ooOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.super.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
At first i ignored it because i couldn't figure out where i got it, but then i started getting it frequently and roughly at a similar point. I think what is going on is that a faction is making peace with me and the alert pop up is what's causing this. I have yet to confirm if this is true thought.
Hmm, does it happen anytime a fleet tooltip or similar thing is generated (when mousing over a fleet, or looking at the faction doctrine screen where it generates a sample heavy patrol, or named bounty intel screen, etc.)?
After invading Donn (from the pirates) and handing it over to Tri-Tachyon, the planet remains in my colony list and produces are stored there every month.
Custom ship productions were also routed there. I do not recall having bought storage space there.
After taking all items out of the storage, Donn was removed from the colony tab.
Tri-Tachyon is cooperative, without any alliance.
- In Nexerelin 0.9.5 you'll have to reassign your colony gathering point after giving away or losing the target colony. This has been fixed in 0.9.6.
- Yeah, places (but not abandoned stations) where you have storage in use are also shown in colony screen. This is a vanilla feature, presumably to make it easier to find stuff.
(and storage is unlocked for free on all player planets IIRC)
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Hmm, does it happen anytime a fleet tooltip or similar thing is generated (when mousing over a fleet, or looking at the faction doctrine screen where it generates a sample heavy patrol, or named bounty intel screen, etc.)?
Actually, i tried to do this with the "ceasefireNotificationPopup" set on false to see if i it was that one pop up, but it happened again regardless, so now i'm not sure it's nex, but i'm also not sure what's causing it.
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Is it possible for blueprints from other mods to appear in the bp trade option from Prism Station, or is that only going to rotate vanilla prints in and out?
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Is it possible for blueprints from other mods to appear in the bp trade option from Prism Station, or is that only going to rotate vanilla prints in and out?
It is possible for other BPs to appear in prism spaceport, for example, you can find some ships from Ship and Weapon Pack available there.
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Starting a new run with modded factions, does anything specific need to be done for them to also spawn special forces fleets or do they revert to a default type (or not at all)?
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The SF fleets will spawn with some default settings if the faction doesn't configure them.
(They may take a while to appear depending on the faction's economy though)
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Hi again! Mb it a little bit offtop but ...
I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
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I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
That feature is from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0)
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It is also in Archean Order , when you set up a Game .
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I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
That feature is from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0)
ty!
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Man, this is a great game and mod :)
I have a few questions,
How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?
Thanks
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Man, this is a great game and mod :)
I have a few questions,
How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?
Thanks
Vengeance fleets can not be bribed, they'll chase you no matter what. Your best bet if you can't defeat them is either juke them with transverse jump or by entering a system and exiting from a different jump point or lead them into a system owned by a faction hostile to them (they won't try to avoid it).
Invasion fleets also can't be bribed, you're best bet of stopping one if you can't defeat it is raise your relations with the faction before they reach your colony or invade the planet from which they will be launched before they appear. Only AI inspections, saturation bombardment fleets (if you built a colony in another faction's territory) and expedition fleets can be bribed in the intel screen.
To make peace you simply need to raise your relations with the faction you're hostile to either via missions, AI core bribes, prisoner exchange or agents. You, the player, cannot ask for a ceasefire. However if a faction's war weariness goes too high from fighting enemies (go to intel, dipl.profile, search for the faction you want info on and you should see their war weariness, their alignment (which determines if they'd be willing to go on an alliance with you and their traits that increase/decrease their relations with you depending on circumstances (AI usage, owning more markets than them, having a free port... etc) ).
When a faction's war weariness gets too high they will eventually offer their enemies (including you) a ceasefire which you can accept or reject (note: if you're in an alliance and the other factions that are with you refuse to make peace then only yours won't be hostile to them while the other will still wage war on them)
And finally if you're in an alliance then simply lowering your relations with whatever faction you want to be at war with will start a vote once you become hostile with them.
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My problem is what i cannot add new factions anymore because of new markets they adding, game just crush on save attempt, so i really don't like what factions in Nerexelin create new colones from time to time, i am afraid one day this can corrupt my entire playrun because i be not able to save my game at some point after another random established colony. Thats also the reason why i avoid building commerce on my own colonies. Is it possible to make expeditions toggleable?
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Hi, First of all, Great Mod! It's absolutely essential for me.
But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.
Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?
Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.
I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.
Thank you again.
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A quick question - can I demand tribute from other factions for having colonies in a star system where I also have colonies? Can I somehow claim a certain system and call it mine?
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My problem is what i cannot add new factions anymore because of new markets they adding, game just crush on save attempt, so i really don't like what factions in Nerexelin create new colones from time to time, i am afraid one day this can corrupt my entire playrun because i be not able to save my game at some point after another random established colony. Thats also the reason why i avoid building commerce on my own colonies. Is it possible to make expeditions toggleable?
You can suppress colony expeditions by editing /mods/Nexerelin/exerelin_config.json; set colonyExpeditionInterval to 999999
A quick question - can I demand tribute from other factions for having colonies in a star system where I also have colonies? Can I somehow claim a certain system and call it mine?
You can't collect tribute from others, no.
Hi, First of all, Great Mod! It's absolutely essential for me.
But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.
Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?
Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.
I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.
Thank you again.
Hi!
1) You can open /mods/Nexerelin/exerelin_config.json and search (Ctrl+F) for "invasion", there are some values you can tweak to make invasions less frequent and/or smaller.
2) Yeah, guess I should add a per-faction cooldown to faction respawn events.
3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
For now, as a workaround you can enable devmode in the Console Commands mod and that gives you control over the colony you're docked at (this works on other factions' stuff too). Remember to turn off devmode before you leave though!
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Hey Histidine, does Nexelerin change the post battle recovery of enemy ships at all? I feel like recovery odds are down but this could just be small sample size/confirmation bias and wanted to check.
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3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
I was just about to suggest a "sponsorship" mechanic for your autonomous colonies, but you said everything already.
I hope we can see sometime in the future, along with the ability to set an admin of our choosing on autonomous colonies. (as i mentioned before)
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Hey Histidine, does Nexelerin change the post battle recovery of enemy ships at all? I feel like recovery odds are down but this could just be small sample size/confirmation bias and wanted to check.
It makes no attempt to and shouldn't change recovery.
3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
I was just about to suggest a "sponsorship" mechanic for your autonomous colonies, but you said everything already.
I hope we can see sometime in the future, along with the ability to set an admin of our choosing on autonomous colonies. (as i mentioned before)
Yeah, assigning an admin to autonomous colonies will go in once I find the time to work on it.
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Found another bug. The officer deaths system is amazing. Playing with permadeath (including yourself) makes everything a lot more tense...and frustrating when you lose a multi-day game because of a mistake.
However the system does not work in battles with IBB bounty fleets that are found in Ship/Weapon Pack 1.10.5 (https://fractalsoftworks.com/forum/index.php?topic=11018.0). If your officers die in those battles, the after action report makes no mention of it (essentially a vanilla report is produced) and the officers are still alive afterwards. The system works in every non-IBB battle.
I've gotten around it for now by dismissing any officer whose ship dies (if my ship gets destroyed I delete the save).
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Im sure youve had these questions a million times but
is there any way i can modify the frequency of pirate base construction?
is there any way to make it so that i do not lose relations with a faction after they fail to invade me?
also what is a good rule of thumb for spawning invasion/base strike fleets? eg if the base has 600 defence do i want a 601 point fleet or a 1000 point fleet?
one last thing is there anyway to figure out what planet rare commodities like lobster start on in a totally random game start?
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Thanks for the great mod!
I've tried the beta for a bit (so far the upcoming features look great), I however encontered an not closer specified error when a rebellion succeeds.
Spoiler
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Jangala: day 26
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 0.0
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 2.3854227, 6383.7695
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 1.7267506
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 84.96049
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: -10.229145, 6389.8823
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 801.5637
[Thread-4] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel trade rep: 0.2
[Thread-4] INFO exerelin.campaign.SectorManager - Faction Luddic Church has 9 markets left
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.comms.ooOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.super.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
happens again and again, i use the following mods in my save:
Spoiler
{"enabledMods": [
"Boggled AI Core Production",
"Adjusted Sector",
"automatic-orders",
"timid_admins",
"Boggled Terraforming",
"chatter",
"lw_console",
"sun_fuel_siphoning",
"sun_hyperdrive",
"deconomics",
"lw_lazylib",
"missingships",
"More Officer Skills",
"nexerelin",
"bonomel_skilledup",
"speedUp",
"Boggled Station Construction",
"timid_supply_forging",
"transfer_all_items",
"vayrasector",
"shaderLib"
]}
rebellions that do not succeed work fine, no crashes involved
-
I've marked v0.9.6b as the "official" version. No change to the mod has been made, this just lets Version Checker tell people to get the new version.
(v0.9.6c won't be coming out for some time, as I have some requested features to implement first)
Found another bug. The officer deaths system is amazing. Playing with permadeath (including yourself) makes everything a lot more tense...and frustrating when you lose a multi-day game because of a mistake.
However the system does not work in battles with IBB bounty fleets that are found in Ship/Weapon Pack 1.10.5 (https://fractalsoftworks.com/forum/index.php?topic=11018.0). If your officers die in those battles, the after action report makes no mention of it (essentially a vanilla report is produced) and the officers are still alive afterwards. The system works in every non-IBB battle.
Yeah, there's a bit of a limitation in this regard because both mods (and Ruthless Sector too) modify the fleet interaction dialog plugin for their respective purposes, so incompatibilities can occur.
I'll try to port the needed SWP behaviour (IBB guaranteed drop) to Nexerelin, then all the features should work once the aforementioned three mods are updated. Although I can't guarantee it'll stay fixed.
Thanks for the great mod!
I've tried the beta for a bit (so far the upcoming features look great), I however encontered an not closer specified error when a rebellion succeeds.
[...]
rebellions that do not succeed work fine, no crashes involved
:ok_hand:
Your issue looks like the crash from ambassadors in Industrial Evolution. Version 1.4b of that mod should fix it.
Im sure youve had these questions a million times but
is there any way i can modify the frequency of pirate base construction?
is there any way to make it so that i do not lose relations with a faction after they fail to invade me?
also what is a good rule of thumb for spawning invasion/base strike fleets? eg if the base has 600 defence do i want a 601 point fleet or a 1000 point fleet?
one last thing is there anyway to figure out what planet rare commodities like lobster start on in a totally random game start?
(The first two are vanilla features)
- I think you may be able to make pirate bases less frequent by changing certain values in [starsector-core]/data/config/settings.json ("minPirateBases" and "maxPirateBases")
- The reputation loss from defeating expeditions is hardcoded, but Nexerelin has a setting to remove expeditions completely (exerelin_config.json -> "enablePunitiveExpeditions").
- On fleet request strength: Not really sure, but I find if your ships are high-quality (no D-mods) and have decent officers the strength estimates are positive even with equal or lower fleet point numbers.
- You can check the commodity info screen on a market to see where most commodities are being produced/consumed, but non-standard things like lobsters are AFAIK hidden. Sorry!
-
How come prisoners are treated as commodity items instead of people? They don't use personnel slots and you can just YEET them into space inside cargo pods instead of cryo pods.
-
Hi, I'm experiencing what I believe to be a Nexerelin bug.
I sent an agent to one of my colonies, and queued a Luddic Path infiltration mission. Once she was there, I canceled the infiltration, assigned her to find a Pirate base, then requeued the infiltration. The Pirate base finished, and the cell infiltration was underway. I don't know if the cell infiltration actually finished, I wasn't watching, but when I look in my intel screen, she appears to have no task. When I click on her portrait, I get a crash with this log message:
Spoiler
623711 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.CovertActionIntel.addLastMessagePara(CovertActionIntel.java:667)
at exerelin.campaign.intel.agents.AgentIntel.createSmallDescription(AgentIntel.java:386)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I have a lot of mods but I can assemble a list if it would be helpful.
A quick update: After waiting for a bit, the infiltration mission finished and my agent is selectable again.
-
Really enjoy the new version.
I'm glad to see the rebellion event come back in this way. Since i try it yesterday, the event always confused me, in both my faction and others, so i just want to ask if it is possible to add words in Intel to describe the strength of rebellion, may similar to the describtion of invasion force such as "the invasion's space forces are evenly matched "? :)
-
Random sector oddity
Spoiler
(https://i.imgur.com/JF3ENMz.png)
-
Welp, that's something to fix... there we go.
How come prisoners are treated as commodity items instead of people? They don't use personnel slots and you can just YEET them into space inside cargo pods instead of cryo pods.
There hasn't been a good way to make them be treated like crew are. I'll be asking Alex if there's a way to do it now (or next Starsector version) though.
Hi, I'm experiencing what I believe to be a Nexerelin bug.
I sent an agent to one of my colonies, and queued a Luddic Path infiltration mission. Once she was there, I canceled the infiltration, assigned her to find a Pirate base, then requeued the infiltration. The Pirate base finished, and the cell infiltration was underway. I don't know if the cell infiltration actually finished, I wasn't watching, but when I look in my intel screen, she appears to have no task. When I click on her portrait, I get a crash with this log message:
[...]
A quick update: After waiting for a bit, the infiltration mission finished and my agent is selectable again.
Thanks! This came up a while ago and is fixed for next version.
(It breaks when trying to display the agent's previous action)
Since i try it yesterday, the event always confused me, in both my faction and others, so i just want to ask if it is possible to add words in Intel to describe the strength of rebellion, may similar to the describtion of invasion force such as "the invasion's space forces are evenly matched "? :)
You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
If people find this mechanic annoying I may remove it though.
-
You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
If people find this mechanic annoying I may remove it though.
That's cool, I never try to place an agent to the planet that breaks rebellion, thank you for your help!
-
The invasion notification sound is too loud imo. It legit scared me even though my laptop was at 30% volume.
-
Anyway to add a summary page of how many markets each faction has. Both the total market and combined market size. I know you can view each secretly.
Also, anyway to show your current alignment status with the markets in the system. Meaning, if you are in hyperspace and you click on a star, it shows the factions in the star color coded by faction. I'd like to add "friendly, neutral, suspicions, hostile. Otherwise you need to first go look at the faction screen to remember if you're hostile or not.
Thanks.,
-
I suggest an option that turns off/delays colony expeditions until the player gets a colony of its own. The "on" trigger should be the same as the player faction naming dialog that pops up when you first invade/colonize a planet. We do have the advert option but it costs quite a lot when you don't have a stable colony/commission of your own. This should make non-optimal playstyles a better experience.
-
So invasion fleets now defend the market they invaded. However, if the invasion fleets move to engage a hostile, you can sneak in and flip the market back to the previous owner. If the invasion fleets deal with whatever was occupying them, they will now orbit and defend the market, even though it no longer belongs to their faction, and in fact, belongs to a hostile faction. They won't attack the station present, letting it repair.
Not sure if this is a bug per se, but I don't think that's intended behavior.
-
Who are these communist guys and why can they throw 10 fleets of capitals at me?
-
Trying to the lost empire these days, funny design i think, but there are some problems IMHO.
Im really confused since I attacked a heavy industry belongs to derelict then got the blueprint of guardian, have to say it is really strange thing that derelict owns such an op ship between their junks, is this a bug?
-
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
-
Pushing an update to fix some crash issues.
UPDATE: Added a hotfix here (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) to fix issues with leaving the Z menu after viewing the fleet request screen. Place in Nexerelin/jars
Nexerelin v0.9.6c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
* Gameplay
* Add suspend autonomy function (allows player to build things on autonomous colonies)
* Add function to donate admins to an autonomous colony
* Remove "reinforce defenses" option (can be re-enabled in rules.csv)
* Agent action's target faction should remain constant even if the planet/system changes hands in the meantime
* Insurance: Pay out 20% of base value for a new D-hull, plus payment for the number of new D-mods
* Previously it would pay a flat 100% of base value regardless of number of D-mods
* Amount can be changed in settings.json
* Colony expeditions are terminated if colony fleet's max crew drops below 1000
* Factions have 150 day cooldown between respawn attempts
* Non-territorial factions can be counted as system owner for expedition purposes
* Invasion fleets defending a captured target will go home if target is lost
* Bugfixes
* Fix a UI-related campaign crash on certain events
* Safety for an agent crash
* Fix random sector sometimes generating relays inside stars
* Fix vanilla non-payment of commission bounties
* Fix player being picked as sponsor of spontaneous rebellions
* Steal ship action: Handle cases where ship lacks variants
* Modding
* Add AllianceManager.getPlayerAlliance method
* Text
* Rebellion intel more informative on agents needed for details
* Diktat gets a special task group namer
* Fix a text error in NPC colonization-by-force
* Audio
* Nicer alarm sound by Soren
Anyway to add a summary page of how many markets each faction has. Both the total market and combined market size. I know you can view each secretly.
You can view a list of each faction's markets with the faction directory (press Z on campaign map, or view the special options menu when docked).
It doesn't nicely add up the faction's total size though, I should do that.
Also, anyway to show your current alignment status with the markets in the system. Meaning, if you are in hyperspace and you click on a star, it shows the factions in the star color coded by faction. I'd like to add "friendly, neutral, suspicions, hostile. Otherwise you need to first go look at the faction screen to remember if you're hostile or not.
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
I don't think these are readily doable/fixable by a mod, unfortunately.
I suggest an option that turns off/delays colony expeditions until the player gets a colony of its own. The "on" trigger should be the same as the player faction naming dialog that pops up when you first invade/colonize a planet. We do have the advert option but it costs quite a lot when you don't have a stable colony/commission of your own. This should make non-optimal playstyles a better experience.
Hmm, I'll think about it.
(Though if you ask me, that's just incentive for the player to not dawdle, and one planet every 270 days starting late cycle 207 should still leave plenty of planets for the player)
Im really confused since I attacked a heavy industry belongs to derelict then got the blueprint of guardian, have to say it is really strange thing that derelict owns such an op ship between their junks, is this a bug?
Guardian (https://starsector.fandom.com/wiki/Guardian) is a boss derelict ship. It normally only appears in cyrosleepers, but Derelict Empire also lets it appear in patrols sometimes.
The player really shouldn't be able to get the blueprint (since the ship is really OP), but I haven't gotten around to blocking it yet.
Who are these communist guys and why can they throw 10 fleets of capitals at me?
They're from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), you should comment on issues with them there.
-
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?
-
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?
i didn't know that you can disable faction spawning but keep the weapons and ships. i must be missing something? if faction is disabled where can you buy their ships and weapons beside maybe creating them from blueprints
-
At 25 and 50 population I got bonus administrator slots, I thought it said I would get more at 80, but I'm at 82 and nothing.
-
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?
The option only works in random sector.
At 25 and 50 population I got bonus administrator slots, I thought it said I would get more at 80, but I'm at 82 and nothing.
Hmm. It may take up to 3 days to refresh, but if it's staying that way then I'll have to investigate.
Quick check: Was the message simply missed? Check if your max admin count is what it should be (4 from pop + 2/4 base skilled/unskilled)
-
Hmm. It may take up to 3 days to refresh, but if it's staying that way then I'll have to investigate.
Quick check: Was the message simply missed? Check if your max admin count is what it should be (4 from pop + 2/4 base skilled/unskilled)
Well, if there was a message I missed it, it's quite possible because there is a lot of messages being displayed. (I was begging for a log feature in the idea section a while back). Anyways, I took a break after I captured the last planet that brought me to 82, after after reloading my game I am now at 7/8 admins. Not sure how useful that is.. one extra admin. ;D Anyways thanks for the reply.
-
Is there an easy way to add ship I want to prism port?
-
There are nice additions to the last content patch, great job.
However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.
The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.
I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.
-
There are nice additions to the last content patch, great job.
However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.
The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.
I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.
Have to say, without the tribute demands added by Nexerelin, these factions will release bombardment directly, you have no choice but face the bombardment fleet in vanilla.
btw, You can accept it for a moment, and tear up it when you ready to defend the bomb fleet.
-
Hey, I think I found a small logic bug in Nexerelin.
I was looking for a way to add a multiplier to the number of weapons+fighters offered in markets globally and saw Nexerelin already does this by overriding the vanilla markets. So I tried to play around with the same idea in my own mod and realized there is a logic error.
For example the Nex_OpenMarketPlugin.java
Code Snippet:
Spoiler
package exerelin.campaign.submarkets;
import com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin;
import com.fs.starfarer.api.util.Misc;
@Deprecated
public class Nex_OpenMarketPlugin extends OpenMarketPlugin {
@Override
public void updateCargoPrePlayerInteraction() {
super.updateCargoPrePlayerInteraction();
if (okToUpdateShipsAndWeapons()) {
// this was already done in super method, so what we're doing is doubling weapon/fighter counts
int weapons = 2 + Math.max(0, market.getSize() - 3) + (Misc.isMilitary(market) ? 5 : 0);
int fighters = 1 + Math.max(0, (market.getSize() - 3) / 2) + (Misc.isMilitary(market) ? 2 : 0);
// just kidding, it's only 50% more
//weapons /= 2;
//fighters /= 2;
addWeapons(weapons, weapons + 1, 0, market.getFactionId());
addFighters(fighters, fighters + 1, 0, market.getFactionId());
getCargo().sort();
}
}
}
The problem is when you call super.updateCargoPrePlayerInteraction() you will cause the vanilla market to set sinceSWUpdate = 0f; which means you will always evaluate if (okToUpdateShipsAndWeapons()) to false
Since you need to accommodate the vanilla stockpile update you still need to call super before you modify the cargo (ie weapons and fighters) so I did this as an example:
Spoiler
public class RL_OpenMarketPlugin extends Nex_OpenMarketPlugin {
@Override
public void updateCargoPrePlayerInteraction() {
if (okToUpdateShipsAndWeapons()) {
super.updateCargoPrePlayerInteraction(); //must do this first or anything you add isnt real!
// this was already done in super method, so what we're doing is doubling weapon/fighter counts
int weapons = 2 + Math.max(0, market.getSize() - 3) + (Misc.isMilitary(market) ? 5 : 0);
int fighters = 1 + Math.max(0, (market.getSize() - 3) / 2) + (Misc.isMilitary(market) ? 2 : 0);
for (int x = 1; x < submarketShared.getMinWepMult(); x++){
Global.getLogger(this.getClass()).info("flapjack " + x);
addWeapons(weapons, weapons, 1, market.getFactionId());
addFighters(fighters, fighters, 1, market.getFactionId());
}
getCargo().sort();
}
else {
super.updateCargoPrePlayerInteraction(); //this makes sure the normal commodities get worked out
}
}
}
Ignore my flapjack bit - I was working on making a global multiplier that could be loaded from a config.
It also is a bit hacky for me to try to override your markets in Nexerelin because we would both be overiding the vanilla markets and it was load-order dependent on who's mod applied over who's. (I had to change my name to appear higher in the alphabet for load-order). Would you consider taking a config variable as a multiplier for weapons/fighters on a market content like this? I wanted to globally double (or triple) weapon spawns since I've been playing with so many mods I could never find the content I wanted in game with such large pools to draw from randomly.
I also saw you had marked this (and Nex_BlackMarketPlugin) as deprecated. Did you find a better way to override vanilla markets?
Let me know if I can better explain myself, I hope this is helpful! Your mod is awesome and thanks for all the incredible work you've put in over the years!
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Would it be possible to make autonomous markets contribute to market size?
I worry about how the player would make no money from exports should he actually conquer the entire sector. It makes me not want to even attempt it at the moment as the market size will only become smaller and smaller the more colonies one conquer.
-
Is it possible to turn off notifications for all the faction stuff when you're not in a faction? I'm not associated with anyone and off in deep space exploring and salvaging but I'm constantly being pinged by relation changes, diplomacy, invasions, raids, the like. Would be nice to have a toggle for this, or make it so you get those updates only when you're in sensor range, similar to missions.
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There are nice additions to the last content patch, great job.
However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.
The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.
I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.
Have to say, without the tribute demands added by Nexerelin, these factions will release bombardment directly, you have no choice but face the bombardment fleet in vanilla.
btw, You can accept it for a moment, and tear up it when you ready to defend the bomb fleet.
Yeah, the tribute thing is actually something I added to make the factions act a little more reasonable than in vanilla.
I could move the penalty values into a config file though.
Hey, I think I found a small logic bug in Nexerelin.
I was looking for a way to add a multiplier to the number of weapons+fighters offered in markets globally and saw Nexerelin already does this by overriding the vanilla markets. So I tried to play around with the same idea in my own mod and realized there is a logic error.
[...]
The problem is when you call super.updateCargoPrePlayerInteraction() you will cause the vanilla market to set sinceSWUpdate = 0f; which means you will always evaluate if (okToUpdateShipsAndWeapons()) to false
[...]
I also saw you had marked this (and Nex_BlackMarketPlugin) as deprecated. Did you find a better way to override vanilla markets?
Ah, oops, I'll have to fix that in a future Nex version. Good job catching it!
I think the deprecated tags were simply from when the Nex classes didn't do anything, and I forgot to remove them when I made them do something...
Would it be possible to make autonomous markets contribute to market size?
Don't know of a way for a mod to do it. IIRC someone found it in the core code, but modifying that is forbidden and not the sort of thing a mod should be bundling anyway.
Is it possible to turn off notifications for all the faction stuff when you're not in a faction? I'm not associated with anyone and off in deep space exploring and salvaging but I'm constantly being pinged by relation changes, diplomacy, invasions, raids, the like. Would be nice to have a toggle for this, or make it so you get those updates only when you're in sensor range, similar to missions.
I could add a switch to quiet diplomacy events when the player isn't involved in that stuff (doesn't have own faction and isn't commissioned with anyone), and/or filter out the ones not affecting player/commissioner faction, at least.
Making these messages require comm relay access would be worse I think, they'd just contribute to (and get lost in) the usual flood of messages when re-entering comm relay range...
-
Might want to preclude Raids etc from targeting outposts...thematically theres really nothing there to raid...plus, it makes you babysit outposts worse then colonies.
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Hello, sorry but an answer probably escaped my attention: is update from "corporate warfare" save breaking? thank you
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Might want to preclude Raids etc from targeting outposts...thematically theres really nothing there to raid...plus, it makes you babysit outposts worse then colonies.
It's not readily fixable on my end, but it'll go away next Starsector version.
In the meantime, the raid should only happen once and shouldn't do any damage that matters.
Hello, sorry but an answer probably escaped my attention: is update from "corporate warfare" save breaking? thank you
All Nex updates are compatible with the immediately prior versions unless otherwise stated :)
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You missed my comment D:
-
You missed my comment D:
Ah, oops, sorry!
Ships automatically appear in Prism if:
- Their faction appears in data/config/prism/prism_factions_whitelist.csv, and
- They have a high enough FP value in ship_data.csv (5/10/14/20 for frigates/destroyers/cruisers/capitals)
You can also add a ship as a purchasable "boss" ship, in prism_boss_ships.csv in the same folder.
-
I could add a switch to quiet diplomacy events when the player isn't involved in that stuff (doesn't have own faction and isn't commissioned with anyone), and/or filter out the ones not affecting player/commissioner faction, at least.
Making these messages require comm relay access would be worse I think, they'd just contribute to (and get lost in) the usual flood of messages when re-entering comm relay range...
Anything would be nice honestly. Once one adds in a few modded factions it's basically a never ending screeching of notifications as you get pinged for every tiny detail. Feels like anytime someone sneezes in the Core Worlds I get a notification and that sound is like nails on a chalkboard.
Alternatively too, might add a toggle somewhere in the config that lets the end user just toggle themselves as well. Then if someone doesn't want those notifications, even if they have a faction, they can just quiet them. Or if someone is keen to know every detail when unassociated they can likewise toggle.
-
You missed my comment D:
Ah, oops, sorry!
Ships automatically appear in Prism if:
- Their faction appears in data/config/prism/prism_factions_whitelist.csv, and
- They have a high enough FP value in ship_data.csv (5/10/14/20 for frigates/destroyers/cruisers/capitals)
You can also add a ship as a purchasable "boss" ship, in prism_boss_ships.csv in the same folder.
When I open boss.csv it has this 2 strings
id,faction,ibbNum,stage
# intentionally left blank,,,
Can you show me the example of how do I add new ship here?
-
<hull ID>
<this is the mod or faction ID that needs to be present in the game for the IBB to load, but if the file is in the same mod as the ship, you can leave this blank>
<leave blank, since this isn't an IBB>
<likewise>
Also how old is your copy of Nexerelin? The current version of the file has an extra column, and comments on what each column does.
-
<hull ID>
<this is the mod or faction ID that needs to be present in the game for the IBB to load, but if the file is in the same mod as the ship, you can leave this blank>
<leave blank, since this isn't an IBB>
<likewise>
Also how old is your copy of Nexerelin? The current version of the file has an extra column, and comments on what each column does.
It says 0.9.5h. Ty for answer!
One more question how do I find hull ID? :D
Ye Imma so annoying guy.
-
I'm pretty sure this is the mod I should be replying too.
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.
-
This will seem like a very obscure question, but it is really important for soemthing i'm trying.
\data\string\strings.json has this as line 416-418
"dialogOption_action":"Action type: $action";
"dialogOption_faction":"Faction: $faction";
"dialogOption_target":"Target: $target";
the ; at the end is not standard Json markings (its a , everywhere else) Is this a mistake, or are ; interpreted differently by the json reader of starsector?
-
One more question how do I find hull ID? :D
Ye Imma so annoying guy.
Look in /data/hulls/ (in starsector-core and/or mod folder(s))
You can just read the filenames, or check ship_data.csv in that folder.
This will seem like a very obscure question, but it is really important for soemthing i'm trying.
\data\string\strings.json has this as line 416-418
"dialogOption_action":"Action type: $action";
"dialogOption_faction":"Faction: $faction";
"dialogOption_target":"Target: $target";
the ; at the end is not standard Json markings (its a , everywhere else) Is this a mistake, or are ; interpreted differently by the json reader of starsector?
Starsector's JSON parser indeed accepts the non-standard ';', which seems to be treated as a comma in this case.
I didn't intend to use them though, those lines are a (harmless) typo on my part.
I'm pretty sure this is the mod I should be replying too.
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.
Just tested it, outpost storage doesn't charge or pay the player anything (and the income report reflects this). Are you seeing something different?
(I panicked when I saw my money went up, but I checked the report and it was from the Galatian stipend)
-
I can also tell that outpost give me money, but as you could see imma bit outdated. Perhaps that guy too.
Ty for answers.
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I heard we can order a ship to buy but for a double price, the thing is I couldn't find how, any help?
-
I heard we can order a ship to buy but for a double price, the thing is I couldn't find how, any help?
You need to hire agent, travel them to preferably a military market of another faction, then initiate a mission with them. Scroll down to Procure Ship, and then you will be asked to pick a ship. Its indeed twice or more the cost....1.2 million + for battleships and other high grades and has a high chance of failure. For example, my level 3 agent has a 55% chance of success on stealing one of those reparations society battlecruisers, for a cost of 800k....Takes 36 days to complete.
Histidine: It would be interesting if this mechanic could be expanded to weapons, wherein you would chose weapons on the same kinda screen, with the failure rate and price going up with the value you have selected. Could possibly even expand this into diplomatically acquired resources coming in to your colonies on supply fleets..
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Is there a setting in Nexerelin wherein i can tone down the interval between Luddic path sleepers cells and Pirate activity? I dont care about invasions, but the whack-a-mole to hunt these things down is ....yeah, killing my desire to keep playing. The problem multiplies when you have lots of factions and more then 3 markets under control, and with Boggle's terraforming mod that counts siphon stations etc etc as markets its literally all i spend most of my play time doing(hunting down all those bases).
Also, and a side note...dismissed agents notification staying on the agents screen apparently forever...
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I am Vary confused I did see it, but I just made another outpost in the same game so same parameters and stuffed a tons of ships and items into storage and waited a month and got the correct result. I did not colonies when I saw the outpost paying me for storage so perhaps something changes behind the scenes when you make a colony? I'll do some testing Friday to try to reproduce the bug when i have time.
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I am Vary confused I did see it, but I just made another outpost in the same game so same parameters and stuffed a tons of ships and items into storage and waited a month and got the correct result. I did not colonies when I saw the outpost paying me for storage so perhaps something changes behind the scenes when you make a colony? I'll do some testing Friday to try to reproduce the bug when i have time.
Until i drained it of stuff, the first and only outpost i put up in penelope's star was showing a positive income of +9500 per month.. It had quite a bit of various stuffs in it. When nearly drained out its now showing -2500 per month.
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Can you add an option to like sponsor exploration fleet of your commission faction? Cuz the only way I see is to establish a new one by myself and then give it to faction but it will trigger the creation of my own faction that I would like to avoid.
-
I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.
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I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.
As i understand it, the higher that number gets the more it will attempt to send peace declarations to other AI factions. The AI factions have to accept however, which may or may not happen. It may be quite awhile before they settle down.
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Is there a setting in Nexerelin wherein i can tone down the interval between Luddic path sleepers cells and Pirate activity? I dont care about invasions, but the whack-a-mole to hunt these things down is ....yeah, killing my desire to keep playing. The problem multiplies when you have lots of factions and more then 3 markets under control, and with Boggle's terraforming mod that counts siphon stations etc etc as markets its literally all i spend most of my play time doing(hunting down all those bases).
Also, and a side note...dismissed agents notification staying on the agents screen apparently forever...
Nex doesn't touch pirate/Pather base spawning, but you can mess with some values in vanilla settings.json and see if it helps.
Though Pather cells barely matter in current version anyway.
"minPirateBases":2,
"maxPirateBases":3,
"minLPBases":2,
"maxLPBases":3,
As for dismissed agents, make sure you've unflagged the intel items as important (the (!) button).
Can you add an option to like sponsor exploration fleet of your commission faction? Cuz the only way I see is to establish a new one by myself and then give it to faction but it will trigger the creation of my own faction that I would like to avoid.
When you give away the planet it uncreates your faction with no penalty though.
I've been meaning to add a colony fleet request feature, but there's no good way to do the target selection GUI at present.
I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.
- Check the enemies' war weariness as well. Among the top 3 enemies with the highest war weariness, at least one must meet the minWarWearinessForPeace value in exerelin_config.json.
(The chance of a ceasefire roll succeeding also depends on the sum of the two factions' war weariness compared with the warWearinessDivisor and its level modifiers, but 250k should guarantee it on anything resembling default settings)
- However, a faction will not offer a ceasefire to anyone the first faction is currently sending invasion fleets to.
- In any case, one faction launching five invasion events at once should be functionally impossible under default settings. It suggests something seriously wrong with the settings or the state of the game.
If you upload the save somewhere I can try to see what's causing the problem.
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Hello. got a few questions
How can i change the time it takes for diplomatic events to happen, they happen to fast for my liking.
would you consider making it slower/take longer for Diplo events to happen.
-
Do killed factions eventually respawn unless we give them a colony?
-
what would happen if i set both flags to 0 for pirates/pathers? Those events simply wouldnt spawn anymore?
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Hello. got a few questions
How can i change the time it takes for diplomatic events to happen, they happen to fast for my liking.
would you consider making it slower/take longer for Diplo events to happen.
eventFrequency in data/config/exerelin/diplomacyConfig.json
It's already been increased a couple of times, but I may bump it up a bit higher.
Do killed factions eventually respawn unless we give them a colony?
They can respawn by spawning an invasion from a hidden base (or through a rebellion) if this is enabled at game start*. It doesn't usually succeed, though.
*use the OpenNexConfig console command to toggle midgame
what would happen if i set both flags to 0 for pirates/pathers? Those events simply wouldnt spawn anymore?
Probably, but can't say for sure without testing.
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I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.
- Check the enemies' war weariness as well. Among the top 3 enemies with the highest war weariness, at least one must meet the minWarWearinessForPeace value in exerelin_config.json.
(The chance of a ceasefire roll succeeding also depends on the sum of the two factions' war weariness compared with the warWearinessDivisor and its level modifiers, but 250k should guarantee it on anything resembling default settings)
- However, a faction will not offer a ceasefire to anyone the first faction is currently sending invasion fleets to.
- In any case, one faction launching five invasion events at once should be functionally impossible under default settings. It suggests something seriously wrong with the settings or the state of the game.
If you upload the save somewhere I can try to see what's causing the problem.
I'm not sure of the specifics that would cause this particular issue so not 100% certain here, but it's very likely my fault due to an oversight with my NEX config and will be fixed for my next release (which will hopefully be pretty soon I have had a lot of time to work on it but the work list has been huge this time). I believe it's because I have duplicate JSONs for vanilla files in Archean Order's exerelinFactionConfig directory. The intent there is to make sure the starting fleets include Archean Order ships within the faction starting fleets (since the balance is different and this will be a requirement for the mod merging changes coming with the next update) and I have implemented custom themed and uniquely armed stations so I added them with a weight of 10000 iirc to preserve the TC experience in the mod when running alongside Nex.
Since I think I copied those files from Nex to use as examples, I forgot to delete the things I didn't need and so I think a lot of values were being merged and duplicated when running the two mods together. I hadn't accounted for that and didn't catch it while testing. I apologize for the inconvenience and confusion.
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No big deal if you can't dig into this for a bit, but, is there something specific you do with Eventide in this mod?
I am getting:
Spoiler
(https://i.imgur.com/8DctbVe.png)
-When adding a custom battlestation (seen in the image) to that market using the econ JSON files- including an override in the mod_info replace array for that entire system.
As a further attempt to solve it myself, I added:
package archeus.campaign.world.systems.samarra;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
public class SetEventideStationForNexTCStart {
public void set(SectorAPI sector) {
StarSystemAPI system = sector.getStarSystem("samarra");
if (system == null) {
return;
}
SectorEntityToken eventide = system.getEntityById("eventide");
if (eventide == null) {
return;
}
if (eventide.getMarket().hasIndustry("battlestation_high")) {
eventide.getMarket().removeIndustry("battlestation_high", null, false); (Do I need the second parameter here? I'm not even sure how I would get that.)
eventide.getMarket().reapplyIndustries();
}
}
}
With this implementing it:
@Override
public void onNewGameAfterEconomyLoad() {
SectorAPI sector = Global.getSector();
if (!sector.hasScript(CheckCommissionForPortraitLocks.class)) {
sector.addScript(new CheckCommissionForPortraitLocks());
}
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
StarSystemAPI systemGalatia = sector.getStarSystem("galatia");
StarSystemAPI systemSamarra = sector.getStarSystem("samarra");
// Check and see if nex is enabled and random core worlds has not been selected.
// If so, manually add the guard script that eventually makes Eldrus a market in the economy. (After 40 in game days)
// This prevents duplicate scripts from being added by this code if nex is not enabled.
if (haveNexerelin) {
if (systemGalatia != null) {
new SetEldrusAsMarket().set(sector);
}
if (systemSamarra != null) {
new SetEventideStationForNexTCStart().set(sector);
}
}
}
This doesn't seem to work. That station also doesn't seem to affect the industry number either. Just wanted to alert you in case it was a bug. If intended, no worries!
*EDIT* Typos
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I do add some industries and such to vanilla markets, including the Eventide battlestation. See here (https://bitbucket.org/Histidine/exerelin/src/18078f5bb944f74de0c3fdbf7a306ae84b71be31/jars/sources/ExerelinCore/exerelin/world/VanillaSystemsGenerator.java#lines-264) (called from onNewGameAfterEconomyLoad).
I should probably make that method not be called if Archean Order is running; for now, you can remove the industry in onNewGameAfterTimePass or such.
-
I do add some industries and such to vanilla markets, including the Eventide battlestation. See here (https://bitbucket.org/Histidine/exerelin/src/18078f5bb944f74de0c3fdbf7a306ae84b71be31/jars/sources/ExerelinCore/exerelin/world/VanillaSystemsGenerator.java#lines-264) (called from onNewGameAfterEconomyLoad).
I should probably make that method not be called if Archean Order is running; for now, you can remove the industry in onNewGameAfterTimePass or such.
Thanks for the help, I'll look into that implementation as a solution for the TC version of the mod. Don't prioritize not calling that method unless it's easy to fix. I'm low priority when considering mod-merging (I really appreciate the gesture, though!) and I can now hopefully account for this on my end. The eventual and separate all-mod-friendly version (essentially a ship/weapon pack) won't edit industries and this won't be a factor.
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There's a possibility to keep 3 agents even after respeccing with console commands if you take the skill, whereas all other skills get their behaviors set back to normal upon respeccing. Just something to consider.
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I've tweaked the settings to force a new colonization mission every day and that works until they just decide not to colonize anymore
Is there any way to make them send expeditions again?
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Is there any option to Sell your Colonies to Factions?
I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.
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Is there any option to Sell your Colonies to Factions?
I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.
Just talking with your colony officer, there will be an option to send it out, which is close to the option of Autonomy IIRC.
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I can't choose the last fraction in the list (I have 57 fractions)
[attachment deleted by admin]
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I've tweaked the settings to force a new colonization mission every day and that works until they just decide not to colonize anymore
Is there any way to make them send expeditions again?
It may be that they ran out of planets within range that they consider worth colonizing.
You can increase the perceived value of planets by editing the nex_colonyConditionValues table in Nexerelin/data/config/settings.json. Increasing the search radius currently requires editing every single faction config though.
I can't choose the last fraction in the list (I have 57 fractions)
See if this works (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1) (download the file and put in Nexerelin/data/campaign/) (untested)
Is there any option to Sell your Colonies to Factions?
I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.
Just talking with your colony officer, there will be an option to send it out, which is close to the option of Autonomy IIRC.
Yeah, it's the "Transfer this market to another faction" option when talking to an admin on comm board
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I can't choose the last fraction in the list (I have 57 fractions)
See if this works (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1) (download the file and put in Nexerelin/data/campaign/) (untested)
It works, thanks
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Any way to decrease time agents take to do anything? Cuz I really want them to raise rels with others but it takes like 80 days and only 1 agent can do it. Ofc I will raise money for this action for balance.
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Any way to decrease time agents take to do anything? Cuz I really want them to raise rels with others but it takes like 80 days and only 1 agent can do it. Ofc I will raise money for this action for balance.
See data/config/exerelin/agentConfig.json
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So, small bug, if I purchase supplies, marines, or armaments during a rebellion, it's possible to make rebel strength negative and cause a NAN error making the rebellion never resolve.
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Fleet Request Point and summon defense fleet are both amazing, enjoy them a lot, but I found that fleet request points' function is limited.
- Deploy fleet speedup
- Extend defense fleet patrol time
- Occupy higher FRP resources to enhance system fleet defense level(seems useless anyway)
Some personal opinions about FRP, it would be great joy for anything help. :)
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i have a problem with more Raid/invasion/bombardment Fleets spawning that advertised
example:
(https://i.redd.it/pql24fjueyu41.png)
(https://i.redd.it/2ql18sjzeyu41.png)
Any solution for this?
Also, I'm playing with Diable Avionics and it seems a bit trigger happy. In my previous campaign a saturation bombardment was only ordered if the two factions were at -100, but DA has already ordered two without that being the case.
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Nexerelin v0.9.6d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
* Gameplay
* Colony expedition fleets carry some supplies, heavy machinery, and food
* Properly implement "faction ruler" setting
* Sat bomb fleets give up if they can't overcome ground defenses
* GUI
* Add button to conquest mission intel for transferring market
* Works remotely and even when spaceport is down
* Add config settings to prevent low-significance diplomacy/agent events from appearing in notification screen
* Faction directory also lists faction's total size
* Faction directory and similar dialogs go up to 8 pages
* Agent orders dialog: Pages return to first page after an option is selected
* Bugfixes
* Fix exiting Z menu after fleet request
* Rebellions can't disrupt an industry for more than 90 days; add logging
* Prevent NaNs in rebellion strengths
* Fix submarket weapon adder (thanks to bhdeale for catching)
* Fix colony fleet size calculations that were causing event to not properly terminate from losses
* Fix logic issues in mining fleet generation
* Don't double post Hegemony inspection notification if game already forces orders to resist
* Derelict Empire: Fix occasional weirdness with memorial beacons and museum ships' factions
* Modding
* Buy colony blocker rule uses FireBest instead of FireAll
* This allows mods to override its behavior for specific cases
* Exernalize tribute penalty values to settings.json
* Don't use enhanced vanilla start markets if Archean Order is running
* Support for officer death mechanic when in SWP IBB battles
* Misc
* OpenNexConfig renamed to ReloadNexConfig, also reloads exerelin_config.json
* Add Mairaath and Gilead captured planet descs
* Don't play music on player retirement
* Tweak some dialog texts
i have a problem with more Raid/invasion/bombardment Fleets spawning that advertised
example:
...
Any solution for this?
Do any of the fleets have "Special Task Group" in the name? Those can tag along with invasions (and would likely do so for a high-priority target like Kazeron).
If not, I guess I'll have to try and debug how the the fleet count guessing works. (Eyeballing the code, I'm not sure I trust the vanilla component to give correct results with Nex fleet types)
Also, I'm playing with Diable Avionics and it seems a bit trigger happy. In my previous campaign a saturation bombardment was only ordered if the two factions were at -100, but DA has already ordered two without that being the case.
Yeah, Diable does seem to like sat bombing a lot (I'd guess it's due to happening to meet the faction config requirements*, and often having lots of enemies).
Though -100 rep was never a requirement, only vengeful relationship status.
*The exact requirements allowing a faction to sat bomb when it would normally invade or similar are:
- Sat bombing is allowed in exerelin_config.json
- Vengeful relations
- Faction has "canBombard":true in its .faction file, OR target is player and player has used sat bombing on anyone before
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some are special task groups, but there are still more regular fleets than advertised. I have the impression that the game spawns the entire force that's supposed to invade every time i load the save again or something wierd like that. because they usually come in multiples of the supposed group like 2 -> 4/6/8
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Hey, amazing mod !
I'm changing some setting like increasing invasion delay and was thinking. Is it possible to increase the "buy governorship" maximum colony size over 4 ? Didn't find the setting in the files.
Regards,
Raclette
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Hey, amazing mod !
I'm changing some setting like increasing invasion delay and was thinking. Is it possible to increase the "buy governorship" maximum colony size over 4 ? Didn't find the setting in the files.
Regards,
Raclette
Hi!
The size rule is hardcoded, but you can disable it by editing Nexerelin/data/campaign/rules.csv. Open it in a spreadsheet editor, find the row nex_buyColonyOptionDisable and comment it out (put a # in front of the name in the first column) or just delete the row.
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Hi, I'd like to start off by saying that I love this mod and use it in every single one of my playthroughs. With that in mind, this mod also makes me notice how incredibly forgetful I am. "COPS Invasion Inbound, 50 days until arrival." "Hegemony Invasion Inbound, 50 days till arrival." the log says while I'm surveying systems on the fringe of the sector. They formed a bit of a power alliance and are currently the most eminent force in the sector. Naturally, I, possessing a slightly smoother brain than average, forget about this until I return home right alongside said invasion, and my only thought is "Wow, that sure is 3 doomstacks here isn't it." My fleet isn't up to the task, and my in-system defenses from even my high command and nearby military base were either on vacation or otherwise not present.
Now, this all brings me to a suggestion. I would greatly appreciate some sort of defense fund that allows me, within the special function menu, to allocate monthly payments for system defense fleets of a given strength. Essentially an automated "request defense fleet" command upon invasions/expeditions to your systems. Now, this of course brings up the issue of possibly making the game play itself too much, to which I say that if balanced properly, the payout would be greater than manually requesting]. As a result, such a feature would be usable by those with only the monthly capital capable of sustaining it, and thus only usable by those players who have a fair few colonies to manage as it is.
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Hi folks. I'm looking to use the Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.825) mod, and one of the most recent replies says that "The one blueprint for a selection of Hiigaran ships is clickable, and performs like you learn them, but none of them are showing up in the build list or doctrine. There also isnt a "Hiigaran" tag listed for sorting in amongst the others." I've never modded Starsector before, but I can probably look through some files to figure it out. Any ideas where I can look to see where the problem might be?
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When you press D there is a tab named Orders what is it?
Also I once mentioned that I would like to see request of exploration fleets but also well...
When you conquer planet and you are commissioned you do not take it for yourselves instead you auto-transfer it. Can you do the same with colonisation? Like when I colonise planet and commised I auto-transfer it to my faction?
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Hi folks. I'm looking to use the Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.825) mod, and one of the most recent replies says that "The one blueprint for a selection of Hiigaran ships is clickable, and performs like you learn them, but none of them are showing up in the build list or doctrine. There also isnt a "Hiigaran" tag listed for sorting in amongst the others." I've never modded Starsector before, but I can probably look through some files to figure it out. Any ideas where I can look to see where the problem might be?
I tested the Hiigaran mod by NoFoodAfterMidnight (v5, requires MagicLib) and both the Hiigaran ship blueprint packages worked correctly, with the ships appearing in the doctrine screen and having the correct tag. I dunno what issue that guy was having.
When you press D there is a tab named Orders what is it?
Unimplemented vanilla feature
When you conquer planet and you are commissioned you do not take it for yourselves instead you auto-transfer it. Can you do the same with colonisation? Like when I colonise planet and commised I auto-transfer it to my faction?
I can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.
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Ty for answers once again!
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been away for RL issues and now updating all my mods...just wanted to say: bravo big UP for so many changes, that the changelog no longer even lists my current version!
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I can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.
How would I do a manual colony transfer once I colonize an uninhabited planet?
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I can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.
How would I do a manual colony transfer once I colonize an uninhabited planet?
Create colony, undock, dock, open comm directory and talk to the admin there
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hi is there a way to set the factions, on game start, to have sole ownership of their respective systems? i.e. each faction, if present in a system, is the only faction in that system?
The galaxy "flavor start" I'm aiming for is: the major factions are hunkered down in fortress systems and endless wars...along comes this wildcard player who tips the scales and changes history.
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Would it be possible for you to allow most non-critical diplomacy notifications to respect comm relays? Nexerellin destroys the feeling of isolation I get when I'm out in space.
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hi is there a way to set the factions, on game start, to have sole ownership of their respective systems? i.e. each faction, if present in a system, is the only faction in that system?
The galaxy "flavor start" I'm aiming for is: the major factions are hunkered down in fortress systems and endless wars...along comes this wildcard player who tips the scales and changes history.
Not at present, sorry!
(Well, you could do things like use the console to manually assign markets, but yuck)
Would it be possible for you to allow most non-critical diplomacy notifications to respect comm relays? Nexerellin destroys the feeling of isolation I get when I'm out in space.
Possibly in the future.
In the meantime, you can use the diplomacyEventFilterLevel and agentEventFilterLevel settings in exerelin_config.json. This makes low-importance events (even while in comm relay range) not pop up in the notifications area, although they'll still be in the intel screen if you happen to look at the right time.
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Hello Histidine,
I would like to report a bug I've encountered today. I believe it's caused by an error in configuration in your hull mods or an overlap with other mods in my set but I'm not able to pin-point it.
There are these mods marked in red circle in the attached jpeg file which cause my game to crash as soon as I put the cursor over them. I believe that one of them is called 'Extreme conditions'. It's description mentioned that it would affect fighters speed by '0%'.
https://drive.google.com/file/d/12qgfOTaa7sbg2Khv5BlamVlxC8h7mLVJ/view?usp=sharing
I've also attached part of my crashlog if you don't mind taking a look into it.
Spoiler
52910 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
52914 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
52930 [Thread-4] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
53531 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
53533 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering 1.18]
53534 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\fluffShipPack]
53534 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Foundation Of Borken]
53535 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Nexerelin]
53535 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\tahlan]
53536 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.2.1a]
53537 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering 1.18]
53538 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\fluffShipPack]
53538 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Nexerelin]
53539 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\tahlan]
53539 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.2.1a]
53540 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Torchships]
53541 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Gry\Starsector\starsector-core\..\mods\Nexerelin]
63001 [Thread-4] INFO com.fs.starfarer.util.E - Saving screenshot to D:\Gry\Starsector\starsector-core\..\screenshots\screenshot000.png...
83897 [Thread-4] INFO com.fs.starfarer.util.E - Saving screenshot to D:\Gry\Starsector\starsector-core\..\screenshots\screenshot001.png...
179864 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.utils.FighterDevChecker.addPostDescriptionSection(FighterDevChecker.java:30)
at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:208)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.o00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Best regards,
Reav
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Nexerelin doesn't have hullmods and in general I'm not sure why you thought this error involved Nex.
I've been told that the error results from a particular version of the Foundation of Borken mod, which happened to get an unofficial translation on 4chan. I don't think there's a fixed + translated version in circulation, but you could try looking.
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Awesome mod!
Is there a way that factions should defend their colonies more aggressively, like if you invade a colony, the faction that formerly owned the colony may send a investigation fleet then a invasion fleet soon after?
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Nexerelin doesn't have hullmods and in general I'm not sure why you thought this error involved Nex.
I've been told that the error results from a particular version of the Foundation of Borken mod, which happened to get an unofficial translation on 4chan. I don't think there's a fixed + translated version in circulation, but you could try looking.
Hello Histidine,
I'm sorry if my post sounded like an accusation. I've only recently started to mod the game and to my current experience the last mod listed in the log is usually the one causing the crash/bug to take place. Given the fact that in multiple logs your mod was listed last I came to conclusion that was caused by it.
Such a pitty that FoB causes soooo many bugs and that the only thing one can to do fix it is to remove data from the savefiles.
BTW I've the hull_mod.csv file corresponding to the mod which is the reason of the crash. It specifies a directory in utils folder where the script for this mod should be, however the file in question is missing. Do you know perhaps what I need to edit in order to remove the call to it? I've tried removing the line regarding that mod from the CSV file but it only gives me crash on start (doh!).
Best regards
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BTW I've the hull_mod.csv file corresponding to the mod which is the reason of the crash. It specifies a directory in utils folder where the script for this mod should be, however the file in question is missing. Do you know perhaps what I need to edit in order to remove the call to it? I've tried removing the line regarding that mod from the CSV file but it only gives me crash on start (doh!).
You could set it to use a dummy hullmod script that does nothing, or if you don't know how to do one, use the same script as an existing hullmod.
Is there a way that factions should defend their colonies more aggressively, like if you invade a colony, the faction that formerly owned the colony may send a investigation fleet then a invasion fleet soon after?
There's already a mechanic where, following a number of hostile actions by the player, enemies of your faction will attempt to invade one of your colonies (not necessarily the one that was recently captured). This is in addition to the vengeance fleets that chase the player.
Though I suspect that doing a response for every single colony captured by the player might make the overall experience too whack-a-mole.
The special task groups may also show up in response to a hostile player being seen a faction's star system. The main issue with this right now is they usually won't get there in time to stop player invasions, since those work instantly; that's a problem to be fixed some time down the road.
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Here are my experiences after playing 20 hours or so with this mod.
First, the spam. Why is my screen permanently covered with messages? Am I really expected to care that faction 1 lost a bit of rep with faction 2? If it was just a few messages per hour, I could see this as being reasonable. But at 2x speed, it feels like my screen is constantly covered with ads. Not only is this very obnoxious but it also indirectly hides actually important messages- like declarations of war.
Second, the fleets. I spent the last 2 real-world days grinding about 4-5million in-game currency to start a colony in a relatively distant system from the center of the galaxy. Think about what you would expect to happen in this type of situation.
For myself, I would expect to mostly be left alone. Maybe see the occasional very rare pirate or trade convoy. If I start doing something very questionable, I could imagine seeing 1 major fleet every 2-3 years.
Here's what actually happened: a pirate base spawns right next to my colony, followed by EIGHT major hostile fleets, followed by a luddite cell, followed by ANOTHER pirate base. This all happened in the span of 6 months. The enemy fleets were so gigantic, I cannot imagine how I'm ever supposed to defeat them. Oh, and more than half the in-game factions declared war on me. I had spent a significant amount of time and resources improving relations up to this point.
Even worse, you'd think after such an absurd expenditure of resources, the in-game factions would be on the verge of collapse. I mean, I counted at least 5 million credits worth of vessels and supplies lost for each major invasion force that assaulted my tiny little colony at the edge of the galaxy. But nope, the next in-game year, the exact same *** happened.
At this point, all my colonies are at 0 stab and it feels like the game is effectively over before I got the chance to do anything.
Other things I didn't like: the spy system. Why is it so absurdly expensive? 100k for a CHANCE at slightly increasing relations with just one faction? This is especially insulting when the factions can randomly reduce our relations by 50 points or more and declare war out of nowhere.
Overall, I feel like an alpha tester for 5 mods pretending to be 1 mod. Not even a beta tester, an alpha tester.
My suggestions would be: add an easy way to remove the message spam and add it to the FAQ section. Warn players that this mod is an extreme increase in difficulty compared to the base game. Maybe consider separating the mod into multiple mini-mods so players can turn each individual thing on and off.
Also, war should happen much, much slower. It should start with small, scouting fleets and progress to larger combat over many years.
Similarly, there should be causes and effects for AI factions declaring war on the player. In the base game, it's very clear why you're being attacked- using AIs or cornering a part of the global market. In Nexerelin, I felt like I was being attacked simply because I had the gall to exist.
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I think that you have experienced skewed results in the first game Nex playthrough and should not judge this well-developed, constantly-patched, near-essential mod, based on this one (albeit very well scrutinized from your perspective) play-through.
Give Nex a few more tries!...and look at the long history of players, patching, tweaking, etc. that have gone on. Please take a fresh perspective and see that this mod is in no way shape or form "in beta".
1. "I spent the last 2 real-world days grinding about 4-5million"
IMHO, this is a very extreme take on "sprint to late-game funding" sort of move, taking advantage of the game's current state of "free money via a commission even if I do nothing for my faction" mechanic (which I think the Alex is going to address, and is attempted in Ruthless Sector mod): <-- importantly did your fleet composition also include a battleship or two just for you to swap out in order to fight consecutive end-game fleets as well, plus several fleet carriers and powerful screening elements? Otherwise you may have been cash-rich but fleet-poor.
If I were to mis-time my first colony and lose it...whelp I guess I need 500 Marines before they rebuild that orbital station...and I would try go and take it back asap while the colony itself is relatively undefended.
Personally, if I'm playing to rush-to-a-colony, I try to simultaneously reach at least a "single battleship escorted by three fleet carriers and screen" fleet weight/composition *and* have a million in the bank. While at the same time trying to not have too many "vengeful" faction relations if possible.
2. Yes, events are lively in the Nex galaxy: When events occur...use the intel "sort" buttons and go through in your own priority order whenever a bunch of stuff happens. Nice and slow, game paused.
3. With that kind of cash: also you can buy several very large fleets and assign them to defend your home space.
4. Luddic Path gets annoyed by tech mining, AIs, and potentially other things that I'm not aware of...so I do NOT assign AIs or tech mining at the very beginning. I prioritize ground defenses, a patrol base, and a powerful orbital. I also expect a pirate expedition Real Soon Now and have to have a fleet ready...or nah, I'll just let them come by and peek at the power ground defenses and go away.
5. For all the rest of the comments: this is a big mod that changes things fundamentally, to open StarSector into a 4x experience.
Should a player of native Mount and Blade expect to jump right into Prophecy of Pendor and know how to field an army to win against unique spawns filled with elite troops? Um no. In the first few days of Pendor...hoofa was I having a negative experience until I spent some time reading the forums to get a clue. Even so, https://pop3.fandom.com/wiki/Dread_Legion *those dudes ATE MY FACE in the first engagement*.
Should a player of X3 Terran Conflict, proud that they just finished all of the Hub missions, jump right into Litcube's Universe/Mayhem mods and expect to win? Not even. There's little hope of having a clue about Litcube's without reading http://litcube.xtimelines.net/wiki/index.php/Main_Page. Then, one can experience the joys of using MLCC to summon and control a fleet as only Litcube's can offer. After weeks of study. And then it's aaah Bach.
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3. With that kind of cash: also you can buy several very large fleets and assign them to defend your home space.
Does Nexerelin allow direct ships transfer from my fleet to colony fleet or direct ships buy to colony fleets?
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Welcome to the forum!
@Blacknsilver a bunch of quick comments:
- I find that diplomacy events are reasonably infrequent (unless there are a ton of factions in play, I haven't tried those scenarios). However, you can filter out low-importance diplomacy and agent events with the diplomacyEventFilterLevel and agentEventFilterLevel settings in Nexerelin/exerelin_config.json.
- Pirate base and Luddic cell spawning are vanilla functions, not Nex. However, cells are almost irrelevant under normal conditions, and if I'm reading the code right the first pirate base spawning in response to the player's first colony (size 3) will similarly only be the level 1 base, whose pirate activity effect is minimal.
Or did a high-level base (whose pirate activity causes -40/50% accessibility) happen to target your colony? That's an unfortunate RNG outcome.
- Agent raise/lower relations action is 60k credits, not 100k. It's likely overpriced early game, but once you get a steady colony income it's barely relevant.
- When you say eight fleets in six months, is that eight separate invasion/raid events? That sounds very unlikely unless you've managed to make enemies of many factions (or allowed one or more pirate raids to succeed, due to a bug in how vanilla handles pirate raids).
Even if it does happen, with 4-5 million in the bank (less the amount spent on the colony) and the player levels gained in the process of getting that money, you should have no problem getting a fleet that can crush each invasion/raid force getting sent against a one-colony system, especially with a battlestation to help.
3. With that kind of cash: also you can buy several very large fleets and assign them to defend your home space.
Does Nexerelin allow direct ships transfer from my fleet to colony fleet or direct ships buy to colony fleets?
There's currently no way to get player-owned/stored ships into an NPC fleet.
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So had a very enjoyable Mayasura faction start in my last Nexerelin playthrough!
Desperate times called for getting new markets asap to take the heat off the Mayasuran homeworld. I took shameless advantage of enemy colonies that have no orbital defense...once I had 500 Marines I went around and captured the pirate worlds that had only ground defenses. I gained a really nice number of markets with just a cruiser-weight fleet and my Marines. I did the same thing with other enemy colonies until I got the homeworld sector bumped down in the invasion priority list for the enemy factions, and gave myself time to clear the home sector of enemies and to fully upgrade the defenses.
Yes:
1. The AI isn't as fast at invading back-to-back as the player and so spamming a bunch of planetary invasions is gaming the AI a bit. I stopped doing this once I had the homeworld relatively safe.
2. The enemy factions would take a few of these easy targets back.
3. Faction core systems were well defended with powerful orbitals and fleets.
So are there startup options to:
1. Increase the instance of defensive fleets for *any* colonized core planet? Those people and their ground defenses are just waiting to be captured. A bonus: up the weight of an average defensive fleet to ward off cruiser-weight annoyances. Someone want a core colony? Need to bring some heavy metal.
a. and perhaps make a defensive fleet "sticky"...it should stay very close to the planet.
2. Or is there a startup option to have all planets have an orbital at game start that I missed, or is hiding in an .ini? (possibly only in random starts sure, as I understand the hand-crafted core systems are usually not configurable).
edit: Yes precious! the answer may be in another mod:
[0.9.1a] Second Wave Options
https://fractalsoftworks.com/forum/index.php?topic=17086.0, in the .ini
"SMaddStations":1, #Integer (0-2). Default 1.
#1: Adds Stations to non-Pirate/LP markets of a given size (if they did not have any before).
#2: Adds Stations to all markets of a given size (if they did not have any before).
#0 or Otherwise: No effect.
"SMsizeForStarFortress":7, #Integer. Default 7.
#Minimum market size for Star Fortress of random type to be added if applicable.
"SMsizeForBattleStation":6, #Integer. Default 6.
#Minimum market size for Battle Station of random type to be added if applicable.
"SMsizeForOrbitalStation":5, #Integer. Default 5.
#Minimum market size for Orbital Station of random type to be added if applicable.
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is anyone aware of a glitch making ship procurement impossible? ive tried a ship procurement mission about 11 times with failure every time. my agent is level 4 and im trying to procure a pandemonium class dreadnought from diable avionics with whom i have a standing of 60ish. i initially had a 100 standing with them but after the first botched procurement mission i lost about 35 standing one shot.
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Hi all, I have a question about pirate activity.
In vanilla options, I changed:
"minPirateBases":0,
"maxPirateBases":0,
"minLPBases":0,
"maxLPBases":0,
but I still get some pirates targetting my colones with a nearby base (no Luddics though). I've removed these pirate activity bases 3 times and they come back instantly. If I completely destroy the pirate faction in-game, will these respawning bases stop permanently?
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Hello,
I have a dialogue option that leads no where, meaning i can't exit back or continue it.
Says something about a grizzled spacer drinking cheapest booze at the bar and you want to buy him\her a drink?
I'm back to SS after a long down time, so i basically installed all of the faction mods and some utilities and yours.
Would be glad to get some assistance to understand if it is from Nexerlin or? and maybe it is already known?
Thank you for your time, and thank you for an amazing mod!
Edit: Alright i am getting same hang ups on other dialogues as soon as i get to the planet's bar, at the bottom of the dialogue it says something like "NullException..." None of the options work and can't exit back.
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is anyone aware of a glitch making ship procurement impossible? ive tried a ship procurement mission about 11 times with failure every time. my agent is level 4 and im trying to procure a pandemonium class dreadnought from diable avionics with whom i have a standing of 60ish. i initially had a 100 standing with them but after the first botched procurement mission i lost about 35 standing one shot.
Did you savescum most/all of the 11 tries?
If yes: Agent actions use a shared RNG that is created at the start of the game, so you'll want another agent action to happen (ones launched by NPCs work) before trying the ship theft again.
If no: That sounds either like really bad luck or something I may need to check.
So are there startup options to:
1. Increase the instance of defensive fleets for *any* colonized core planet? Those people and their ground defenses are just waiting to be captured. A bonus: up the weight of an average defensive fleet to ward off cruiser-weight annoyances. Someone want a core colony? Need to bring some heavy metal.
a. and perhaps make a defensive fleet "sticky"...it should stay very close to the planet.
I've been planning to make invasions more complex (and in particular have more chance for the enemy to respond), although pirate worlds may still be easy pickings.
Don't have a good idea for stronger defenses as such though, without also nerfing the player's colony raids in a way I don't currently think is desirable.
Hello,
I have a dialogue option that leads no where, meaning i can't exit back or continue it.
Says something about a grizzled spacer drinking cheapest booze at the bar and you want to buy him\her a drink?
I'm back to SS after a long down time, so i basically installed all of the faction mods and some utilities and yours.
Would be glad to get some assistance to understand if it is from Nexerlin or? and maybe it is already known?
Thank you for your time, and thank you for an amazing mod!
Edit: Alright i am getting same hang ups on other dialogues as soon as i get to the planet's bar, at the bottom of the dialogue it says something like "NullException..." None of the options work and can't exit back.
The spacer bar event is from vanilla, although there has been a case in the past where a mod causes bar dialogs to break.
What's the error in [starsector-core]/starsector.log* (get it from the bottom of the file immediately after seeing the error?) The file also contains the mod list after starting up the game's launcher; post that here.
In the meantime, you get stuck in a dialog you can escape using the ForceDismissDialog command in the console mod.
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Hello,
Thank you very much for the work around, works like a charm!
I'm having trouble attaching the log here or even pasting the mod list or the error for some reason, maybe it's too large for a reply.
I will add a 3rd party download link if that is ok?
https://easyupload.io/e0z765
I can barely make what causes this, to me it looks like maybe the Vesperon faction mod?
I just now realize it shouldn't even be compatible since it is not 0.9.1a, if that is the case i apologize for wasting your time.
You helped me a lot though, i'll be keeping an eye on that log now that i know where to look!
Thank you!
Edit: Found out that Outer Rim Alliance is also causing some error upon loading, so got rid of that as well.
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I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)
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Hello,
Thank you very much for the work around, works like a charm!
I'm having trouble attaching the log here or even pasting the mod list or the error for some reason, maybe it's too large for a reply.
I will add a 3rd party download link if that is ok?
https://easyupload.io/e0z765
I can barely make what causes this, to me it looks like maybe the Vesperon faction mod?
I just now realize it shouldn't even be compatible since it is not 0.9.1a, if that is the case i apologize for wasting your time.
You helped me a lot though, i'll be keeping an eye on that log now that i know where to look!
Thank you!
Edit: Found out that Outer Rim Alliance is also causing some error upon loading, so got rid of that as well.
Link says "Error 1020: Access denied"
"This website is using a security service to protect itself from online attacks."
You shouldn't need to attach the whole log though. Is the forum preventing even pasting an excerpt from the file? That's really strange.
Anyway: Vesperon will break if there are no independent markets in the game (which happened in Nex's random sector in a past version), but it's strange that this is happening in current version. Not sure what issue ORA would be having, are all your mods (notably MagicLib in ORA's case) up-to-date?
I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)
Arigato is set to be non-invadable (for quasi-technical reasons); if you really want it to go away you'll have to do a sat bomb and eat the rep cost, or else do the raid-until-decivilized thing.
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Yeah everything up to date, ORA works but when the game loads for the first time it gives some kind of CSV errors trying to find some kind of ships or something.
So i just ditched it just in case to avoid crashes mid game.
I am using the random generation of the universe in Nexerlin so i guess that is why there is an issue with the bar from Vesperon mod.
Yeah i'm getting an error trying to paste like 20 lines.
159543 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: F:\Games\Starsector\starsector-core\..\mods\Nexerelin]
160340 [Thread-4] WARN com.fs.starfarer.campaign.rules.super - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD: null
java.lang.NullPointerException
at org.stratic.fs.starsector.api.impl.campaign.intel.bar.events.VesperonMembership BarEvent.setRepMarkets(VesperonMembershipBarEvent.java:106)
at org.stratic.fs.starsector.api.impl.campaign.intel.bar.events.VesperonMembership BarEvent.shouldShowAtMarket(VesperonMembershipBarEvent.java:60)
at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.showOptions(BarCMD.java:111)
at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:85)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
Also i've checked the forum on Vesperon's mod page and this seems to be a known issue, so it is all good thank you!
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When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.
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When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.
There's no way to do ensure or add sources of custom commodities (random sector can produce lobsters if someone starts with a water planet, but there's no handling for most mod stuff).
However, if a commodity isn't being produced anywhere in the sector, Nex won't create procurement missions for it. Are you seeing those? Or another thing that wants the missing commodity?
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I really like the mod, but is there any way to limit the amount of colonies an AI faction can get?
Or to somehow make them keep a few systems clean?
Really sorry if this has been asked before, but I can neither find a setting in the configs, nor anything in this thread :c
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Does this mod remove the ability to see the cargo available/used bar in the bottom left of the UI ? (near the 'supply use' and 'fuel capacity' bars)
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Hey everyone
I'm using nex + vayra + a bunch of faction mods. The game starts fine, the fps is amazing and everything is fluid.... for ~30 mins only. After that the game slowly start to degrade badly, both in combat and in hyperspace. The only way to solve this issue is by restarting the game.
I'm replying to this topic because nex is probably the most complex and known mod out there. I really don't want to blame this mod, just want to know if someone else here is also affected by this same problem.
Btw, my pc is not bad but is not a gaming beast: threadripper 1950x, 32gbs ram, bang for buck ssd, rtx 2070. And I changed the memory allocation to 8gbs
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Hey everyone
I'm using nex + vayra + a bunch of faction mods. The game starts fine, the fps is amazing and everything is fluid.... for ~30 mins only. After that the game slowly start to degrade badly, both in combat and in hyperspace. The only way to solve this issue is by restarting the game.
I'm replying to this topic because nex is probably the most complex and known mod out there. I really don't want to blame this mod, just want to know if someone else here is also affected by this same problem.
Btw, my pc is not bad but is not a gaming beast: threadripper 1950x, 32gbs ram, bang for buck ssd, rtx 2070. And I changed the memory allocation to 8gbs
I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.
Perhaps try running it with 4GB and see if you have the same issues ?
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(https://i.imgur.com/fyb7Cd1.png)
Same faction attack each other?? Is this a bug??
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I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.
Perhaps try running it with 4GB and see if you have the same issues ?
the game wont launch with less than 8GB, my mods folder is ~900mb in size. Well, I think it is time to do a fresh install and get easier on mods.
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I really like the mod, but is there any way to limit the amount of colonies an AI faction can get?
Or to somehow make them keep a few systems clean?
Do you mean the colony expeditions the factions send? There's no hard cap on the number of colonies they create in this way, but you can increase "colonyExpeditionInterval" in exerelin_config.json, or "nex_expeditionDelayPerExistingColony" in Nexerelin/data/config/settings.json, to slow down the rate at which they form colonies.
Same faction attack each other?? Is this a bug??
It can happen if something made a faction hostile to itself.
There's no way to tell which mod caused this or how, but you can fix it by entering this in console:
runcode Global.getSector().getFaction("tahlan_legioinfernalis").setRelationship("tahlan_legioinfernalis", 1)
I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.
Perhaps try running it with 4GB and see if you have the same issues ?
the game wont launch with less than 8GB, my mods folder is ~900mb in size. Well, I think it is time to do a fresh install and get easier on mods.
Allocating 8 GB isn't usually recommended FYI; try not to make it need more than 6 GB.
Does this mod remove the ability to see the cargo available/used bar in the bottom left of the UI ? (near the 'supply use' and 'fuel capacity' bars)
Nex doesn't touch that part of the GUI (not sure if it's moddable at all beyond colors and sprites used).
For me the cargo capacity bar is usually hidden, but appears when I view fleet or cargo screens. Is that what you're seeing?
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Nex doesn't touch that part of the GUI (not sure if it's moddable at all beyond colors and sprites used).
For me the cargo capacity bar is usually hidden, but appears when I view fleet or cargo screens. Is that what you're seeing?
Yes, it is exactly as you say, the mistake was mine, my apologies.
Now that I have noticed the lack of one, I really wish for it though.
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I really like the mod, but is there any way to limit the amount of colonies an AI faction can get?
Or to somehow make them keep a few systems clean?
Do you mean the colony expeditions the factions send? There's no hard cap on the number of colonies they create in this way, but you can increase "colonyExpeditionInterval" in exerelin_config.json, or "nex_expeditionDelayPerExistingColony" in Nexerelin/data/config/settings.json, to slow down the rate at which they form colonies.
Thank you very much for pointing me In the right direction, I apparently did search the files for 'colonies', sorry...
I did some digging in the exerelin documentation, and it mentions a setting in the factions config, but that is on a per-faction basis, if that setting even still exists with your fork, right?
Also, is there any setting for the start date of colonies? Because I am in cycle 206 right now, and there already were a few colony expeditions, and most of the settings, even though I never changed anything, deviate from the default, so that might be changed for some reason too.
Again, thank you very much for your help in any case :)
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I actually want more colonize expeditions
it makes finding good planets near the core worlds more important
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Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
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Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
Friend be simple, just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
Ofc it will cost you some cash.
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Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
So, just request individual fleets to the same location? I didn't think they both would work in tangent but if it indeed does work that way, then hell yeah ;D
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Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
So, just request individual fleets to the same location? I didn't think they both would work in tangent but if it indeed does work that way, then hell yeah ;D
Dont worry it will do)
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I did some digging in the exerelin documentation, and it mentions a setting in the factions config, but that is on a per-faction basis, if that setting even still exists with your fork, right?
Also, is there any setting for the start date of colonies? Because I am in cycle 206 right now, and there already were a few colony expeditions, and most of the settings, even though I never changed anything, deviate from the default, so that might be changed for some reason too.
The colony expedition timer is hardcoded to only begin counting down in 207 (so at the default 270 day interval it'll be late 207 before any expeditions occur). The other well-known mod that has colony expeditions, Vayra's Sector, defaults to only starting them in 208 (set in config). Colony expeditions in 206 sounds like another mod entirely.
Can you screenshot an example of the 206 colony events in the intel screen?
Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
Friend be simple, just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
Ofc it will cost you some cash.
As for budget, having more and bigger military bases/high commands will increase its max.
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I would like to report a bug that I assume is either caused by Nex or tied to it. Many fleet shops offer mostly Sunder-class ships in the destroyer range. This leads to some shops having almost nothing but Sunders available. All regular ones with and without D-mods. It happens with independent and Hegemony markets. Also there were and are a small number of NPC fleets comprised only of up to 8 Sunders. I find this problem bizarre and it only appeared after having a new playthrough with the newest nex version.
I have searched the forums but have not yet found a solution regarding this issue. Unrelated: The "cannot meet Vesperon Combine representative bug" does not appear for me. Should i post a list or log? I have a large number of mods active. Thank you for your time.
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Sunder bug sounds like an improperly configured mod accidentally making the faction only know Sunder blueprints. A modlist would help narrow down which mod might be doing it, yes.
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Pirate Bug:
I am not sure if this is a base game issue or this mod. I was comissioned to the pirates and had a 100 reputation with them. I was attacked out in the middle of nowhere by a pirate armada (my transponder was on, they weren't up for talking). After the battle I had a negative reputation with the Pirate faction and they cancelled my comission. If I had attacked them, then fair enough, but they attacked me.
Anyway, maybe it is a clash with the base game?
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I've had the first bit before, where a bounty fleet is always hostile.
Maybe they could be shuffled into their own faction so it doesn't affect our hard earned pirate rep?
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I've had the first bit before, where a bounty fleet is always hostile.
Maybe they could be shuffled into their own faction so it doesn't affect our hard earned pirate rep?
Ah, I never thought of that. It probably was a bounty fleet.
Another option would be just make it so if they attack first (and they know who you are, your transponder is on or you talk to them and identify yourself that way) then you don't lose rep. I wonder if that is possible.
Best though is to make them respect faction reputations! Damn rebelious pirates, they have no respect for rules.
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Here is the modlist for my Sunder-spam in market problem. txt file, 3 entries at a line. Straight copy from the enabled_mods.json. Addition: It happens a lot for pirate markets too. Most faction mod markets and special markets appear unaffected. Thank you for your time.
[attachment deleted by admin]
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Well, Im kinda sorry for off-topping but I need help.
There ... was good mod named 'HullMod Expansion Pack' but it seems that author has some kind of PTSD or something and now I cant get this mod.
If anyone has any version (last one with all stuff in priority :D ) can you post the link here or PM pls?
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Well, Im kinda sorry for off-topping but I need help.
There ... was good mod named 'HullMod Expansion Pack' but it seems that author has some kind of PTSD or something and now I cant get this mod.
If anyone has any version (last one with all stuff in priority :D ) can you post the link here or PM pls?
Ask on the discord, easier get it from someone there instead if offtopping on an unrelated page.
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I've had the first bit before, where a bounty fleet is always hostile.
Maybe they could be shuffled into their own faction so it doesn't affect our hard earned pirate rep?
Ah, I never thought of that. It probably was a bounty fleet.
Another option would be just make it so if they attack first (and they know who you are, your transponder is on or you talk to them and identify yourself that way) then you don't lose rep. I wonder if that is possible.
Best though is to make them respect faction reputations! Damn rebelious pirates, they have no respect for rules.
Next Starsector version, the opportunistic attack pirates you might encounter in the uninhabited systems won't lower your rep (or at least not by much) when you fight them, at least.
Here is the modlist for my Sunder-spam in market problem. txt file, 3 entries at a line. Straight copy from the enabled_mods.json. Addition: It happens a lot for pirate markets too. Most faction mod markets and special markets appear unaffected. Thank you for your time.
Thanks.
First off, at least two of the mods you're using (Hegemony Expeditionary Auxiliary Fleet and Interstellar Federation Legacy) are not even updated for Starsector 0.9, at least for the versions available from the mod index. It's remarkable they don't even crash the game. Get rid of them.
I downloaded and checked the listed mods I found suspicious, but none of them have the bug that would cause all-Sunder fleets.
Are all your mods up to date with their latest versions as reported by Version Checker (press V in campaign)?
If the problem persists, one thing to try: search (in Windows file browser) in the mods folder, for hegemony.faction or independent.faction. Open all the files. Any mod that has empty arrays in the faction's known ships will cause the issue, e.g.
"knownShips":{
"tags":[],
"hulls":[],
},
(in Starsector 0.9.1, when the game merges copies of the same file in different mods,
an empty array in one mod will cause the final array to also be empty regardless of what vanilla or the other mods have in their corresponding copies of the array)
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question on commissions and alliances from the previous version of nex it seems that getting commissioned to another faction while being in an alliance was considered a bug yes?
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Is it possible, as a temporary patch, to add code such that finishing a fight with a bounty fleet restores your relationship to what it was before you clicked attack?
EDIT: So I was looking through the config file and I came across this one uncommented: nex_invasionBaseDefenseMult
I'm unsure what this does. Is it a boost to the defender? Is it a multiplier to determine what strength the attacker should send? Etc.
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Any chance we could get agents to be able to procure weapons as well as ships? As having them able to procure ships is just amazing! I only wish I could use them to get the weapons that should be common but just don't get sold
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Gentlemen, thank you for your help. The "Sunderbug" no longer plagues my game. Deleting "iFed Legacy" mod and also "Hegemony Aux extra ships" mod did the trick. I checked the files you mentioned and did not find an empty array. However, the contents of the second mod may have been the culprit. There was no entry for hegemony ships in that list, only for adding the aux ships. Maybe that was the trick?
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Is there a way for me to order a base strike on pirates while I'm out exploring and am away from the core?
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Is it possible, as a temporary patch, to add code such that finishing a fight with a bounty fleet restores your relationship to what it was before you clicked attack?
Doing stuff with detecting whether the combat was a legitimate cause of rep loss or not is more work, caching the player's reputation with pirates and restoring it afterwards is more work than I want to do right now, given that the bug is rare, readily avoidable (keep transponder off), readily fixable with console if it happens, and will be fixed on its own in a coming Starsector release.
EDIT: So I was looking through the config file and I came across this one uncommented: nex_invasionBaseDefenseMult
I'm unsure what this does. Is it a boost to the defender? Is it a multiplier to determine what strength the attacker should send? Etc.
It's a multiplier for ground defense strength during invasions (while not applying to raids and bombardment).
Any chance we could get agents to be able to procure weapons as well as ships? As having them able to procure ships is just amazing! I only wish I could use them to get the weapons that should be common but just don't get sold
There isn't a good GUI for weapon picking like there is with ships, alas.
Is there a way for me to order a base strike on pirates while I'm out exploring and am away from the core?
Press Z while in campaign screen (without any other menus or screens open) for fleet request and other options.
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Hi, i was enjoying a combination of your mod and archean order and i was enjoying the scientist faction and i wanted to look at my intel, it crashed. pressing the shortcut for the intel was doing nothing. i asked on morrokain's mod if someone knew something and he said this: "It looks like an issue with Nex when attempting to sabotage an industry but I'm not sure if I caused it or not as I do add station industries." i was actually using an agent to sabotage a pirate spaceport if i remenber well. what can i do? must i not sabotage? or sabotage spaceport? or pirates? my only file is over so im pretty mad since i had a blast with this character, but i like your mod too much to stop it!
i got:
Archean order 1.3.4e
lazylib 2.4f
Magiclib 0.29
Nexerelin 0.9.6d
ZZ graphic lib 1.4.1
here is my star sector . log
https://mega.nz/file/MsRjHCBQ#dN-PpK7wHwJpAQCoekfxsFzlarh8g5bL_Ser36wwTbc
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I took a look at this and its stemming from:
@Override
public void addCurrentActionBullet(TooltipMakerAPI info, Color color, float pad) {
String action = getActionString("intelStatus_sabotageIndustry", true);
info.addPara(action, pad, color, Misc.getHighlightColor(),
industry.getCurrentName(), Math.round(daysRemaining) + "");
}
Which makes me theorize that industry is null so industry.getCurrentName() is causing the nullpointer. Not sure why that would happen though. I don't think its the TooltipMakerAPI that's coming up as null since that is called earlier in AgentIntel.java (line 190) so it would crash there if that was the case.
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Ran into an issue that I...honestly have no idea how it works or what it does, only that it's throwing up exerelin in the error logs.
33382 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Help, anyone?
Edit: Okay, uninstalling and reinstalling all three 'Lib' mods seemed to work...somehow? I...I don't know what I did or how.
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thanks a lot, Morrokain! i guess i will stop using sabotage industries then (and save bvefore using agents)
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I can't reproduce the agent sabotage crash with a new game in the latest version of Archean Order (1.3.5) and a modlist that is otherwise apparently identical. Does updating (if possible) fix the issue? If not, maybe I could debug it if you upload the save.
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Hehe... I just discovered that if the Persean League takes over Jangala, then there's a shiny new description for the planet. That's just awesome!
Kinda wish there was something similar for when (it seems to happen pretty regularly) the Hegemony takes over Culann, too; doesn't really make sense for the Hegemony-run station to declare that "no Hegemony inspector has ever set foot inside", but I'm sure that's coming ;D
This mod is the best :3
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Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
That and THEY KEEP KILLING OFF THE GOOD SHIP MERCHANTS. AND SLYPHON.
Slyphon did nothing wrong :(
And it gets kinda annoying when the only things that pop up in the corner of the screen are 'Invasion' messages rather than 'raid' ones.
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It might just be something akin to the gambler's fallacy, but I've noticed nexerelin fleets always seem to be an even match for the target, and it's turning colony management into a babysitting chore. It also feels like I should just do the bare minimum to exceed the vanilla fleets, so it's easier to mop up the nex ones with my fleet.
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Is there any way to figure out how many individual fleets an invasion/base strike/defend order will send? When I first sent a 1500 size one I imagined it to all be in one fleet, but instead it was just lots of smaller ones. Still don't know how it works it out after using it a bunch so figured I'd ask here if anyone knew?
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Also unrelated to the above question but I'm having a little issue with the faction directory. Trying to see what's left in the system and it's showing that the independents are still active even though they have no stations or planets left alive. They still show up in the look up and clicking on their name just gives a prompt saying 'Independent' every time I try.
https://imgur.com/a/BvRJvgc Embed image wasn't working so here's a direct link instead
Is it a bug that they're still showing or am I just missing something here...?
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Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
It might just be something akin to the gambler's fallacy, but I've noticed nexerelin fleets always seem to be an even match for the target, and it's turning colony management into a babysitting chore. It also feels like I should just do the bare minimum to exceed the vanilla fleets, so it's easier to mop up the nex ones with my fleet.
Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Is there any way to figure out how many individual fleets an invasion/base strike/defend order will send? When I first sent a 1500 size one I imagined it to all be in one fleet, but instead it was just lots of smaller ones. Still don't know how it works it out after using it a bunch so figured I'd ask here if anyone knew?
Sorry, there isn't an ingame display of how big the fleet(s) will be.
I can tell you the specific math though:
- Each Nexerelin fleet event (invasions, raids, and a few other things) is X fleet points in size (this is what the fleet request slider controls)
- While the event still has unspent points, do the following:
- Base fleet size is 120 for raids/defense fleets, 180 for invasions
- 33% chance to make fleet 50% bigger
- Brawl mode increase fleet size by 25%, also apply any faction multipliers
- Actual fleet size ranges from 85% to 115% of this amount
- If the (fleet size from step 4) * 1.5 is more than the remaining unspent points, put all unspent points in this fleet
- Deduct fleet size from event total, spawn next fleet
Also unrelated to the above question but I'm having a little issue with the faction directory. Trying to see what's left in the system and it's showing that the independents are still active even though they have no stations or planets left alive. They still show up in the look up and clicking on their name just gives a prompt saying 'Independent' every time I try.
https://imgur.com/a/BvRJvgc Embed image wasn't working so here's a direct link instead
Is it a bug that they're still showing or am I just missing something here...?
Hmm that's an odd bug, I'll look into it.
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Great info thank you.
Loaded a vanilla run with nex and it asked me to go over some options. Very smooth nicely done.
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Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
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Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
Would you mind explaining how frequent is, say the default, 24000?
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If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?
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Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.
Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
Hopefully someone can answer this.
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Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.
Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables (http://fractalsoftworks.com/forum/index.php?topic=15609.0) mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).
If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?
They'll use the NPC agent-handling AI, which does whatever seems helpful to their faction. In particular, it can:
- Raise relations with factions that are in the inhospitable-favorable range with us ("us" being the agent's faction)
- Lower relations of factions that are favorable or worse with us
- Sabotage industries or destroy commodity stocks of economic competitors that are neutral or worse with us
- Disrupt military buildings of hostile factions
- Destabilize markets of people who are inhospitable or worse with us
Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
Maybe? The variability should be quite limited though.
(When calculating the defender's strength, the estimated strength of the patrol fleets in system is deliberately off from the "actual" value (which is in itself an average). It generates a random Gaussian value and multiplies the actual patrol strength by a number ranging from 0.7 (at -3 sigma or lower) to 1.3 (at 3 sigma or higher). Stations are also incorporated in the defense estimate, but no variance is applied to them.)
Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
Would you mind explaining how frequent is, say the default, 24000?
I don't actually have a head for how much the values are; the figure is more a benchmark for "this feels right" than anything like "Hegemony averages one invasion every 14 weeks". As in, if you think invasions should be approximately half as frequent as they are now, just set the value to 48000.
(Points are accumulated primarily based on the availability of supplies, ship parts, fuel, marines, and heavy armaments on each of the faction's colonies, with bonuses for in-faction supplies. One of the effects of this is that mods which add new colonies for vanilla factions, and the various things that can happen in game, will affect the frequency of invasions.)
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Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.
Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables (http://fractalsoftworks.com/forum/index.php?topic=15609.0) mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).
Thank you!
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Is there a way to disable respawning factions midgame?
I kind of regret it now that I am getting swarmed by like, 10 fleets the dead faction pulled out of an inactive gate. XD
I already have enough babysitting my alliance and fighting off bounty hunters.
Unrelatedly, it would be great if we could 'finance' upgrades in allied planets, since the AI is an idiot about building and improving worlds. I would gift them all planet shields and starforts. :P
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I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive. A week or two after defeating one, I would get another, and nothing seems to be stopping them. Every time, I have about 4-5 separate pirate fleets in my system every time, and even calling other faction's fleets to help me is not enough.
EDIT: The latest raid spawned at least 8 pirate fleets.
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Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.
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I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive.
I think something else is going on, or perhaps a bit more time has passed than it feels like. It would take 4-5 months to build enough structures to attract raids I think.
What I do is find a system with at least one mining and one farming type planet and colonize them both more or less simultaneously. They supply each other and each draws less attention than one big one. To expound on that, its better if the colonies population growth is the focus and then industries are added at like size 5, when they will be providing enough resources to help fight the raids.
Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.
Well to be fair it is the first line of the mod description ;)
I never try to conquer the galaxy but I still roll with it for the increased ways to manage rep. I grab 200 marines, look for a size 3 pirate base that just had its battlestation incapacitated, and invade. Gift the market to someone and voila a little patience and resources opens up access to more ships.
Now the market has a chance to rebel, the faction sends a suppression fleet to handle it, and if the market does rebel I lose some of the rep but not all of it. Makes it worth flying somewhere I've already been a million times.
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I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive. A week or two after defeating one, I would get another, and nothing seems to be stopping them. Every time, I have about 4-5 separate pirate fleets in my system every time, and even calling other faction's fleets to help me is not enough.
EDIT: The latest raid spawned at least 8 pirate fleets.
Nex doesn't touch pirate raids. Not sure if any other mods do (don't know of any).
There's a known (vanilla) bug where a successful pirate raid allows the next one to spawn almost instantly, but if you're defeating one raid and getting another within 2-3 weeks that shouldn't be happening, although I have no idea what might cause it.
Narrowed down a crash related to Nex and the Console commands mod, attempted to boot only those two (With lazy lib of course) and just gives me a consistent CTD. Downloaded fresh versions, disabled/re-enabled and the problem still persists. Don't know if it's worth noting but game loads up with my 70 something mods enabled without Nexerelin, which is what lead me here.
Modlist;
Spoiler
{"enabledMods": [
"lw_console",
"lw_lazylib",
"nexerelin"
]}
It works on my end with just those three mods.
Do a clean reinstall of Console Commands, downloading the dev release from here (https://github.com/LazyWizard/console-commands/releases).
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Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
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Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
I think trading in open market can strengthen the faction, i do some test and selling 10000000 marines to faction through open market and you know what? they invade everything and raid everything, so trading can strengthen them from the Taxes.
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hi, having this error right after defeating small luddic church fleet
anyone knows what's that?
thanks
---------------------------------------------------------------
618973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.util.SWP_Util.getNonDHullId(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)Ljava/lang/String;
java.lang.NoSuchMethodError: data.scripts.util.SWP_Util.getNonDHullId(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)Ljava/lang/String;
at exerelin.campaign.battle.NexFleetEncounterContext.getRecoverableShips(NexFleetEncounterContext.java:58)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1890)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:298)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1723)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1466)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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oh, and not only luddic church fleets. also pirates.
when the game crashes, the error mesage is:
------------------------------------------
fatal:
data.scripts.util.SWP_Util.getNonDHulld(Lcom/fs/starfarer/api/combat/ShipHullSpecAPI;)/Ljava/lang/String;
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@Flying_Whale: The crashes are from trying to call code in the Ship & Weapon Pack mod while not having that mod, but it shouldn't try to do this unless it thinks the mod is actually running.
If you're using SWP, what version? If not, are you running any mods that might have the mod ID "swp"?
Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
You can (temporarily) fix shortages by trading on a legal market, and sell nanoforges or synchrotron cores to places that can use them (vanilla features). I think (haven't actually tested) that the code which sets how fast invasion fleets are generated also picks up the increased supply from trade.
Trading with the black market doesn't benefit pirates, except for the selling blueprints thing.
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Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
Trading with the black market doesn't benefit pirates, except for the selling blueprints thing.
What does it mean? If I sell BP on BM anywhere what will it do?
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looks like updatimg SWP helped) thanks a lot!
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What does it mean? If I sell BP on BM anywhere what will it do?
Pirates would learn it and after a few month start to use them in their fleets. Vanilla feature.
Strongly not recommended to sell on the BM Paragon, Tempest, Doom, Medusa and Astral. Most of the rest will not make them much stronger. Some, like LP blueprints, can even make pirates weaker, tho'.
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Hi i spawned a Prism Freeport via Console command. Didn't find it and ran the command again.
Now, ofc I found two. Can i remove one of them via a console command.
Its not really creating a Problem. it just bothers me a lot.
Thanks in advanced. And Sorry if that is the wrong place to ask. Didn't want to open a n extra thread.
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There was, to my memory, once a key you could press to bring up detailed faction info - how many markets they had, where those markets were, etc, etc.
Does this feature still exist and, if it does, what is the key?
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Hi i spawned a Prism Freeport via Console command. Didn't find it and ran the command again.
Now, ofc I found two. Can i remove one of them via a console command.
Its not really creating a Problem. it just bothers me a lot.
Thanks in advanced. And Sorry if that is the wrong place to ask. Didn't want to open a n extra thread.
Enter in console (copy/paste):
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
EDIT: If there are two Prisms, one of them is probably a "zombie". To fix it, dock with it and enter in console.
runcode MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
There was, to my memory, once a key you could press to bring up detailed faction info - how many markets they had, where those markets were, etc, etc.
Does this feature still exist and, if it does, what is the key?
Z by default (can be changed in exerelin_config if you know the key IDs)
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Thank you!
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Is there a way to ensure that factions control their star systems at the start of the campaign? I only use a few faction mods but their worlds are always scattered about in contested systems which they share with 2-4 other factions. I would much prefer if factions would mostly generate with consolidated territory and minor overlap for contested regions of space.
Thanks in advance!
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If you increase the number of star systems/planets/stations, I think that might help?
Next version, random sector seeding will have factions always try to fill their existing systems before entering new ones (right now there's some randomness to it).
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Decided to take the plunge and put the mod in and I'm having a blast - the factions feel alive, slamming into one another in massive battles, politicking and intriguing as they do. But I was just wondering: is there a way to stop the AI from being able to colonise planets?
I've had a pretty bad game so far (been getting creamed whilst getting used to the mod and some others :P) and I'm a bit behind the curve of where I'd want to be after this many months, but the AI is starting to just happily colonise planets and I'm worried I won't get a chance to do that part of the game.
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Decided to take the plunge and put the mod in and I'm having a blast - the factions feel alive, slamming into one another in massive battles, politicking and intriguing as they do. But I was just wondering: is there a way to stop the AI from being able to colonise planets?
I've had a pretty bad game so far (been getting creamed whilst getting used to the mod and some others :P) and I'm a bit behind the curve of where I'd want to be after this many months, but the AI is starting to just happily colonise planets and I'm worried I won't get a chance to do that part of the game.
colonyExpeditionInterval in exerelin_config.json
There's also nex_expeditionDelayPerExistingColony in Nexerelin/data/config/settings.json, where the more colonies exist that have been founded by NPCs, the longer it takes for a new expedition to take place.
The colony expeditions are pretty infrequent though (base interval is 270 days), and there should be plenty of planets left over even after a few years, so you shouldn't need to change these values.
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Fix/compatibility update.
Nexerelin v0.9.6e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.6e
* Random sector improvements
* Add a system to set/display recommended sector size for the number of factions
* Faction homeworlds don't share a system with each other if possible
* Factions reliably prefer to populate systems close to their homeworlds and/or that they already have a presence in (previously there was a random element to it)
* Minimum station count now 4 ( was 8 )
* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
* Make rebellions stronger on average
* Goods procurement mission: 50% of goods delivered added to market supply (was 25%)
* Invasions, raids and such 10% smaller
* Invasions prefer targets with lower defense-to-size ratio
* Prism Freeport enabled by default
* Insurance requires suspicious min rep with relevant faction (was neutral)
* Random start ships can be rerolled after picking fleet type (with live update of fleet preview)
* Captured planet desc updates
* Bugfixes
* Compatibility hotfixes for a certain mod
* Fix a potential CTD when special task groups attempt to rebuild themselves
* "No ceasefire while invasion ongoing" rule checks both factions
* Rebellions: Fix cause of negative strength values; don't apply trade points for autonomous player markets
* Don't allow suspending autonomy of outposts
* Cancel tribute event if player takes commission with demanding faction
* Attempt to handle station upgrading on market growth properly
* Fix Prism handling of skins in recording already-possessed boss ships
* Hack to prevent Guardian and Derelict Mothership blueprints from dropping during raids
* Modding
* Add DO_NOT_COLONIZE memory key
* Move counter-invasion points-to-spawn to config
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* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
Does this apply to alliance members, or just commisions?
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starting plant has volturnian lobster pens but they arent exporting is this a known issue?
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Volturnian Lobster never exports, even in vanilla.
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Wonderful update, thank you very much!
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* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
Does this apply to alliance members, or just commisions?
It checks alliances, yeah. (The check for what is legal should match the purchasability check on actual military submarkets)
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Does the Prism Freeport have a set location? I don't recall ever encountering it in my endgame build.
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Does the Prism Freeport have a set location? I don't recall ever encountering it in my endgame build.
It should be around the center of the map. I remember it should be very close to Askonia.
You will see an influx of Independent Fleets nearby that's generally the first sign Freeport is nearby.
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OMG this is as exciting as an official SS update!
Thank you!
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is there a way to make your own diplomatic decisions? i want to initiate an alliance vote to declare war and will i be able to request a cease fire?
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Does the Prism Freeport have a set location? I don't recall ever encountering it in my endgame build.
It's always at the approximate center of the hyperspace map. Turn off starscape in the map to find it.
is there a way to make your own diplomatic decisions? i want to initiate an alliance vote to declare war and will i be able to request a cease fire?
If you start a war with someone the alliance will automatically hold a vote, but there's currently no way to have the vote before actually getting into the war.
There's also no direct way to offer ceasefires, you'll just have to beat the other guy up until they offer peace.
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I've consistently noticed massive slowdown with Grand Sector and Prism Freeport both enabled, proportional to the player's proximity to Prism Freeport.
I know one mod already does it, but if it's going to be enabled by default, perhaps give it a system?
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So when I give a colony away to a faction I still pay upkeep on it even after months and a reload. I am just wondering if this bug is part of this mod? The base game? Maybe even another mod you might remembering having this issue? Can you help me track it down? I would love to help my faction grow!
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I've consistently noticed massive slowdown with Grand Sector and Prism Freeport both enabled, proportional to the player's proximity to Prism Freeport.
I know one mod already does it, but if it's going to be enabled by default, perhaps give it a system?
I intend to give it its own star system, yeah.
I don't consider Grand Sector really supported though.
So when I give a colony away to a faction I still pay upkeep on it even after months and a reload. I am just wondering if this bug is part of this mod? The base game? Maybe even another mod you might remembering having this issue? Can you help me track it down? I would love to help my faction grow!
That sounds really weird. You'll pay storage fees for colonies you don't own, but paying for industry upkeep shouldn't be happening and I don't think I've ever heard of it being reported before. Can you screenshot your income screen, and maybe upload a .zip of the save?
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This is update save game safe? Or do you need new game?
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If I add a faction to a playthrough will it eventually spawn in on it's own or do I have to start a new playthrough?
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This is update save game safe? Or do you need new game?
Nex updates are usually save-compatible with the immediately previous version, unless specified otherwise.
If I add a faction to a playthrough will it eventually spawn in on it's own or do I have to start a new playthrough?
They can enter the sector if faction respawns are enabled (though this isn't really reliable), or you can give some of your colonies to the added faction.
In general though, you should start a new game if you want to see all of a new faction's content (adding it to an existing save means its normal planets won't spawn, etc.)
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Hello Mister Modder :D
I got a slight problem with your mod, so i'm directly asking to you, maybe you'll know where is my fk up on using it ...
So ... Everything is working fine, i really like the mod and the things it adds to the game, it's like i'm playing Stellaris while having my own fleet, really liking that :) (And a suggestion, could we have like a new tab in the mod that shows wich solar system is controled by wich factions ? And also make a new option on wich 2 factions can't start in the same system, that would be really cool to have that !! To make it more like a really big territory thing with each faction staying on its property) => Just like Stellaris ~
Anyway. I'm not here for that. I encountered a problem, the factions arn't colonizing new planets, they are only building spacestations (I found a lot of systems where they were basically installed, but they don't colonize new planets like i do ... There is only the comm arrays and the station, and that's it ...), maybe it's because i have the grand sector mod activated also (Wich create a conflict ?), or maybe the mod is intended like this ?
Thanks for this wonderful work, cheers ~
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So when I give a colony away to a faction I still pay upkeep on it even after months and a reload. I am just wondering if this bug is part of this mod? The base game? Maybe even another mod you might remembering having this issue? Can you help me track it down? I would love to help my faction grow!
That sounds really weird. You'll pay storage fees for colonies you don't own, but paying for industry upkeep shouldn't be happening and I don't think I've ever heard of it being reported before. Can you screenshot your income screen, and maybe upload a .zip of the save?
[/quote]
In a few days i will have a modlist for you, screenshot and .zip. Also need to play a game to that point. Talk to you soon.
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Hello Mister Modder :D
I got a slight problem with your mod, so i'm directly asking to you, maybe you'll know where is my fk up on using it ...
So ... Everything is working fine, i really like the mod and the things it adds to the game, it's like i'm playing Stellaris while having my own fleet, really liking that :) (And a suggestion, could we have like a new tab in the mod that shows wich solar system is controled by wich factions ? And also make a new option on wich 2 factions can't start in the same system, that would be really cool to have that !! To make it more like a really big territory thing with each faction staying on its property) => Just like Stellaris ~
Hi!
I can't change the star system display GUI, but you could make a suggestion for the base game in the Suggestions subforum.
As for only one faction having a star system at a time, I can only really control that for random sector, and then only at the start (as planet control will shift with invasions, and I don't want to make invasions be on a full-star-system basis.)
Anyway. I'm not here for that. I encountered a problem, the factions arn't colonizing new planets, they are only building spacestations (I found a lot of systems where they were basically installed, but they don't colonize new planets like i do ... There is only the comm arrays and the station, and that's it ...), maybe it's because i have the grand sector mod activated also (Wich create a conflict ?), or maybe the mod is intended like this ?
NPC factions do create new colonies, but the default countdown is fairly long (270 days) and only starts in cycle 207. There's an intel event that appears when a colony expedition is happening. (If you're not seeing them even after several years into a game, there may be a bug).
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Hey !! Thanks for the quick answer, happy you answered my question :3
I'm not seeing any expedition thingy since the first game i played with your mod. Even after Cycle 215. There is nothing (Even if i sometimes see the luddic path setting up a station on unknown star systems, same for the pirates, but not the other factions).
Only ones i encountered even building station in an unknown starsystem are the luddic_church, luddic_path and pirates. Maybe it's because of Legio_Infernalis mod ? I have it since my first game enabled.
Or maybe it's Better Colonies who create a conflict ? I'm using it since the start too !!
EDIT : Can be because of "Grand Sector" also ... If only there was someone who could say if yes or no it comes from these or if i have to uninstall and reinstall the game ? XD
I'm gonna try.
EDIT 2 : So i just tryed ... Only your mod and the required for it to work. No expeditions at all. (I changed the settings in the files to delete the 270 days delay and delay beetween the potentiel expeditions, i put it at 1). But nope !! Not an expedition at all. My factions don't want to move :D
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Hmm, that's strange. The colony target picker is a bit "fussy" so it can take a while to find something to colonize, but it should find something eventually after 15 cycles.
Other mods shouldn't directly affect the colony expeditions, unless they're causing a shortage of colony targets. ...Actually, does Grand Sector make the spacing between star systems larger? That might be causing it, seeing as colony expeditions have a limited range.
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I changed my sector mod so now i have Adjusted Sector, wich have more options on the sector generation, and the star systems are very close from each other, there is tons of them all around and sometimes, they are even on top of each other.
I started a new game with some faction mods, cycle 211, still no expedition from the IA ... Zero new colony :s
I played it normally, i have some faction mods, tons of new ships and weapons, but nothing that could even bother with expeditions or colonisation, and even with no mods, only yours. IA is still not colonizing anything.
My game is the same as everybody else, your mod is the same for everyone, but nope. For me, it doesn't bloody work. It's so stupid.
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Actually, here's something to try: in the console, enter the following command (copy and paste) a dozen times:
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
(after entering the first time, you can press Up and then Enter to repeatedly enter the previous command)
See if that makes any expedition events appear. If not, look at the end of starsector.log; there should be messages like "Failed to pick faction for expedition".
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Oh !! I'm gonna try that !! Thanks a lot. Happy i got the console command mod (lol)
Hope i will be able to see if the expedition thing pop-up, because i'm in a total war actually (With like 5 factions at once ?), my own faction launching invasions on itself, i created a monster ... Oh god.
I try and i come back to you in a moment.
EDIT : OH MY GOD !!
80% of the log is like you said ...
Spoiler
9421162 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421166 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421176 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421180 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421189 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421193 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421203 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421207 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421214 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421219 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421229 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421233 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
9421241 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
9421245 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487781 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
487785 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487798 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
487801 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487812 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
487817 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487829 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
487834 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487847 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
487851 [Thread-4] INFO exerelin.campaign.ColonyManager - Failed to pick target for expedition
487864 [Thread-4] INFO exerelin.campaign.ColonyManager - Attempting to spawn colony expedition
I took it at some different places in the log, but i'm sure we're even around 90% or even 95% of this, in the entire log ... It's crazy.
What is the problem if this happens ?
Also, for some reasons i can't request fleets for raid ... While my own faction launch raids on itself :s
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face_in_hands.jpg
I found two big bugs in the colony expedition code. One is actually a year old and not too serious (it wasn't properly checking for stable locations when determining whether a star system could have a comm relay), but the other is new in 0.9.6e and completely broke the system (it was supposed to make sure only uninhabited planets were colonized, but what it actually did was make no factions able to colonize). FML.
Thanks so much for the report! I'll have it fixed in a new version fairly soon.
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Oh !! Good to hear that you found where the problem was !! And i'm happy it's not just me that have bad luck with mods (LOL)
But, i'm surprised, nobody else actually encountered this bug (Since nobody else reported it), or maybe people don't even care about that feature ?
Anyway, happy that i'll be able to get the full experience soon ~
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So far i encountered something like this:
>i'm being in an alliance
>Trying to get agent to increase my reputation with pirate
>Currently my ally is being harassed by a pirate base nearby, so they are trying to do a base strike mission
>My agent success and my relation with pirate change from hostile to inhospitable
>Ally stop base strike mission with the reason: no longer hostile
> apparently their base are still being raided by pirate, but because of my own reputation with pirate, they won't make a move
>that -5 stability and -50% access hit em hard
Is there any way to stop this from happening? like
-they still strike pirate if they prove threat to them no matter reputation.
or
-pirate won't raid us if we have high enough reputation.
or
-we can bride, or use reputation to despawn a pirate base.
or
-We can send an agent there to paralize or despawn the base.
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For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(
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For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(
I got the same issue, but with another faction. It happens for some reasons, totaly randomly, not being able to trade with a faction anymore. And it's forever. I forgot to report it because it was a minor issue, but now that you talk about it. I got that bug too ...
The bug make it look like you're at war with the faction even if they can be everything else, you can't trade with them (In any of their colonies), happened to me too even with modded factions ~
I though it was a new feature for factions to not accept trading with you at some point, but it happened a lot and with nearly every factions, modded, not modded, even independant, regardless of relations, can be neutral, friendly, etc ... Doesn't change a thing. If they don't want to trade with you anymore, you're kuked :s
Thank you for reporting it, since i forgot to do it.
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Forgot this earlier:
Also, for some reasons i can't request fleets for raid ... While my own faction launch raids on itself :s
There's no raid request feature currently, although the Industrial.Evolution mod has an industry that automatically generates raids.
If a faction is attacking itself, that's probably because of a mod bug that made the faction hostile to itself at some point. Console workaround using Hegemony as an example (replace its ID with the one of your faction):
Global.getSector().getFaction("hegemony").setRelationship("hegemony", 1);
So far i encountered something like this:
>i'm being in an alliance
>Trying to get agent to increase my reputation with pirate
>Currently my ally is being harassed by a pirate base nearby, so they are trying to do a base strike mission
>My agent success and my relation with pirate change from hostile to inhospitable
>Ally stop base strike mission with the reason: no longer hostile
> apparently their base are still being raided by pirate, but because of my own reputation with pirate, they won't make a move
>that -5 stability and -50% access hit em hard
Is there any way to stop this from happening? like
-they still strike pirate if they prove threat to them no matter reputation.
or
-pirate won't raid us if we have high enough reputation.
or
-we can bride, or use reputation to despawn a pirate base.
or
-We can send an agent there to paralize or despawn the base.
You can attack the base yourself with your transponder off (good way to collect bounties while still being friendly with pirates), or use the agent to raise relations between your ally and pirates (higher rep level = less effect from pirate activity). The base can also randomly decide to target someone else on its own.
For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(
What does the dialog say? It should explain why you can't dock to trade.
If you post a screenshot and/or savegame, I could try to figure out what's going on.
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No worry, it's not a bug or a problem, i'm just bad at explaining since i'm french, i don't have much vocabulary ... My faction launches invasions, even if i do nothing (It's not attacking his own self, it's just that, it's sending invasions fleets even if i don't request/do it manually).
Dats what i wanted to say. Sorry for the misunderstending :s
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Hello, is it possible to change the composition of Mining Fleet that spawns from colonies? Like for example, I want to change Venture to another ship and make this composition unique to my own faction?
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Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
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Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.
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Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.
I get -15 Rep instead +15 Rep
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Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.
Dont know then ;D we need Histidine ;D
I get -15 Rep instead +15 Rep
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After updating Nex, it seems like the other factions no longer send out colony fleets. Has that feature been removed?
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After updating Nex, it seems like the other factions no longer send out colony fleets. Has that feature been removed?
It is a known issue, there is an indev build on Discord that resolves this.
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Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
Exalted have a max relationship of -100 with pirates. If the relationship between the factions was somehow higher than the maximum before the agent action, it'll reduce relations to meet the maximum.
(I'll change how these things work so they don't flip the sign of the rel. change, to make it less confusing. Also should probably show relationship limits within the agent action GUI.)
Hello, is it possible to change the composition of Mining Fleet that spawns from colonies? Like for example, I want to change Venture to another ship and make this composition unique to my own faction?
Write a miningVariantsOrWings list in your faction config (Blackrock and Tiandong both have examples, there may be other mods too)
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Fix/compatibility update for the fix/compatibility update.
Nexerelin v0.9.6f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.6f
* Fix NPC colony expeditions being completely broken
* Add support for some Industrial.Evolution industries/structures
* Can be seeded at game start, and NPC colonies can build them
* Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
* Fixes/improvements for [EXPUNGED] faction
* Player agents can instigate rebellions
* Raise/lower relations improvements
* Display current relationship and (if applicable) limit
* Don't allow relationship to go "backwards" when clamping to limits
* Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
* Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
* Further protection against NPC colonies double building stations; existing stations can be upgraded
* Generate a more complete set of comm board officials for player colonies, and keep it up to date
* Increase independents' spawn weight in random sector
* Randomize player starting location in free start
* Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions
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Cool !! It's time to make the entire sector go in a total war again. Muheehehe.
Thanks dud.
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Fix/compatibility update for the fix/compatibility update.
Nexerelin v0.9.6f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Spoiler
v0.9.6f
* Fix NPC colony expeditions being completely broken
* Add support for some Industrial.Evolution industries/structures
* Can be seeded at game start, and NPC colonies can build them
* Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
* Fixes/improvements for [EXPUNGED] faction
* Player agents can instigate rebellions
* Raise/lower relations improvements
* Display current relationship and (if applicable) limit
* Don't allow relationship to go "backwards" when clamping to limits
* Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
* Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
* Further protection against NPC colonies double building stations; existing stations can be upgraded
* Generate a more complete set of comm board officials for player colonies, and keep it up to date
* Increase independents' spawn weight in random sector
* Randomize player starting location in free start
* Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions
The Download Link is for the old version 0.9.6e, not 0.9.6f
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For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(
What does the dialog say? It should explain why you can't dock to trade.
If you post a screenshot and/or savegame, I could try to figure out what's going on.
[/quote]
It actually got fixed itself. I ended commission with a faction and after that I was able to trade with prism free port again. before that I tried trading with transponder on/off but it did not have any impact. During and after ending commission I had "friendly" relations with independents so I do not think not able to trade was due to this factor. I have tons of mods enabled so maybe in conflicted with one of them.
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Just asking for future reference.
Do I have to start a new save file whenever this mod updates? Or can I just update it mid-save?
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v0.9.6c
* Gameplay
* Add suspend autonomy function (allows player to build things on autonomous colonies)
* Add function to donate admins to an autonomous colony
Hey, just came back to Starsector and just wanted to say, thank you for not leaving my suggestion behind, it is a million times better now that i can "sponsor" my autonomous colonies.
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Is it just me or Agents can't be sent to [EXPUNGED]
My comissioned Faction was able to get relations to -20 with [EXPUNGED] but things have remained like that for a long time.
I tried to do the other option and send the agent to my commision faction and then try to improve the relations with [EXPUNGED].
But it automatically sets the improvement of relations to the Player.
Is it because [EXPUNGED] faction is still not complete? Or you were never able to become allied with them?
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Just asking for future reference.
Do I have to start a new save file whenever this mod updates? Or can I just update it mid-save?
Nex updates are always (intended to be) save-compatible with at least the immediately prior update, unless otherwise specified.
Is it just me or Agents can't be sent to [EXPUNGED]
My comissioned Faction was able to get relations to -20 with [EXPUNGED] but things have remained like that for a long time.
I tried to do the other option and send the agent to my commision faction and then try to improve the relations with [EXPUNGED].
But it automatically sets the improvement of relations to the Player.
Is it because [EXPUNGED] faction is still not complete? Or you were never able to become allied with them?
That faction is deliberately immune to agents (this has been the case since the previous versions), but you can become their friends if you can find other methods to gain rep with them. I don't know if there are any in the current version though.
Although if the agent ends up raising your relationship with [EXPUNGED], shouldn't that propagate to benefit your commissioning faction as well? If not, that's a bug.
(Actually, being able to raise relations between agent-immune factions and normal factions by targeting the latter is also a bug, I'll be fixing that)
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It seems that when a NPC invades a planet(and when using the SetMarketOwner command) the ship name prefixes do not change.(HSS on a now Tri-tachyon planet) However when a player does a market transfer the prefixes change to the proper ones. Why the difference?
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It seems that when a NPC invades a planet(and when using the SetMarketOwner command) the ship name prefixes do not change.(HSS on a now Tri-tachyon planet) However when a player does a market transfer the prefixes change to the proper ones. Why the difference?
They all go through the same code on the mod's side. Maybe it's the player's presence (affecting market refreshes and such) that make the difference?
(I've known about prefixes not changing for a while but never did figure out why. Maybe I'll look into it for next version.)
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They all go through the same code on the mod's side. Maybe it's the player's presence (affecting market refreshes and such) that make the difference?
(I've known about prefixes not changing for a while but never did figure out why. Maybe I'll look into it for next version.)
I tested some more and have a guess to why there is a difference.
When a player occupies a planet, unless it has the commerce industry the open market (probably) gets "deleted" together with its ship prefix data etc.
However when a player occupies a planet with commerce and then transfers, the open market is not deleted; The market will still have the same prefixes due to it inheriting the same market instance.
Both cases were tested with the same method (setmarketowner command on chicomoztoc with commerce and no commerce and then transferring to some other faction)
Additionally, adding commerce after the planet is transferred to the player and then giving it to some other faction caused the ship prefix ISS to remain on that open market. And doing this on a market with a military market caused the planet to have markets with 2 different ship prefixes.
I guess the fix for this would be to delete all the markets in the same manner when a player occupies a planet without commerce.
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Hotfix (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) for infinite loop ceasefire, and also fixes an exploit with agent raise/lower relations against agent-immune factions. Place in Nexerelin/jars
@mora: Thanks for the debugging!
I brought the issue up with Alex here (http://fractalsoftworks.com/forum/index.php?topic=5061.msg295690#msg295690). It'll be readily fixable in next version; for now, it's not serious enough for me to want to mess with recreating submarkets with their original contents, so I'll probably leave it.
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Just out of curiosity, what happens when factions that arent explicitly labeled as compatible are used alongside nex? Do they (and their stuff) just not spawn?
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Just out of curiosity, what happens when factions that arent explicitly labeled as compatible are used alongside nex? Do they (and their stuff) just not spawn?
No they spawn and just use default settings i believe.
And even if they somehow don't nex doesn't prevent them from spawning, that'd be silly.
i dont think theres any faction mods that arent compatible with nex at this point (at least mods that are up to date with starsector)
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Is it possible to have factions ships in the game (like via blueprints) but not the faction itself?
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bug report
if player faction is being invaded, i can talk to the invading fleet a few times with transponder off and they will move away and invasion will fail
i receive trade missions to ascalon but not allowed to dock there no matter how high relation is
junk pirates get asp blueprints and asp gets junk pirate blueprints (they are switched) in exrellerin faction config; not sure if intentional
love nexx, thank you ;)
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Can I activate hard mode mid game?
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I noticed a small bug on this when combined with "Terraforming and Station Construction", this happened on the latest patch ever since the addition of a full staff on planets/stations.
When a player builds an "Astral Gate", the station gets staffed as expected and no issues occur until the gatekeeper station is left autonomous, when this happens the new admin becomes the Station Commander instead of the secretary, once you donate an admin it gets replaced, but if you take temporary control of that gatekeep the Station Commander, once again, replaces your donated admin, and this can happen over and over again.
I didn't know if i should've posted this issue here or on boggled's thread, since it's relevant to both mods.
Thanks.
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Fix update coming out today for a bunch of issues.
Is it possible to have factions ships in the game (like via blueprints) but not the faction itself?
In random sector you can make factions not spawn using the faction settings in new game. Otherwise, you could try: start a new game without the faction mods involved, exit, activate the mods, load the save. (Not all mods may support this)
Can I activate hard mode mid game?
Yes, use the ReloadNexConfig console command.
bug report
if player faction is being invaded, i can talk to the invading fleet a few times with transponder off and they will move away and invasion will fail
i receive trade missions to ascalon but not allowed to dock there no matter how high relation is
junk pirates get asp blueprints and asp gets junk pirate blueprints (they are switched) in exrellerin faction config; not sure if intentional
love nexx, thank you ;)
Thanks!
Fixed the second and third issues. For the first, I haven't been able to reproduce in my couple of tests (the fleet can behave irregularly whether I talk to it or not, but does invade eventually) and I'm not sure the code involved is fixable by a mod if it does exist. But I'll keep an eye out.
I noticed a small bug on this when combined with "Terraforming and Station Construction", this happened on the latest patch ever since the addition of a full staff on planets/stations.
When a player builds an "Astral Gate", the station gets staffed as expected and no issues occur until the gatekeeper station is left autonomous, when this happens the new admin becomes the Station Commander instead of the secretary, once you donate an admin it gets replaced, but if you take temporary control of that gatekeep the Station Commander, once again, replaces your donated admin, and this can happen over and over again.
I didn't know if i should've posted this issue here or on boggled's thread, since it's relevant to both mods.
Thanks.
Happens on regular stations too, like Citadel Arcadia. Fixed it so the donated admin becomes the station commander where appropriate rather than the secretary (and made the secretary not appear at all if unneeded). Thanks!
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Fix update for the fix update for the fix update
Nexerelin v0.9.6g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
* Don't send procurement missions to Templar markets
* Add Templar diplomacy traits
* Don't allow agent raise/lower relations actions where third faction is agent-immune
* Also fix a GUI issue when raising third-party relations
* Fix ceasefire offer accept looping forever when auto-accepted due to relations
* Fix diplomacy dispositions using wrong faction's traits
* Null pointer safety for outpost creation if orbit cannot be found
* Fix starting blueprints for Junk Pirates, ASP Syndicate
* Fix handling of donated admin to a no-planet station; don't add secretaries to player stations when not needed
* Fix a couple of typos in decivilized interaction event
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* Fix handling of donated admin to a no-planet station; don't add secretaries to player stations when not needed
Thanks a lot, now the stations behave as intended when autonomous.
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How does the prismBlueprintPriceMult work?
I saw that Prism has for sale the Blueprints for the Pelagornis from Missing Ships, but its insanely expensive like 60k+ points.
How do i reduce the cost the buying blueprints, or increase the amount of blueprint points you get?
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Is the difficulty increasing when I add more factions to the game? Like will there be more faction attacking my colonies?
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How does the prismBlueprintPriceMult work?
I saw that Prism has for sale the Blueprints for the Pelagornis from Missing Ships, but its insanely expensive like 60k+ points.
How do i reduce the cost the buying blueprints, or increase the amount of blueprint points you get?
Point value of blueprints is based on their $ credit price (with a bonus for package BPs). The price of single-item BPs, in turn, is based on the credit value of the ship/weapon/wing.
You can override the point value of specific BPs using the file data/config/prism/prism_blueprints_values.csv.
Is the difficulty increasing when I add more factions to the game? Like will there be more faction attacking my colonies?
If you end up at war with more factions that'll increase the number of invasions/raids you'll have to face. Although if there are more factions around they're generally just as likely to go to war with each other as with you.
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A little Suggestion born from the Frustration of not getting a Paragon Blueprint after 4 Cycles, and not having enough Points when it was on sale:
Add Empty Blueprints for Purchase in Independent Military Markets (aka Reputation locked) which are expensive and have the sole purpose of trading them in for Points at Prism Freeport.
Maybe add an option to also find them rarely on Black Markets, or even Pirate Military Markets
For Example:
- Favorable: Nothing yet
- Welcoming: 200.000 Credits for a small 100 Points Blueprint
- Friendly: 2.000.000 Credits for a 1.000 Points Blueprint
- Cooperative: 1.000.000 Credits for a 1.000 Points "Deluxe" Blueprint (basically just a Discount)
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wait. why isn't this mod showing up in version checker?
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Don't know if the random sector mode is even being developed but is it possible to add a config in a file or better a slider in the new game dialog to adjust the bounds of the random core worlds? It seems to be hardcoded right now and I'm pretty sure its much larger than vanilla core worlds.
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Don't know if the random sector mode is even being developed but is it possible to add a config in a file or better a slider in the new game dialog to adjust the bounds of the random core worlds? It seems to be hardcoded right now and I'm pretty sure its much larger than vanilla core worlds.
Dunno about a setting/slider, but I'll look at making the systems spawn closer together.
A little Suggestion born from the Frustration of not getting a Paragon Blueprint after 4 Cycles, and not having enough Points when it was on sale:
Add Empty Blueprints for Purchase in Independent Military Markets (aka Reputation locked) which are expensive and have the sole purpose of trading them in for Points at Prism Freeport.
Maybe add an option to also find them rarely on Black Markets, or even Pirate Military Markets
For Example:
- Favorable: Nothing yet
- Welcoming: 200.000 Credits for a small 100 Points Blueprint
- Friendly: 2.000.000 Credits for a 1.000 Points Blueprint
- Cooperative: 1.000.000 Credits for a 1.000 Points "Deluxe" Blueprint (basically just a Discount)
If I did something like that, I may as well cut out the middleman and allow credit purchases of blueprints directly. Which I don't plan to implement, as I don't want a general "convert credits to blueprints" method.
wait. why isn't this mod showing up in version checker?
Works for me
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wait. why isn't this mod showing up in version checker?
Works for me
*embarrassed look* oh right, i don't have it enabled as an active mod this current campaign. derpz
i had it on my mind to add it next playthrough as i slowly add the 'big' mods one by one each future campaign. my computer is shiite so i'm testing the limits of my RAM when saving my game. (and yes, i know all about vmpamps thingy whatsit)
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I encountered a very specific and strange issue, I'll explain:
So there was this system that i gave autonomy to, with donated admins and everything. Some time later and due to reasons i ended up handing this system to another faction and it was his system for a time. Due to another set of reasons, i ended up having to take that system back by force, but after everything was said and done i realized that the planets in this system could no longer be made autonomous, it just doesn't have the option (i talked to all the staff on each planet). All the regular options are there, except "grant autonomy".
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Is being able to scavenge ships from battles between other factions going to be addressed? It's easy to just wait for some invasion to happen and just gather stuff when they're fighting. Saves tons of effort to get the better ships.
There should be reputation penalty for taking "their" stuff or outright being stopped from doing so if there is a free faction fleet around.
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Would it be possible to talk an alpha core governor into temporarily relocating when a hegemony inspection is coming their way?
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I encountered a very specific and strange issue, I'll explain:
So there was this system that i gave autonomy to, with donated admins and everything. Some time later and due to reasons i ended up handing this system to another faction and it was his system for a time. Due to another set of reasons, i ended up having to take that system back by force, but after everything was said and done i realized that the planets in this system could no longer be made autonomous, it just doesn't have the option (i talked to all the staff on each planet). All the regular options are there, except "grant autonomy".
Hmm, couldn't easily reproduce. If you have a save (hopefully without too many mods) I can look at the affected planets directly and see what's going wrong with them.
Is being able to scavenge ships from battles between other factions going to be addressed? It's easy to just wait for some invasion to happen and just gather stuff when they're fighting. Saves tons of effort to get the better ships.
There should be reputation penalty for taking "their" stuff or outright being stopped from doing so if there is a free faction fleet around.
As it happens, I'm experimenting in dev with having independent scavengers also try to collect the salvage and potentially fight the player for it.
I could also try rep penalties with the faction that drops the ships, but they sound potentially annoying ("I get docked for recovering a derelict ship, when if I leave it alone the owner makes no attempt whatsoever to pick it up?")
Would it be possible to talk an alpha core governor into temporarily relocating when a hegemony inspection is coming their way?
Not sure I can change the removal dialog, but I might try to make the inspection not find the alpha core.
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Hmm, couldn't easily reproduce. If you have a save (hopefully without too many mods) I can look at the affected planets directly and see what's going wrong with them.
It's gonna be a bit problematic, cuz i already gave that system away again, i'll retake it and send you the save, i have several mods installed unfortunately. Here's the list in the meantime:
Mod List
Adjusted Sector v0.2.2
Aerial Combat Suit
Audio Plus
Azur Lane Eagle Union Portrait Pack
Azur Lane Royal Navy Portrait Pack
Better Colonies
Combat Chatter
Common Radar
Communist Clouds
Console Commands
Flags for founders
Fuel Siphoning
Girls Frontline Portrait Pack
GraphicsLib
Hostile Intercept
Hyperdrive
Interesting Portraits Pack
Kadur Remnant
Kantai Collection Portrait Pack
LazyLib
MagicLib
More Officer Skills v0.1.0
Nexerelin
Ship and Weapon Pack
SkilledUp
SpeedUp
Starship Legends
Supply Forging
Terraforming and Station Construction
Tiandong Heavy Industries 1.2.1a
Transparent planetary shield - blue
UnknownSkies
Vayra's Sector
Vayra's Ship Pack
Version Checker
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As it happens, I'm experimenting in dev with having independent scavengers also try to collect the salvage and potentially fight the player for it.
Now that's damn cool. Make the scavs get attracted to large battles and systems before invasions and we get pretty lively game.
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Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.
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Suggestion regarding Alliances:
The possibility of Ship Quality being applied alliance wide, instead of faction wide, that is to say, the faction with the best quality ship production will share that same quality with factions he's allied with that have no heavy industry or heavy industry of lesser quality. This could give more staying power and the possibility of a come back to underdog factions.
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Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.
The full list should be:
- Faction directory
- Prisoner options
- Fleet request
- Alliance options (must not have a commission)
- Take temporary control of autonomous colonies
Suggestion regarding Alliances:
The possibility of Ship Quality being applied alliance wide, instead of faction wide, that is to say, the faction with the best quality ship production will share that same quality with factions he's allied with that have no heavy industry or heavy industry of lesser quality. This could give more staying power and the possibility of a come back to underdog factions.
Hmm, that's an idea. Although I don't know how much it'd help for those particular scenarios (or indeed, whether it might be annoying for player fighting an alliance).
(Honestly I kinda wish vanilla had some mechanic for non-junk cross-faction imports, so you don't have each faction mod needing its own heavy industry and saturating the market for the relevant commodities)
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Is it possible to make export of Governorship Colonies count towards the Player factions in-faction imports? A Governorship Colony with a Food Export of 8 doesn't satisfy my own Colonies Food demand in-faction.
Orbitals Works and Nanoforges on these Colonies also don't count towards the Players Factions Ship Quality.
Furthermore, Governorship Colonies use Fleet Doctrines of their Parent Faction.
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Hey, ive looked at this game a bit, and like the mod you made, since its made it much more unpredictable to play with.
Now, the reason i posted here other then to put a feather in your cap, is to ask if it is possible to start a real "lone wolf" game in your mod, since i dislike either starting as part of an established faction, or already with my own planet. (i sorta like to try and fight my way out of the dirt)
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Hey, ive looked at this game a bit, and like the mod you made, since its made it much more unpredictable to play with.
Now, the reason i posted here other then to put a feather in your cap, is to ask if it is possible to start a real "lone wolf" game in your mod, since i dislike either starting as part of an established faction, or already with my own planet. (i sorta like to try and fight my way out of the dirt)
Yes theres the free start option thats basically just the vinalla start option, its below the faction start options
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Is it possible to make export of Governorship Colonies count towards the Player factions in-faction imports? A Governorship Colony with a Food Export of 8 doesn't satisfy my own Colonies Food demand in-faction.
Orbitals Works and Nanoforges on these Colonies also don't count towards the Players Factions Ship Quality.
Furthermore, Governorship Colonies use Fleet Doctrines of their Parent Faction.
AFAIK modders don't have access to the code handling in-faction import calculations. The other stuff could be hacked in, but I'm not sure its worthwhile in the doctrine case.
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So is the Freeport just an easy way to get ships? If so is there a way to disable it? Also how much did you lower taxes by, is there a way to return it to the 30% value.
I'm mostly looking to download this for just the interfaction/faction building and not so much the tax tweak and Freeport if that's an option
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So is the Freeport just an easy way to get ships? If so is there a way to disable it? Also how much did you lower taxes by, is there a way to return it to the 30% value.
I'm mostly looking to download this for just the interfaction/faction building and not so much the tax tweak and Freeport if that's an option
For the tax, there are two lines in exerelin_config.json:
"baseTariffMult": 0.6, # 1.0 = base tariff (usually 30%)
"freeMarketTariffMult": 0.5, # 0.5 = halved tariffs
Haven't changed these values outside of their default myself, but it looks like this is what governs the taxes.
Prism freeport can only be disabled at the start of the game. Saying it's "easy" it's relative because ships in the Prism Freeport have exceedingly inflated prices. If you didn't disable it at the start of your playthrough then you may consider changing the prices for their "fancy pants" shop, which i believe it's this variable:
"prismTariff": 2.0, # float, 1.0 = 100% tariff; modified by relationship with independents
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Hi Histidine, some small problems here:
1. In the random sector mode, the market value of volatiles and metals/rare metals is usually much higher than other products and that makes the construction of industry outside of refining or mining become meaningless.
(For example, Random sector with 110 markets: food 350k, organics 120k, ore+rareore 400k, goods+luxurygoods 350k, heavyweapons+heavymachines+shiphulls 350k, volatiles 1400k, metals+rare metals 1300k).
2. It seems that Templar keeps releasing factionbounties and players can quickly improve the relationship with them.
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Snip
Thanks!
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Suggestion:
Add an option to create colony for a faction (you are commissioned to) and gain instant Governorship over it, or a special ceding colony option and gaining instant Governorship over it.
That way, "my" colony can benefit from that other factions in-faction imports and Ship Quality. Useful for early game colonies. Currently I can only simulate it by ceding the Colony (per command if I have to) then buying it back (usually with credits cheated in to balance the spending).
Alternatively: remove the Cost of buying Governorship for freshly (player)founded colonies to 0
Furthermore, Population on Governorship Colonies do not unlock additional Admins
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"useRelationshipBounds" does not appear to be functioning correctly, I have it set to false, but whatever maxRelationships are set in the faction config are being enforced. This is quite odd since I recall it working just fine in a previous version.
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Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.
The full list should be:
- Faction directory
- Prisoner options
- Fleet request
- Alliance options (must not have a commission)
- Take temporary control of autonomous colonies
Thank you for replying. I just found out after I asked this that to form an alliance with another faction, you would have to go to one of their markets and then check into special functions which should show Alliance options. May I suggest adding a new type of agent?
A diplomat whom you can send around the sector much like the existing agents, although less as inconspicuous as them (wherein the latter, if they fail performing a certain action towards a given faction, you risk penalizing your relationship with the targeted faction on top of spending $$$ for them to take such actions-- sometimes, there's no need to be inconspicuous if you're capable of manipulation yourself). They would allow you to contact the faction they are currently residing in, in your place, providing options such as: creating/joining an alliance, granting them gifts in the form of a generous sum of money or relief fleets, and present a proposal(request a fleet from your ally to invade/strike/defend, declare war, negotiate a ceasefire between you/your alliance and a rival faction/alliance, invite a given faction into your current alliance, request money or relief fleets into one of your colonies in exchange of their demands, etc.). If you name some unreasonable terms, they may agree to it if your relations with them are high enough, although they may look onto you with disdain. If it's well within reason, no penalty whatsoever. If the terms are generous however, they will appreciate your kind gesture.
The agents you already added into the game will still remain useful should the player wish to manipulate the relations between certain factions behind the scenes forcibly, cause havoc in a market, steal a ship and so on-- usually with a pricetag on. Diplomats will mainly serve you, with a decent paycheck every month instead of having the need to pay them $$ to perform an action. I'm just thinking that given what the mod does, pretty much turning the game into a 4X, I feel that the player is still slightly limited as to what he/she can do. Majority of the diplomacy in this game, you're mostly getting dragged around by your allies or by certain events which occur purely in RNG (I can see fleets coming in to a certain market from time to time which can randomly trigger an event between the faction that fleet belongs to and the faction that market is owned by), only given an option to engage in diplomacy really when war breaks out between one of your allies and an opposing faction (Yes, no, intel screen, abstain). You're not really participating in the diplomacy that occurs from time to time, which is what I was looking for when I installed this mod and, while it does deliver to an extent, is still slightly lacking. It's pretty great on its own, but I think you can do better :).
Nevertheless, I think what I suggested is quite demanding-- and tbh, if you think it really isn't worth the time, it's still good as is ;) just keep up the good work. Also, I apologize for the long post.
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Thanks for the feedback and ideas, everyone!
Hi Histidine, some small problems here:
1. In the random sector mode, the market value of volatiles and metals/rare metals is usually much higher than other products and that makes the construction of industry outside of refining or mining become meaningless.
(For example, Random sector with 110 markets: food 350k, organics 120k, ore+rareore 400k, goods+luxurygoods 350k, heavyweapons+heavymachines+shiphulls 350k, volatiles 1400k, metals+rare metals 1300k).
2. It seems that Templar keeps releasing factionbounties and players can quickly improve the relationship with them.
I'll look into the commodity markets (and do some comparison to modded/unmodded non-random sector). Faction bounties for hostile-to-all factions like Templars are fixed for next version (won't be based on how many enemies that faction has any more).
"useRelationshipBounds" does not appear to be functioning correctly, I have it set to false, but whatever maxRelationships are set in the faction config are being enforced. This is quite odd since I recall it working just fine in a previous version.
*checks code* Uhh, looking at this I'm not sure it ever worked for anything other than ceasefires...
Well, fixed for next version, at any rate.
May I suggest adding a new type of agent?
A diplomat whom you can send around the sector much like the existing agents, although less as inconspicuous as them (wherein the latter, if they fail performing a certain action towards a given faction, you risk penalizing your relationship with the targeted faction on top of spending $$$ for them to take such actions-- sometimes, there's no need to be inconspicuous if you're capable of manipulation yourself). They would allow you to contact the faction they are currently residing in, in your place, providing options such as: creating/joining an alliance, granting them gifts in the form of a generous sum of money or relief fleets, and present a proposal(request a fleet from your ally to invade/strike/defend, declare war, negotiate a ceasefire between you/your alliance and a rival faction/alliance, invite a given faction into your current alliance, request money or relief fleets into one of your colonies in exchange of their demands, etc.). If you name some unreasonable terms, they may agree to it if your relations with them are high enough, although they may look onto you with disdain. If it's well within reason, no penalty whatsoever. If the terms are generous however, they will appreciate your kind gesture.
The agents you already added into the game will still remain useful should the player wish to manipulate the relations between certain factions behind the scenes forcibly, cause havoc in a market, steal a ship and so on-- usually with a pricetag on. Diplomats will mainly serve you, with a decent paycheck every month instead of having the need to pay them $$ to perform an action. I'm just thinking that given what the mod does, pretty much turning the game into a 4X, I feel that the player is still slightly limited as to what he/she can do. Majority of the diplomacy in this game, you're mostly getting dragged around by your allies or by certain events which occur purely in RNG (I can see fleets coming in to a certain market from time to time which can randomly trigger an event between the faction that fleet belongs to and the faction that market is owned by), only given an option to engage in diplomacy really when war breaks out between one of your allies and an opposing faction (Yes, no, intel screen, abstain). You're not really participating in the diplomacy that occurs from time to time, which is what I was looking for when I installed this mod and, while it does deliver to an extent, is still slightly lacking. It's pretty great on its own, but I think you can do better :).
Yea, I get what you're saying. Right now, doing a full-fledged diplomacy AI (that can do things like properly consider the value of offers/counteroffers in negotiations with the player or each other, and have specific preferences) is outside the scope of what I have planned for the mod. I do anticipate revisiting this in later Starsector versions when the campaign is more developed, though. (Even have a couple of ideas I think haven't been done in a 4X game before!)
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Hi Histidine,
great mod you made there. Having a lot of fun with it.
However, the last couple of days I had an error popping up. Any ideas on how to resolve it?
(https://i.imgur.com/JRYg1Lp.png)
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Balance suggestion:
- Agents are too powerful. You should only have access to one agent, plus one if you invest in the skill point (that node is weak anyways, so this would effectively buff it). I know that this can be adjusted in the config, but it's unclear if this affects the AI factions as well.
- The agent ability to lower or raise relations is far too powerful. It's much too effective and doesn't cost enough. As it stands, even if Hegemony is an absolute powerhouse in a game, I can simply use two agents (even one agent if I'm handicapping myself) on Hegemony and another faction and delete their relationship over a moderate amount of time. At this point, I don't use my agents to adjust relationships, as it basically results in an effortless and bland victory over the sector if you pit the top factions against each other.
Other than that, I love your mod. It's incredible and it's very popular for good reason.
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Hi Histidine,
great mod you made there. Having a lot of fun with it.
However, the last couple of days I had an error popping up. Any ideas on how to resolve it?
Is your VERSION CHECKER up to date?
Balance suggestion:
- Agents are too powerful. You should only have access to one agent, plus one if you invest in the skill point (that node is weak anyways, so this would effectively buff it). I know that this can be adjusted in the config, but it's unclear if this affects the AI factions as well.
- The agent ability to lower or raise relations is far too powerful. It's much too effective and doesn't cost enough. As it stands, even if Hegemony is an absolute powerhouse in a game, I can simply use two agents (even one agent if I'm handicapping myself) on Hegemony and another faction and delete their relationship over a moderate amount of time. At this point, I don't use my agents to adjust relationships, as it basically results in an effortless and bland victory over the sector if you pit the top factions against each other.
Other than that, I love your mod. It's incredible and it's very popular for good reason.
I think a skill (i forgot which) already gives you an extra agent... Either way, you can check these variables and adjust them as you see fit in "exerelin_config" if you think agents are too OP
"agentBaseSalary":2000,
"agentSalaryPerLevel":1000,
"maxAgents":2,
In theory, if you set maxAgents to 0, you can only get access to the 1 agent via skill level.
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Is it possible to have a certain degree of set parameters during random world generations? What i am going with this is that, while i want the random core worlds, to be generated as they should be, i would also like the capital planets (or maybe even capital star systems) to be predetermined, so we get "Chicomoztoc, the barren-desert world, with these specific conditions" instead of "random planet name, being of a random quality and random conditions" for example.
My guess is that this wasn't put into consideration cuz maybe only 2-3 people actually enjoy playing random core worlds more than standard core worlds >.>...
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I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.
That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.
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I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.
That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.
I tried and, to put it bluntly, i found nothing. But i do know that some mods do impose their own system and planets for their mods on random core worlds. (like Underworld's Styx and Templar's Antioch) But i'm not nearly skilled enough to see what these mods do in particular to make their systems appear.
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I could do something like "Aztlan appears, but Corvus doesn't" (with a pre-game dialog to determine which systems appear and which don't), but it really doesn't seem very interesting, and would be a bunch of work for modders besides. Per-planet basis would be even more work.
If a mod wants its handmade specific star system to appear in random sector it can already do that easily.
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Big update. Appears save-compatible.
Nexerelin v0.9.7
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.7/Nexerelin_0.9.7.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.7
* Special forces tweaks/fixes
* 33% point generation rate
* Lower max point stockpile
* When fleet is killed, delay spawning of next one
* Fix fleets not defending vs. invasions and sat bombs
* Fix raids failing immediately on arrival for unclear reasons
* This happened when all targets were too strongly defended for raiders
* Now the raid will either take its chances with the weakest target, or retreat and say so clearly
* Random sector improvements
* Rebalance and refactor random sector economy generation
* Not so many heavy industries or fuel productions, particularly in large sectors
* Less likely to build some industries if they're already common in sector
* Random sector core world generator can create more/less systems than current
* This should allow it to avoid inhabited worlds spilling over into other constellations
* Shift random sector core worlds to the west, like non-random sector
* Fix indies not always having heavy industry; add corrupted nanoforge
* Add STDF Requisitions submarket to Spindle homeworld in random sector
* Tiandong's Shanghai can no longer be disabled
* Fix ApproLight Chaos Rift's name
* Templar improvements
* Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options
* Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file
* Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)
* Add Templar Apostate custom start
* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
* Mining is now instant with cooldown rather than taking time
* NPC agents can instigate rebellions
* Destabilize Market and Infiltrate Luddic Cell agent actions give more XP
* Player alliance joining/invitations obeys same relationship rules as for NPCs
* Don't issue conquest missions targeting commission faction
* Market value for market transfer includes installed AI cores and special items
* Governed colonies count towards faction size for bonus admins
* Can buy governorship of size 3 player-founded colonies for 1 credit
* New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile
* Disable prisoner repatriation when already at max relations
* Bugfixes
* Fix Version Checker error (migrated version file to GitHub)
* Invasions and raids should give more accurate fleet count
* Fix some cases of relationship changes not working while commissioned
* This is most obvious when using an agent to end hostilities with player faction
* Fix will not fully apply to existing commissions in save
* Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction
* Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended
* Prevent bug where market gets stuck in "suspend autonomy" state forever
* Fix Prism High-End Seller being capped at 40 ships available
* Fix Derelict Empire not being hostile to independents, or factions not present at game start
* Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)
* Remove Approlight config (moved to own mod)
* Disable some devmode-related stuff when playtestingMode is enabled in settings.json
* Text
* Alliances created between vanilla factions can have pre-defined names for specific faction pairings
* Update captured planet descs
* Add some Ace Combat countries to procgen planet names
* Fix target faction name in base strike intel
* Fix some typos in "bring refugees aboard" decivilized event
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* NPC agents can instigate rebellions
aw yis
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* NPC agents can instigate rebellions
aw yis
Wondering if Rebellions would be cheaper than troops and arments costs for Invasions; then again Rebellions don't cause instant wars with another faction
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Very small but the "Back" option on the "Other Options" on new game creation isn't mapped to ESC anymore.
EDIT: Also a debug message gets printed even without devmode when a vulture fleet spawns kinda like the special task forces in devmode.
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hello,
1st i want to say great job this mod very good.
now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.
(did see something about it in âtch note but i'm not clear if it's the same issue or not)
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Very small but the "Back" option on the "Other Options" on new game creation isn't mapped to ESC anymore.
EDIT: Also a debug message gets printed even without devmode when a vulture fleet spawns kinda like the special task forces in devmode.
Oops; fixed both issues for next version.
now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.
Is the strength message from right before the raid is resolved, or some time before?
A raid result going against the stated message at the time of autoresolve the is something that shouldn't happen AFAIK. But the system defenses (and thus the displayed message) can change if things happen at the target area; one potentially significant cause of this is special task groups moving in and out of the system (potentially in response to the raid itself).
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Hello, I'd like to suggest adding another option when requesting a defense fleet-- A slider which determines the amount of time a defense fleet stays around a target market (similar to an invasion fleet, where you can choose the amount of marines a fleet can carry).
I've had multiple instances of requesting a defense fleet too early, that by the time an invasion came to one of my markets, the defense fleet already left. Sometimes when I try to time it right (in my head) by requesting a defense fleet after a certain amount of days have passed, I'd occasionally forget about it due to the numerous events that take place in-game that it just slips through my head.
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I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus (the forum says it is up to date for only as far as .81a)
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I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus (the forum says it is up to date for only as far as .81a)
There are updated "test" versions in the Discord.
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If vulture fleets were intended to prevent the player from suddenly going from a solo frigate to a capital ship, maybe they shouldn't spawn when the invading/raiding faction is hostile to the independents.
The reason is because vulture fleets would fight the invaders/raiders and generate even more free stuff and them typically having a somewhat large fleet also helps because they might destroy a capital ship or two in the process.
This scenario wouldn't happen if you don't have pirate invasions turned on(why not) or don't have templars installed but it still happens.
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Another vulture fleet issue is that they tend to wreck pirates in a system, which makes system bounties unprofitable. If they could be truly dedicated to salvaging first, that would help.
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Yeah, I started a Pather game. If the idea was to reduce salvage/junk in a system, it's backfired spectacularly in this case. It doesn't seem like there's much, if any, cooldown between Vulture fleet spawns.
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The vulture spawning feels really off, so many of them spawning everywhere (basically every conflict), and even for a little skirmish it spawns a huge-ass fleet. Perhaps they could spawn relative to player's size (so I could fight them for salvage if I wanted).
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They're not necessarily meant to reduce the absolute amount of salvage as such (although they will if the player isn't nearby); just prevent the player from getting salvage you didn't personally kill, unless you want to fight for it. There's also a limit to how many spawn based on number of ongoing raids and salvagables (derelict ships and debris fields) in the system, with no fleets spawning if the numbers of each are too low.
That said, I didn't look into what happens when the player is hostile to independents, and vultures fighting people on their own is undesirable. Also the fact that vulture fleet sizes are largely RNG-based may not be desirable?
I'll try some things in dev. Maybe a "when finding things to salvage, don't include things near a hostile fleet" rule would be good, among others.
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For performance reasons, the limit of vulture fleets should be a setting. Maybe their size as well. Personally, I would like to see that random -- sometimes my size, sometimes way too big/small to even consider a fight.
Because vulture fleets have independent gear and a lot of support ships, "equal to player strength" is actually weaker most of the time. I found most of them to be easy prey so far.
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I have a question:
Do AI factions build new buildings and upgrade them when they get new colonies via invasion/donation?
Because when I check colony info, I often see that they they don't build industries and not upgrade them.
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Do AI factions build new buildings and upgrade them when they get new colonies via invasion/donation?
Because when I check colony info, I often see that they they don't build industries and not upgrade them.
They do, but I'm not quite sure how the logic works.
If I found a new colony and donate it so I can purchase back the governorship, the AI will always start to build mining/farming immediately.
I've definitely seen them build orbital stations, patrol HQs, and even upgrade heavy industry to orbital works. A colony growing in size triggers it considering building things. Otherwise, it seems to happen infrequently/rarely? Whether and what they actually build may depend upon the overall economy of the faction?
One thing I have noticed is that giving them a market that doesn't have any resources seems to confuse the AI and they won't build anything until it grows.
Speaking of purchasing governorships, I'm sometimes annoyed at the lack of an option to become governor after invading a planet. I either have to hand it over to my faction completely--and am frequently unable to purchase governorship because of the size--or found my own faction. I was thinking it would be nice if there was a third option to purchase the governorship, unrestricted by market size, with a few caveats: 1) larger markets should require cooperative standing and 2) the cost should be something like (200-250k * market size * number of markets controlled by the player already). It would seem to make sense to me that factions would be keen to help the rising hero advance their own interests, but would grow increasingly jealous/nervous if the player consolidates too much power within their organization.
That said, I didn't look into what happens when the player is hostile to independents, and vultures fighting people on their own is undesirable.
It happens constantly. They also attack my convoys and orbital stations. There were 5 markets in the system. Initially only 1 was Pather. I have conquered 3 of them for the Pathers. The final one is a normal faction that isn't currently hostile to the Luddic Path, and it is continuing to churn out vulture fleets at a prodigious rate. The trouble is that the vulture fleets fight the Pather armadas, which produces salvage and derelicts, which spawns more vulture fleets, and on and on it goes. It's like the independents have a high command in the system despite having no markets.
I purchased the governorship of one of the markets, so there are now 2 Pather High Commands in the system. It's gotten to the point that the Vulture fleets are destroyed almost immediately, and two of them are spawning every day after I've been in the system for a little while.
Maybe if a system is controlled by a pirate faction, vultures should decide that it's too dangerous and steer clear. Another option would be to just give a limit of 2-3 fleets and then add a cooldown of at least a month before more spawn. After all, they are presumably economic opportunists, not soldiers prepared to die for a cause.
I would also second that it would be nice if there were settings to disable or adjust this feature.
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I am actually having the opposite experience with vulture fleets. I had dropped a colony and for some reason, an endless horde of pirate armadas decided to smash it. I kinda figured I was doomed to just get raided forever, but after the first debris field between my space station and the first pirate armada showed up, vulture fleets started appearing. Vulture fleets of massive size and number. They demolished the pirate armadas for me and cleared everything out of the system that was remotely hostile. And they blocked my access to the debris field from my own space station that was caused by my faction.
So, it seems like the vulture fleets either act like a hunter killer team vs the player if independents hate you, as a source of infinite debris fields if you are pirates, or as a galactic anti-pirate police force if your faction is attacked by pirates. I am pretty sure that whatever the design goal for the vulture fleets was, it was none of these 3.
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I won't have time to properly playtest my vulture fleet adjustments for a while, so I'd appreciate it if people try this beta version and see if it addresses your issues.
v0.9.7a2 download (https://www.dropbox.com/s/ek351he85hudbpz/Nexerelin_0.9.7a2.zip?dl=1)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Relevant bit:
* Vulture fleet fixes/improvements
* Avoid targeting loot with an enemy fleet nearby, unless our fleet is strong enough to pick a fight
* Try to avoid being distracted by nearby enemies
* If no raids are incoming and there's nothing to salvage, go home instead of hanging around
* Reduce spawn rate multiplier 8 -> 5, add another multiplier value to settings.json
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How do I blacklist a ship from being procured by Agents?
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do i need to restart to use this mod?
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do i need to restart to use this mod?
yes
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How do I blacklist a ship from being procured by Agents?
data/config/exerelin/agent_steal_ship_config.csv
Set a cost mult of <0 for the desired hull ID.
do i need to restart to use this mod?
You can add it to an existing save, although Prism Freeport won't appear without console commands.
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Thanks
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just wondering how do i join an alliance it says my faction is able to join but i tried comn relay at one of the members but it didnt let me join
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I won't have time to properly playtest my vulture fleet adjustments for a while, so I'd appreciate it if people try this beta version and see if it addresses your issues.
I haven't had a lot of time to test, but it does seem to work much better now. Thanks for the quick turnaround.
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just wondering how do i join an alliance it says my faction is able to join but i tried comn relay at one of the members but it didnt let me join
Press Tab then E, check the alliances tab.
In the list of alliances, click on one of them, if you can join, you will have button that says "Join Alliance" or something like that.
Click on it to join alliance.
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I can't quite remember, but could you only buy Governorship of a Colony while Commissioned to that Faction?
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Unfortunately, the vulture fleets are still easy pray to my mid- and late-game fleet. They need to be better at just letting things go, especially when there is other salvage around.
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Official update, mostly the 0.9.7a2 stuff with some extras.
Nexerelin v0.9.7b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.7b/Nexerelin_0.9.7b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.7b
* Vulture fleet fixes/improvements
* Avoid targeting loot with an enemy fleet nearby, unless our fleet is strong enough to pick a fight
* Try to avoid being distracted by nearby enemies
* If no raids are incoming and there's nothing to salvage, go home instead of hanging around
* Reduce spawn rate multiplier 8 -> 5, add another multiplier value to settings.json
* Fix lying FP amount in debug log message
* Remove debug message in message field
* Economy mult for invasion/raid size limit 15 -> 6
* This means second-tier factions like Luddic Church and Tri-Tachyon cannot reach the invasion size hard limit (2,000 FP) with their initial faction sizes
* Rebalance export values for some commodities
* Metals 3000 -> 2000
* Transplutonics 6000 -> 4000
* Recreational drugs 750 -> 900 (vanilla is 1500)
* Also mention the mod changing export values in tips
* Agent fixes/improvements:
* Rebellions can't be instigated on non-invadable markets
* Ship procurement: Add exerelin_config setting to only steal ships available for sale (in open/military/black market)
* Greatly reduced agent XP from legal ship procurements
* Fix Sabotage Industry's actual duration not taking into account agent level
* Don't launch punitive expeditions or Hegemony inspections against player-governed colonies (held by commissioning faction)
* Can now launch against autonomous colonies instead
* Add Devious faction trait: more frequent agent actions, with higher success rate and effect
* Diplomacy profiles: Don't show morality, just show the one thing it affects (stabilization package item)
* Fix issues with rebellion suppression fleets
* No longer require a complete kill to be counted as stopped
* No longer grants a 20% strength boost to government just from being spawned (instead gives 10% bonus on arrival, before applying the existing effect from cargo)
* Fix not being able to repatriate prisoner with commissioning faction
* Faction relation changes only trigger a check for remaining in alliance if the direction is negative
* Add memory key $nex_noOfficerDeath for officers; fix baseEscapeChance setting not actually being used
Unfortunately, the vulture fleets are still easy pray to my mid- and late-game fleet. They need to be better at just letting things go, especially when there is other salvage around.
Hmm I don't really feel like changing how it decides whether to fight or not. (It uses the same AI as the one that decides whether the fleet should disengage, hold, or attempt to force an engagement)
For now, this is sort of how it works; if you can beat them up and don't mind the rep loss, go for it.
Hello, I'd like to suggest adding another option when requesting a defense fleet-- A slider which determines the amount of time a defense fleet stays around a target market (similar to an invasion fleet, where you can choose the amount of marines a fleet can carry).
I've had multiple instances of requesting a defense fleet too early, that by the time an invasion came to one of my markets, the defense fleet already left. Sometimes when I try to time it right (in my head) by requesting a defense fleet after a certain amount of days have passed, I'd occasionally forget about it due to the numerous events that take place in-game that it just slips through my head.
Is this really a thing that happens? The defense fleets hang around for 150 days and no invasion takes that long to arrive with normal settings, so even if you requested the defense fleets immediately on seeing the invasion, and they arrived immediately, they should still be around when the invasion (auto)resolves.
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Might be some general bug or mod "synergy" around fleet strength calculations. I just had a "pirate armada" attack my late game murder fleet. It had one fighting cruiser total...
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Might be some general bug or mod "synergy" around fleet strength calculations. I just had a "pirate armada" attack my late game murder fleet. It had one fighting cruiser total...
Hey lifes rough for pirates, gotta do what ya gotta do
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I know, but it is not only the pirates. This was just an extreme example of a general problem, which I do not know the cause of.
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Am I able to select the Ninth Battlegroup as my starting faction? I can't seem to find this faction in the starting factions list. Is there some sort of way to enable it and choose it as a starting faction?
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I know, but it is not only the pirates. This was just an extreme example of a general problem, which I do not know the cause of.
So I was having a good time with this until I started running afoul of the vengence fleets. My little fleet with its 1 battle cruiser suddenly encountering fleets of 4 battle ships 8 cruisers and *** you numbers of carriers every time I leave a system. They seem to spawn on top of me out of no where. I'm not sure if this is intended behavior or not but it seems... at best terribly unbalanced. At worst game breaking. Basically if you do anything to anger any faction enough you're sent back to the beginning only you're starting over with more people hating you. I think this mod needs a balance pass at least in terms of relative fleet strength to send to hunt some one down.
EDIT: So I was wrong, I'm going to leave the original post up in case anyone thought the same thing I did. It was actually a multiplier set in Varyasector not a value in Nexerelin and it was a bounty fleet not a vengence fleet that was kicking my ass. So If any of you are seeing weirdly sized, angry, and hostile bounty hunters please check the config in varya specificly the multipliers related to bounty fleets..
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Am I able to select the Ninth Battlegroup as my starting faction? I can't seem to find this faction in the starting factions list. Is there some sort of way to enable it and choose it as a starting faction?
Ninth BG is not available as a starting faction (and generally don't do anything in Nex) because they lack a Nex config. Someone would have to write one; copying and editing one of the existing configs included with Nex or another mod will work.
I know, but it is not only the pirates. This was just an extreme example of a general problem, which I do not know the cause of.
So I was having a good time with this until I started running afoul of the vengence fleets. My little fleet with its 1 battle cruiser suddenly encountering fleets of 4 battle ships 8 cruisers and *** you numbers of carriers every time I leave a system. They seem to spawn on top of me out of no where. I'm not sure if this is intended behavior or not but it seems... at best terribly unbalanced. At worst game breaking. Basically if you do anything to anger any faction enough you're sent back to the beginning only you're starting over with more people hating you. I think this mod needs a balance pass at least in terms of relative fleet strength to send to hunt some one down.
EDIT: So I was wrong, I'm going to leave the original post up in case anyone thought the same thing I did. It was actually a multiplier set in Varyasector not a value in Nexerelin and it was a bounty fleet not a vengence fleet that was kicking my ass. So If any of you are seeing weirdly sized, angry, and hostile bounty hunters please check the config in varya specificly the multipliers related to bounty fleets..
Lol good thing the "Insert Quote" function caught your edit. Yeah, I suspected it was Vayra bounty hunter fleets; hopefully they'll get adjusted once Vayra comes back to modding.
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I'm getting a java.lang.NullPointerException crash that I think that is related to vulture fleets.
From what I can recall, I was having a battle with a lowtech station as my ally. When the battle was over, I decided to scavenge the scraps of my battle, only to be interrupted by vulture scavengers( "Back off, we were here first" LOL). I closed the comms and did not fight them, and it seemed the vulture fleet was backing off from the scavenge , fleeing from me. From there, I started scavenging again but then I still was confronted by the vulture scavenger fleet. However this time, below all the usual text for a encounter a line something like Fatal:null showed up. I closed the encounter window and the game crashed afterwards. I have saved right before I started salvaging at all, but loading up the save keeps giving me the same Fatal:null crash shortly after.
Here is relevent info from the logs of me reloading said save:
1268985 [Thread-4] INFO data.scripts.campaign.intel.VayraPlayerBountyIntel - updating player-targeted bounties
1268986 [Thread-4] INFO data.scripts.campaign.intel.VayraPlayerBountyIntel - diableavionics has updated their existing bounty on the player's head, adding 376371.0 credits.
1268986 [Thread-4] INFO data.scripts.campaign.intel.VayraPlayerBountyIntel - diableavionics has reduced their bounty on the player's head to 2720000 credits as the paltry threat they pose makes it unreasonable to pay more.
1271085 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1271275 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1271313 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1271314 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
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I've got a question: I tried out mining and itìs really cool, but how do I actually mine asteroids? I'm used to just surveying a planet and then selecting them mine option but how do you do the same with asteroids? Is there a specific button that needs to be pressed in order to start mining an asteroid field/belt?
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Ah, I thought of all the things you could do other than...you know, just clicking on the bloody asteroids, that does it ::)
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Hello, I haven't really been up to date with the latest Starsector developments, so I'd like to just ask: I noticed that the new Vulture fleets give me the message that hostile actions against that fleet would result in a lower rep drop. I was at like +25ish rep with independents before I got intercepted and attacked by one said vulture fleet after scavenging through a debris field. After the battle I noticed that my rep with Indies dropped to -56. Is this intended behavior?
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crash after i left my colony.
6112826 [Thread-4] INFO sound.oo0O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6112827 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Atmospheric_Rise.ogg]
6112858 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6112858 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
6113608 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.CovertActionIntel.shouldAbortIfOwnMarket(CovertActionIntel.java:367)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:374)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
edit : another crash, same problem. This is nex crash if i'm reading it right? something to do with agent?
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crash after i left my colony.
[...]
edit : another crash, same problem. This is nex crash if i'm reading it right? something to do with agent?
Were you trying to execute a particular agent action, or did this happen on its own? (If the latter, a modlist might help)
The crash looks like it's from attempting an action without a target colony.
(Also it seems you're using an out-of-date copy of Nex)
Hello, I haven't really been up to date with the latest Starsector developments, so I'd like to just ask: I noticed that the new Vulture fleets give me the message that hostile actions against that fleet would result in a lower rep drop. I was at like +25ish rep with independents before I got intercepted and attacked by one said vulture fleet after scavenging through a debris field. After the battle I noticed that my rep with Indies dropped to -56. Is this intended behavior?
This shouldn't happen (my first thought was that the vultures pulled in another independent fleet to help them and you killed ships from that fleet, but a glance at the code suggests it shouldn't affect the matter).
Do you remember if the rep loss to hostile state was shown within the battle dialog, in the campaign GUI afterwards, or did it just happen silently?
I'm getting a java.lang.NullPointerException crash that I think that is related to vulture fleets.
From what I can recall, I was having a battle with a lowtech station as my ally. When the battle was over, I decided to scavenge the scraps of my battle, only to be interrupted by vulture scavengers( "Back off, we were here first" LOL). I closed the comms and did not fight them, and it seemed the vulture fleet was backing off from the scavenge , fleeing from me. From there, I started scavenging again but then I still was confronted by the vulture scavenger fleet. However this time, below all the usual text for a encounter a line something like Fatal:null showed up. I closed the encounter window and the game crashed afterwards. I have saved right before I started salvaging at all, but loading up the save keeps giving me the same Fatal:null crash shortly after.
Are you using Extra Systems Reloaded v0.5.0? That's been having issues, try the fix .jar here (http://fractalsoftworks.com/forum/index.php?topic=13089.msg298670#msg298670).
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This shouldn't happen (my first thought was that the vultures pulled in another independent fleet to help them and you killed ships from that fleet, but a glance at the code suggests it shouldn't affect the matter).
Do you remember if the rep loss to hostile state was shown within the battle dialog, in the campaign GUI afterwards, or did it just happen silently?
It happened silently. No rep change message was present anywhere, the only way I figured indies were suddenly hostile to me was by viewing the Intel tab after I got attacked.
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Question on adding factions.
I'd like to add as many of the faction mods as humanely possible...
Will this screw up nexellerin at all?
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No, I'm not using extra systems reloaded. Here is my active mod list:
Combat Chatter 1.10
Dassault Mikoyan 1.18
Diable Avionics 2.53rc1
Interstellar Imperiums 2.2.1
Kadur Remnant 3.1.2
Lazy Lib 2.4f
Magiclib 0.29
Mayasuran Navy 8.3.0 Rc2
Neutrino Corp 1.86 RC3
Nexerelin 0.9.7b
Outer rim alliance 0.89
Pearson Extronics 0.5.4
Portrait Pack v1.2.4
Shadowyards 0.9-rc3
Shipweapon pack 1.11.0
SkilledUp1.1
Starship Legends 1.4.2
Tahlan Shipworks 0.3. 17
Underworld 1.4.4
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
ZZ Graphics Lib 1.4.2
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Question on adding factions.
I'd like to add as many of the faction mods as humanely possible...
Will this screw up nexellerin at all?
Nexerelin itself should work fine, although there may be some economy/strategic balance issues, it can get confusing tracking all the factions and their relations, etc.
That said, the more mods you run the longer things like saving and loading the game are going to take, and if you use too much for your system it risks a crash from running out of RAM/VRAM, that sorta thing.
No, I'm not using extra systems reloaded. Here is my active mod list:
[...]
Hmm. The error message is the same as the one here (http://fractalsoftworks.com/forum/index.php?topic=18811), but I haven't heard of it crashing with non-player-faction fleets outside of Extra Systems.
Well, you could try the fix for it anyway: delete all autofit variants you've created for ships with modules, or set them to not be prioritised in the faction doctrine screen.
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you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materials
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The Hegemony and Tri-Tachion (the BFF team no one expected, I'm sure) ended up warring against the League and Diktat in a big way in my game, and the Hegemony captured Cruor from the Diktat. I bought up like half of Nortia's black market and dumped off what supplies, fuel, and heavy armaments I could on Cruor's black market to aid the rebellion there. That got me a diplo penalty with the Diktat for "trading with their enemies", when I bought stuff from the Independents (well, Pirates, really) to supply their rebels.
Not sure if that can be fixed, but I wanted to point it out in case it can.
EDIT: Okay, was not expecting the -30 Hegemony rep after they finally gave in because I supplied the rebellion a bunch, or the +20 Diktat rep for the same reason. Many a pirate raiding Aztlan met the business end of my fleet so I could get back into positive rep with the Hegemony after that ;D.
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Hey so I've been testing having a *** ton of mods playing at the same time.
A problem that's come out is all survey missions.... disapppear LONG before I have a chance to complete them.
Some appear then disappear immediately.
I removed most of the mods... and then put nexellerin and a ton of the new mod factions I wanted and the problem still persists...
Is there a bug where if there are too many factions in the game world... the game makes it so the contracts get taken up way too sooner?
EDIT: NEVERMIND, I WASN'T ACCEPTING THE MISSIONS
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I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.
This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.
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I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.
This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.
That seems like a problem.
I also have ED shipyard installed and the are dependent on Independent faction relations too...
EDIT: Okay, now I have a problem with Remnant High alert systems not spawning at all.... There in hyperspace because of the ruthless mod but no remnant stations... I used devmod tools to look around... :(
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you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materials
They start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.
I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.
This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.
Hmm, for your own battles you should be able to grab most or all of the stuff before vultures arrive (and I'm increasing their spawning distance from player fleet to make this more reliable), especially since player doesn't have any cooldown on picking up derelict ships. Are they showing up much faster for you?
Though for scenarios outside of vultures trying to grab stuff from player battles (which I'll try to make not happen, unless the player is slow with the scavenging) I don't think changing the rep penalty is desirable (other than that insta-hostile bug I haven't been able to identify). You are blowing up independent fleets over some scrap, and -5 rep once in a while should be pretty manageable, particularly with the rep-gaining tools Nex adds; it's the same penalty as from a failed expedition.
EDIT: Okay, now I have a problem with Remnant High alert systems not spawning at all.... There in hyperspace because of the ruthless mod but no remnant stations... I used devmod tools to look around... :(
I've heard of a bug where someone's Remnant stations in an existing game all vanished after updating to Nexerelin 0.9.7, but have no idea what could cause it (Nex certainly doesn't try to do anything like that). Sorry...
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Are they showing up much faster for you?
They're showing pretty fast. Sometimes after battles there will be stragglers from enemy fleets which will prevent us from salvaging with the usual "an enemy fleet is tracking you" scenario, even if it's nothing but a dram and a frigate or two. This can mean that sometimes, we can't scavenge a single time before the vultures lock you out of your loot. And since you usually have to scavenge 3-5 times before the debris stops yielding anything worthwhile, it's a pretty raw deal.
From a balancing perspective, is there really a need for the reputation loss? From what I could grasp, the vultures were introduced as a way to prevent very early game players from just following invasion fleets around and salvaging all the capital ships they could want, an addition which in my opinion is pretty good and welcome. If this is the case, they're already doing their job pretty well. But the truth is on the vast majority of starts, reputation with the independents is generally not a concern when at that point. Rather, it's something that only becomes valuable as you grow well beyond the size at which vultures would be a deterrent, so doesn't this reputation loss mainly penalize players which are already far past the starting point which vultures are meant to affect?
The main issue is definitely the reputation loss from debris which originated from player actions. Those are actually rightfully ours, and they're no better than pirates at that point. At the same time, it would still be a bit annoying to lose reputation in other situations, because it's not as straightforward as "we're blowing them up for scraps". Rather, they're choosing to fight others to the death (their death or ours) instead of allowing equal access to scraps which aren't theirs in the first place.
Like, if we attack an independent trading fleet, sure, we're basically pirates and are indeed blowing them up for scraps. But regular scavengers are happy to do their business and share the spoils with others, unlike the vultures which are going around strong-arming others and laying claim to things which aren't theirs to begin with. They hold no special rights over random debris fields any more than anyone else, so why would playing their own game be frowned upon by the independent community at large? Surely they don't think this heavily armed group who do nothing but go around intimidating people is a shining pillar of their community and any actions against them should be reprimanded?
The size of the reputation loss itself is very much manageable, for sure. In fact, a level 5 agent ordered to raise relations once would probably be enough to make up for blowing up four whole vulture fleets. It's not about the size though, it's the added annoyance. It feels like getting cheated out of your hard-earned perfect reputation over and over, and having to bother fixing it, with no added upside to compensate for that. Or rather, either getting cheated out of your reputation or cheated out of the spoils which you came across. It might be only my personal opinion, but losing reputation in that situation feels like it adds nothing to the game and actually makes it less enjoyable.
I didn't expect the post to get so big, so sorry for that. Ultimately, I am very much not trying to tell you how to make your own mod, that decision is obviously yours alone, I'm just posting this to try and defend this point of view. And of course, I also don't know how many people there are on the opposite side of the argument, who actually appreciate the vulture fleets as they are, and would dislike any changes to them. As it stands, however, if the reputation loss remains in the future, and if there is a setting to disable vulture fleets, they'll likely be turned off permanently on all my future playthroughs; personally, I can't help but feel like they're an added chore with no clear upside, in their current state.
-
you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materials
They start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.
I think the root of the problem and why colony AI seems like it's doing nothing is that new colonies, or AI colonies in general are either very slow or don't grow at all in market size, their new colonies are made and will stay at level 3-4 forever.
Not implying that this on itself is a problem, just mentioning that this might be the root cause as to why people perceive that the colony AI might be bad.
-
(https://i.imgur.com/7kwFIT3.png)
is this normal ?
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@epsilonflash: Thanks for writing up that feedback! I'll keep that in mind.
Hmm, under the view that vultures are acting like bullies, and after a recent close call with uninhabited system scavengers (the ones that randomly go pirate and attack the player) I'm sort of tempted to switch their faction to pirates for the duration of the encounter dialog. Maybe that's a little too silly though.
(https://i.imgur.com/7kwFIT3.png)
is this normal ?
It can spawn that many fleets if it thinks it needs them to get past the system defenses, yeah. Although that would generally require a really crowded star system.
(Hmm, unlike the periodically generated invasion/raid/sat bomb fleets, revenge invasions/sat bombs don't apply a longer cooldown for being oversized. Maybe I ought to do something about that.)
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Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANT
Spoiler
(https://i.imgur.com/1NYIXjy.png)
Normal people usually take a shower when they feel dirty for what they've done, I guess carrier spam does indeed call for taking a radioactive bath into the surface of the hottest type of star known in the universe at 20.000 Kelvin ::)
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Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANT
Spoiler
(https://i.imgur.com/1NYIXjy.png)
Normal people usually take a shower when they feel dirty for what they've done, I guess carrier spam does indeed call for taking a radioactive bath into the surface of the hottest type of star known in the universe at 20.000 Kelvin ::)
Edit: I have a rather high maximim limit for both colonies and stations in the same system (I think it's either 7 or 9, can't remember), could that be the case of this fun and engaging feature?
Edit 2: I actually meant to edit the first post to add the above comment but replied instead.
I'm not salty about the Stormhawk Republic wasting 90 minutes of my life with 5 battles consisting of 40% Sabot Astrals to defend my systems or anything, b-baka!
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CTD with a Fatal: Null error when I attempt to check on the status of an ongoing rebellion in the Intel screen after a small suppression fleet is wiped out. Here's the error from the log:
4051468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.createSmallDescription(RebellionIntel.java:1200)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Object.class(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did some quick testing, the crash seems to be consistent and not dependant on having an agent on the rebelling planet to provide additional info.
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Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANT
Spoiler
(https://i.imgur.com/1NYIXjy.png)
Stormhawks are from Vayra's Sector, not Nexerelin. I've seen other Vayra-generated objects end up inside large stars too, so I suspect it's a bug in that mod.
CTD with a Fatal: Null error when I attempt to check on the status of an ongoing rebellion in the Intel screen after a small suppression fleet is wiped out. Here's the error from the log:
4051468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
[...]
Did some quick testing, the crash seems to be consistent and not dependant on having an agent on the rebelling planet to provide additional info.
This is what happens when I expect code to do the thing that makes sense...
Well, download this (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) and put it in Nexerelin/jars, it should fix that bug (as well as some other issues).
-
This is what happens when I expect code to do the thing that makes sense...
Well, download this (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) and put it in Nexerelin/jars, it should fix that bug (as well as some other issues).
That worked to fix the description crash, unfortunately it seems to have caused a new one. Every time I select "Consider your military options" at a planet or station the game crashes, which didn't happen before. Here's the log:
34895 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.canVirusBomb(Nex_MarketCMD.java:166)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:324)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:238)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:120)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.rulecmd.VIC_MarketCMD
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
-
Whoops, my bad. Fixed (same link (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1)).
-
Still crashes, though the log is slightly different:
35218 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:343)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:238)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:120)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.rulecmd.VIC_MarketCMD
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
Same trigger as before.
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I hate myself.
Last try. (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) Temporarily purged every direct reference to the relevant mod that's missing (it's unreleased, still in development)
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Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANT
Spoiler
(https://i.imgur.com/1NYIXjy.png)
Stormhawks are from Vayra's Sector, not Nexerelin. I've seen other Vayra-generated objects end up inside large stars too, so I suspect it's a bug in that mod.
Thank you and sorry then :) Will quote my own reply in that thread instead!
Safe modding!
-
I hate myself.
Last try. (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) Temporarily purged every direct reference to the relevant mod that's missing (it's unreleased, still in development)
Hey man, came here for the same reason. Repeatable error, log file reads:
71337 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.CovertActionIntel.shouldAbortIfOwnMarket(CovertActionIntel.java:380)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:387)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Slapped that file you uploaded into Nexerelin/jars, but the game's still crashing. Second save file this has happened to now, error effectively breaks the save.
Mod's absolutely amazing apart from this hiccup, by the way, couldn't imagine going back to vanilla.
-
That looks like an agent action on a null market, which is really something that shouldn't be happening. I could do the obvious fix, but it may just crash somewhere else instead (as, uh, has recently been demonstrated).
Is this with a player agent action, or an NPC one (which would likely appear as the game crashing on its own without a player action)?
Can you upload your save somewhere?
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That looks like an agent action on a null market, which is really something that shouldn't be happening. I could do the obvious fix, but it may just crash somewhere else instead (as, uh, has recently been demonstrated).
Is this with a player agent action, or an NPC one (which would likely appear as the game crashing on its own without a player action)?
Can you upload your save somewhere?
Absolutely. Here you go: https://mega.nz/folder/rmgDkI4L#RTGPpv5hPTjDepMJiXKifg
Both times it's been an NPC agent doing the dirty. Modlist: https://imgur.com/M2wP3hR
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Thanks! That's exactly what I needed to figure out the problem.
Download (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1)
If you're curious:
Spoiler
The problem was trying to instigate a rebellion on a colony that already had an ongoing rebellion.
NPC agent actions are supposed to end immediately after execution (success/fail), but when the rebellion creation fails in this way it doesn't end. Agent actions that don't insta-end will run some checks that assume an actual agent person, which NPC covert actions don't have.
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Thanks! That's exactly what I needed to figure out the problem.
Download (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1)
If you're curious:
Spoiler
The problem was trying to instigate a rebellion on a colony that already had an ongoing rebellion.
NPC agent actions are supposed to end immediately after execution (success/fail), but when the rebellion creation fails in this way it doesn't end. Agent actions that don't insta-end will run some checks that assume an actual agent person, which NPC covert actions don't have.
Been playing for an hour now and nothing's happened, whereas the game would crash mere seconds after loading before. I'd say it's fixed, for now! Thank you!
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Official update earlier than planned, because of all the bugs that kept cropping up.
I want to do some stuff to balance agents, and add ways to avoid conflict with vulture scavs, but I guess that will have to wait for v0.9.8.
Nexerelin v0.9.7c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.7c/Nexerelin_0.9.7c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.7c
* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
* Restore Industrial Evolution support
* Increase distance from player at which vulture scavengers spawn
* Now 100% of player sight distance (was 75%), and has floor of 1000 units
* Comm relay also grants stability bonus to factions which are friendly/cooperative with owner
* Make Patrol HQs more common in random sector
* Add Naraka and Al Gebbar captured planet descs by Mace
* Bugfixes
* Fix crash with NPC agents attempting to instigate rebellions
* Fix crash when viewing rebellion intel after suppression fleet is defeated
* Remove some obsolete code that made delivery missions to Templar markets uncompletable
* Don't set a faction's relations with itself if the faction config attempts it
* Don't allow player faction to auto-generate invasions vs. Templars if followersInvasions is off
* Fix crash when two raids arrive at the exact same time
* Fix a bug with commissioned relations syncing
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Thanks! Will install it now!
* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
Wait there's a BP trader somewhere? I've only ever known of the Prism Freeport...
* Increase distance from player at which vulture scavengers spawn
* Now 100% of player sight distance (was 75%), and has floor of 1000 units
Thank you. I've had many occasions where I end up a big battle, started scavenging and I'm not even in time to start my third scavenging of the same debris field where an itty bitty scavanger punk comes in telling me it's not mine.
Also looking forward to the next interation where I can actually tell scavengers to beat it with a comm link and not a gauss cannon to the face ::)
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Is there a way to increase the slider for randomized worlds? I have alot of faction mods so default it's like 77-80 systems/165 planets but If I move the slider on accident I have to restart to get it back.
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* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
Wait there's a BP trader somewhere? I've only ever known of the Prism Freeport...
Would you look at that? BP Trader is on Prism Freeport, in contacts :P
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* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
Wait there's a BP trader somewhere? I've only ever known of the Prism Freeport...
Would you look at that? BP Trader is on Prism Freeport, in contacts :P
I got to be on something at this point. I'm not faceplaming as it would be such a hard slap I'd break my own nose.
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Hello. Starsector is crashing with the following log file explanation. Does anyone have any ideas as to why? I appreciate any assistance.
45081 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hello. Starsector is crashing with the following log file explanation. Does anyone have any ideas as to why? I appreciate any assistance.
45081 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
You didn't enable all libraries your mods require (this error is GraphicsLib not being enabled IIRC, it's on bottom of list in launcher)
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You didn't enable all libraries your mods require (this error is GraphicsLib not being enabled IIRC, it's on bottom of list in launcher)
I had all three libs installed and activated. I tried deleting and reinstalling all three (and Nexerelin), to no avail. In the end, I simply deleted the entire game and reinstalled everything from scratch. All is working again. Thank you for attempting to help. I do appreciate it.
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Suggestion:
On colonization the option to choose between
1) keeping for yourself
2) giving it to the faction you commissioned (reward credits)
3) giving it to the faction you commissioned but keeping the administration (boosts relationship)
I noticed in my game, that I can not administrate all planets, and that my own planets do not contribute to the global market value of any goods. So the bigger I became, the more I destroyed the global economy. That is why I prefer staying part of a faction. But i still want to colonize if I find a nice planet.
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How do you mean that they do not contribute to the global economy? I thought it's a matter of insde calculations. Anyway The idea to colonize for someone seems nice.
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How do you mean that they do not contribute to the global economy? I thought it's a matter of insde calculations. Anyway The idea to colonize for someone seems nice.
They do not contribute to the global market cap that defines how much money you can make with exports. So in theory if all planets are yours, no planet will have income from exports. Only the expense of the industry.
So by getting more planets, you ruin the economy of all other factions (including yours) slowly but steady
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You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.
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You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.
Does the AU upgrade commissioned planets?
Tmi gave a planet to the Tri tachyon and even after about 100 cycles it still didn't uograd the battlestation
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* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
AWESOME.
Haven't seen them in my current playthrough yet, maybe because of my fleet size, but with fresh save I have meet them, quite scary.
Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.
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You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.
Does the AU upgrade commissioned planets?
Tmi gave a planet to the Tri tachyon and even after about 100 cycles it still didn't uograd the battlestation
NPCs will build new industries (and upgrade existing defenses at times) when received/taken from someone else, or on growing in size, yeah.
(They won't build stuff like heavy batteries or star fortresses unless the market is big enough)
Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.
They spawn at certain intervals (not sure exactly how often), with a limit on the maximum number of fleets based on amount of salvage floating around the system and the number of ongoing raids/invasions in the system.
There's currently a bit of a tension between not letting the player have free loot from other people's battles, and not trying to steal things dropped from player battles, but I hope it's in a decent place right now.
(Glad you like them!)
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This is getting better and better. Thanks a bunch.
They are now properly protecting their planet agaisnt raid, invasion and such which is good to see. The scavenger is a nice addition although they didn't pose much of a threat to my road to capital. I did see a raid of 9 fleets retreating with out action which is a bit strange.
But still, I think the amount of invasion per month right now is too excessive. Planets change hands too quick and break the immersion. Before the player even has enough strength to take on some of the faction, the entire sector is already a wreck with each system having a rainbow color in case of abundance faction mods. Some of these lone planets in mess up system don't even have patrol and easy for the taking as the one that has is owned by other faction and doesn't contribute to protection at all.
I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.
Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.
They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.
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Few questions:
- Is it possible to make factions prioritize colonizing planets that are close to them instead of, as the Hegemony did in my game, travelling dozens of lightyears to colonize places when there's better planets available inside one of their controlled core systems? It's really frustrating to see the NPC factions colonize places that I might be interested in instead of the places that would be better for them and that I wouldn't colonize anyway.
- Could the Tri-Tachyon be given some kind of buff in the standard core worlds start? In my last game the Persean League took their only heavy industry world very early, which completely crippled them, and it was only through me capturing and gifting multiple low defence pirate worlds (including Kaptain Starworks and it's heavy industry) that they managed to survive until the end of that game.
- Is it intended that NPC faction-backed rebellions fail every single time? Across an entire playthrough I've never seen a single rebellion succeed unless I actively aided it, which seems like a waste of the mechanic? Not sure how you'd go about changing it, though.
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I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.
Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.
They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.
Is it possible to make factions prioritize colonizing planets that are close to them instead of, as the Hegemony did in my game, travelling dozens of lightyears to colonize places when there's better planets available inside one of their controlled core systems? It's really frustrating to see the NPC factions colonize places that I might be interested in instead of the places that would be better for them and that I wouldn't colonize anyway.
Yeah, I think I'll make factions prioritize conquering whole systems before trying to get a presence in new ones (though I probably won't make this a strict rule, might make invasion targets too predictable) and make factions strongly prefer in-system colonies.
I'll also extend the grace period during which no invasion points can accumulate. Right now it's 15 days, which I expect it's functionally irrelevant.
I won't give factions free fleets to retake lost markets (if that's the proposal) though, there's enough issues in the game with fleets out of thin air as it is.
(as for decivilization, I can't readily modify that part of the code at present, but if I ever do I might do some stuff with it)
Could the Tri-Tachyon be given some kind of buff in the standard core worlds start? In my last game the Persean League took their only heavy industry world very early, which completely crippled them, and it was only through me capturing and gifting multiple low defence pirate worlds (including Kaptain Starworks and it's heavy industry) that they managed to survive until the end of that game.
Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.
Is it intended that NPC faction-backed rebellions fail every single time? Across an entire playthrough I've never seen a single rebellion succeed unless I actively aided it, which seems like a waste of the mechanic? Not sure how you'd go about changing it, though.
Well rebellions aren't generally expected to succeed without outside help.
If the faction aiding the rebellion could smuggle in such help (like the government faction can call in suppression fleets), that would help them and also add another point of possible player interaction. I'll see about implementing that.
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I won't give factions free fleets to retake lost markets (if that's the proposal) though, there's enough issues in the game with fleets out of thin air as it is.
(as for decivilization, I can't readily modify that part of the code at present, but if I ever do I might do some stuff with it)
No, of course not free recapture fleets out of thin air but their would be invasion fleets. Instead of targeting a new unrelated planet that it can't even defend, it should aim for their lost planet in the home system. For example, I have multiple instances of Sindrian and Tri-tac lost their important planet like Sindria and Culann in the first hour of the play. They were pretty much done for with the loss of said planets which can be easily fixed with just recapture it but of course they don't and went on to capture some random Persean or Hegemony planets which got trashed nonstop because it doesn't have any patrol or even an orbital station.
And the issue of predictable invasion, I don't see the point of worry about that since I would be doing the same in their shoe but any invasion apart from recapture home planets should still be allowed. Only that, it prefers more on target inside an existing system with their colony.
Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.
Adding alpha cores to those stations only makes it harder for the player to capture. What I usually saw was that it never pose any resistance to multiple invasion fleets ganging it since they will always spawn enough fleets to bring it down.
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Any ideas what may cause this bug?
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
My game refuses to even start..
Modlist in the attachment
[attachment deleted by admin]
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Any ideas what may cause this bug?
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
My game refuses to even start..
Modlist in the attachment
From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0
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[quote author=Alphascrub link=topic=9175.msg300798#msg300798 date=1603412763]
[quote author=Canaris link=topic=9175.msg300783#msg300783 date=1603401508]
Any ideas what may cause this bug?
My game refuses to even start..
Modlist in the attachment
From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0
How the *** did i missed that one, i thought i got them all... The perils of mass modding i guess..
Thanks brah.
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Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?
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Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?
They basically go around helping other fleets with raids/invasions and with the system defense of their faction or allies. Histi can probably correct me if I missed something
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I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.
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I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.
Also be aware of Kill Fleets. Those spawn when you've got a vengeance fleet on you and they WILL find you no matter what if they jump into a solar system with you in it.
P.S: They'll also attack you if you're near an allied battlestation, try and use that if you think it's necessary!
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Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.
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Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.
True that. Having Three max size bounty hunters four-way you the moment you come out of a jump point has more or less become a meme to me at this point. It is a very necessary mechanic tough, and I am under the opinion something like that could even find it's way into vanilla in the future.
So many things you can do go unpunished without mods, while Nex just shoots your bounty straight up the moment you start raiding planets or raiding convoys or dealing with invasions/raids yourself. That is probably the thing I like most about this mod, besides buying governance for allied colonies and having the AI babysit them for me of course.
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- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
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- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
1) The size limit itself is currently hardcoded, but you can disable the size/relationship check completely in Nexerelin/data/campaign/rules.csv.
(comment out the nex_buyColonyOptionDisable row with a #)
2) Governed colonies don't get expeditions (turned that off in 0.9.7b since the force-hostile-regardless-of-relations logic won't work properly)
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- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.
Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?
Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?
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Is it possible to turn off the insurance thing? It completely ruins the mod for me. Very easy to get very rich very fast with little work not very fun.
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Observing some strange behaviour that I don't think is intended. I captured Mairaath from the Persean League a while ago and gave it to my commissioned faction, the Pirates. The Luddic Church later invaded and captured it, but I supplied the resulting rebellion with enough marines and guns to retake the planet before the first suppression fleet could even arrive.
Problem is that every time the game processes that the planet was "captured" a random faction decides to invade another Pirate planet that I captured from another faction earlier. Even when the response makes no logical sense whatsoever, like a completely unrelated faction deciding that a completely different planet that once belonged to another unrelated faction must be invaded. Or in one particularly strange instance, the Tri-Tachyon decided to launch a sat bombardment fleet against Olinadu "as an act of vengeance in response to the vile hostile actions of the hated [my character]".
Supporting an anti-Luddic Church rebellion on a planet they took from my commissioned faction that I captured from the Persean League earlier and gifted to the Pirates = vile hostile actions that the Tri-Tachyon, long-time enemies of the Luddic Church and neutral faction to the Persean League, must respond to with saturation bombarding a former Persean League planet currently occupied by pirates? What ???? Am I missing a few pages from the Persean rules of engagement? I do not comprehend how this is supposed to make sense, logically or in terms of coding. Something seems broken here...
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Hello,
I'm making this post because I have an issue with the mod balance that I would like to figure out.
Right now I'm using the mod with a lot of other mods, so those obviously affect the balance. In particular I am using the Terraforming and Station Construction mod - which obviously makes forming your own colonies easier (especially when I can get AI cores more easily eventually via my own production).
Yet in my current game, my issue is: the AI factions do not found new colonies nearly often enough.
I am 4-5 years into my game, and am the largest faction in the game, with a total size of about 100 in my colonies. All of which I founded on my own (about 16-20 colonies in total). Most of them run with an Alpha Core, and despite the Hegemony sending occasional AI inspections it is trivial to bribe them (or I could trivially defeat their forces, but that's a combat balance thing).
In that time, the AI have formed a grand total of around 6-8 new colonies, with only 3 of the factions bothering to do so. So every single AI faction "put together" founds about 1-2 colonies "per year," which is an enormous amount of time given how easily you can farm money with bounties or other things and form your own colonies.
Effectively: does anyone know how I could fix this, and what options I should tweak if so? I want the AI to actually expand their empires among the stars (I have a larger size for my galaxy as well), so they can provide a credible threat to me for longer rather than being trivialized the moment I am able to hold onto a handful of colonies.
I think there also needs to be some limitation on using Alpha Cores to run your empire far past the normal size limitations, or else the AI needs to actually be able to pose a credible threat to you if you start doing that, but that's another matter which would probably require other balancing fixes.
Right now the fact that the AI seems to barely found new colonies, and also barely seems to go after your colonies with any actually dangerous forces, seems to make the game trivial once you are able to actually build your own stuff. Seems to me that moving into the 4x aspect and forming your own colonies should expose you to much greater risks, but I'm not seeing them.
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1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.
See post above yours :)
Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?
I could implement something like that in the future, yeah. Need to think over details like "does the target faction pay bribes, and if so, when?" and "if the faction resists, is the inspection likely to actually succeed?"
Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?
Maybe in the future. Assuming the cores are not destroyed on the spot by inspectors anyway...
Is it possible to turn off the insurance thing? It completely ruins the mod for me. Very easy to get very rich very fast with little work not very fun.
playerInsuranceMult in exerelin_config.json
Although I'm not sure how the player is getting rich, since they're only getting paid for losing or devaluing ships, which have a greater cost to replace/restore than what is paid. It's still a net loss.
Are people committing insurance fraud, to extract more value from random recovered ships than is possible by breaking up or selling them? I hadn't felt the need to fix this before, but if it's widespread I may do something about it.
Observing some strange behaviour that I don't think is intended. I captured Mairaath from the Persean League a while ago and gave it to my commissioned faction, the Pirates. The Luddic Church later invaded and captured it, but I supplied the resulting rebellion with enough marines and guns to retake the planet before the first suppression fleet could even arrive.
Problem is that every time the game processes that the planet was "captured" a random faction decides to invade another Pirate planet that I captured from another faction earlier. Even when the response makes no logical sense whatsoever, like a completely unrelated faction deciding that a completely different planet that once belonged to another unrelated faction must be invaded. Or in one particularly strange instance, the Tri-Tachyon decided to launch a sat bombardment fleet against Olinadu "as an act of vengeance in response to the vile hostile actions of the hated [my character]".
Supporting an anti-Luddic Church rebellion on a planet they took from my commissioned faction that I captured from the Persean League earlier and gifted to the Pirates = vile hostile actions that the Tri-Tachyon, long-time enemies of the Luddic Church and neutral faction to the Persean League, must respond to with saturation bombarding a former Persean League planet currently occupied by pirates? What ???? Am I missing a few pages from the Persean rules of engagement? I do not comprehend how this is supposed to make sense, logically or in terms of coding. Something seems broken here...
It's following very simple rules right now: Pirates take market, other faction launches counterattack against any pirate-held market, which doesn't necessarily need to be against the market most recently flipped. Pretty straightforward even if the results don't always make sense.
(Yeah, the revenge mechanic is pretty gamey in general)
Sat bombing formerly-held-by-third-parties planets does look pretty awkward in general, so I may add a relationship check against the original owner. For the other part, when the revenge handler picks a faction to launch the counter-invasion/sat bomb, I could also exclude factions hostile to both player and whoever the player last attacked.
Hello,
I'm making this post because I have an issue with the mod balance that I would like to figure out.
Right now I'm using the mod with a lot of other mods, so those obviously affect the balance. In particular I am using the Terraforming and Station Construction mod - which obviously makes forming your own colonies easier (especially when I can get AI cores more easily eventually via my own production).
Yet in my current game, my issue is: the AI factions do not found new colonies nearly often enough.
I am 4-5 years into my game, and am the largest faction in the game, with a total size of about 100 in my colonies. All of which I founded on my own (about 16-20 colonies in total). Most of them run with an Alpha Core, and despite the Hegemony sending occasional AI inspections it is trivial to bribe them (or I could trivially defeat their forces, but that's a combat balance thing).
In that time, the AI have formed a grand total of around 6-8 new colonies, with only 3 of the factions bothering to do so. So every single AI faction "put together" founds about 1-2 colonies "per year," which is an enormous amount of time given how easily you can farm money with bounties or other things and form your own colonies.
Effectively: does anyone know how I could fix this, and what options I should tweak if so? I want the AI to actually expand their empires among the stars (I have a larger size for my galaxy as well), so they can provide a credible threat to me for longer rather than being trivialized the moment I am able to hold onto a handful of colonies.
I think there also needs to be some limitation on using Alpha Cores to run your empire far past the normal size limitations, or else the AI needs to actually be able to pose a credible threat to you if you start doing that, but that's another matter which would probably require other balancing fixes.
Right now the fact that the AI seems to barely found new colonies, and also barely seems to go after your colonies with any actually dangerous forces, seems to make the game trivial once you are able to actually build your own stuff. Seems to me that moving into the 4x aspect and forming your own colonies should expose you to much greater risks, but I'm not seeing them.
Hello!
Best I can suggest right now:
- Lower the colony expedition cooldown (colonyExpeditionInterval in exerelin_config.json)
- Don't use alpha core admins; I expect Alex will eventually add consequences for them, but they're not in now
- Use Starfarer mode, which slows player colony growth
(The NPC colony expedition interval is currently fairly long so NPC factions don't grow like weeds all over the place and become annoying to put down, but I'm open to reducing it, even by large amounts)
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Best I can suggest right now:
- Lower the colony expedition cooldown (colonyExpeditionInterval in exerelin_config.json)
- Don't use alpha core admins; I expect Alex will eventually add consequences for them, but they're not in now
- Use Starfarer mode, which slows player colony growth
(The NPC colony expedition interval is currently fairly long so NPC factions don't grow like weeds all over the place and become annoying to put down, but I'm open to reducing it, even by large amounts)
Avoiding the use of Alpha Core admins would be a fix I suppose, but am I correct in assuming the NPC factions do not suffer from the same penalties as a player does regarding colony limitations? The stability penalty from having more than a handful of colonies without having the Alpha AI Cores would make it impossible to form a reasonable set of colonies, I think.
Slowing player colony growth would be a good idea. Though I didn't personally feel that my colonies expanded too quickly - it was the lack of AI expansion and sheer number of colonies I could run that caused the main issues. So a combination of issues, but I'll consider that.
I'll take a look at the colony expedition cooldown as well.
My hope is to get to a point with the mods I use and the balance where I can do a play-through eventually where the AI is able to actually pose a credible threat in the late game, without that threat making them absolutely destroy you earlier on. But I'll have to consider more of what I have considered as the problem, and then probably will end up tweaking a lot of mod settings in advance.
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1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.
See post above yours :)
Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?
I could implement something like that in the future, yeah. Need to think over details like "does the target faction pay bribes, and if so, when?" and "if the faction resists, is the inspection likely to actually succeed?"
Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?
Maybe in the future. Assuming the cores are not destroyed on the spot by inspectors anyway...
Oh,just saw the reply above. Thanks :)
Other compatible factions getting AI inspections would be really nice, especially because you could use it as a stepping stone for new missions. Example: Tri-tachyon offering a mission for a "third party" defending their AI-FreeTM planet alongside their station, with even bigger mark-ups if you defeat the Inspection force before they get to the planet, before they enter the same system or, god forbid, if their assembling location gets a very unfortunate and totally unexpected raid juuuuust before they depart.
As for the Hegemony, I don't think they destroy the cores on the spot. Luddic Church/Pathers definetly do but I'm pretty sure those hat fetishists would probably lock them up somewhere for anyone but them to use, like a "vault planet" of some sort.
On a side note, I'm getting a crash just before a Saturation Bombardment force enters my system. How do I access the crash code for me to show you?
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On a side note, I'm getting a crash just before a Saturation Bombardment force enters my system. How do I access the crash code for me to show you?
starsector-core/starsector.log (if file extensions are hidden, the file will just look like "starsector")
Open with Notepad++ or similar (plain Notepad works but ugh) immediately after getting the crash, and scroll to the end for the error message.
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@Histidine
First of all, I would like to express my gratitude for your work. This is a truly awesome mod.
However, during the course of my numerous playthroughs, I had realized the game misses one mechanic, that I think absolutely necessary for 4X games.
I think the game needs some kind of vassalisation mechanic.
I think currently the autonomous colonies are next to useless. They generate next to nothing and they are defenseless without player protection. They can't improve themselves without player intervention. Usually, I think it's more useful to give them away if you are over the admin cap.
But what about adding a new option? What if when we establish a new colony we could create a vassal faction?
This faction, while subservient to us could improve its planets, add new buildings, etc.
Every time we create, purchase, give away, or conquer a new market, we could give it to our vassal.
This would be a nice addition because this way our vassal would have the power of several markets, could improve itself, and could defend itself or help the player in wars.
I know it's a lot of work, but this would make much more sense compared to the autonomous markets, who are powerless, requiring constant babysitting and player intervention, and so on. I know that these vassal markets might be suboptimal when it comes to building new industries etc, but I think it's not really a big deal since autonomous markets are next to irrelevant revenue-wise.
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- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
To work around this use console command and turn the planet to size 1, 2 , or 3 then buy it and resize it to original size :DD
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Minor bug: Tri-Tachyon send a relief fleet to a planet they just colonized, despite (I'm assuming?) that planet having low stability due to being recently settled, not because it actually had any unrest. When the relief fleet arrived I got a message that the fleet delivered aid and reduced the unrest on that planet by 0.
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On a side note, I'm getting a crash just before a Saturation Bombardment force enters my system. How do I access the crash code for me to show you?
starsector-core/starsector.log (if file extensions are hidden, the file will just look like "starsector")
Open with Notepad++ or similar (plain Notepad works but ugh) immediately after getting the crash, and scroll to the end for the error message.
I tried replicating the crash but it actually did not happen (sorry for the late reply by the way, you're always so helpful I actually felt bad not being able to reply to you for this long xD) but I'll make sure to send you the crash report next time something I think is involved with nex happens!
Edit: It's possible the last sentence before this edit actually summoned a crash because I just got one, no clue if it's related to Nex (asking for forgiveness in advance if it's not).
7102971 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hi gang,
When I did my first Nexerelin playthrough, I remember finding some section of the UI that told me how many markets each faction had. Now that I'm playing the game again, I've been looking for a long time, and I cannot find this information anymore. I can only check how many markets a faction has if they're in an alliance. I've looked in intel, inside the colony, diplomatic profile, and trade menus, but I cannot find any sign of it. I feel like I'm going insane. Did this feature ever exist, and if so, where is it?
Brilliant mod by the way, I love how configurable it is.
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It's either Z, X, C, or V i forget, then check market option.
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It's either Z, X, C, or V i forget, then check market option.
Ah, there it is, it's on Z. Thanks for such a quick reply!
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I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.
Couple questions, and the answers to some may answer others as they're all related:
1. Is there a difference between having a commission with a faction and having no colonies (no player faction) and having a commission with player colonies? (not governorship-purchased worlds, but settled by the player directly)
2. Is purchasing governorship the only way to have colonies and stay a part of your starting faction from a mechanics perspective?
3. If you have a commission from a faction and then colonize a planet for yourself, does that take you out of their faction but keep your commission? Like, for war declaration purposes, is the player faction and their commission faction linked so a war with one causes a war with the other?
4. Are governorship-purchased colonies functionally identical to player colonies in the base game, just with a different color scheme?
5. Is there any risk to losing governorship of a colony without it being invaded with normal invasion mechanics?
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I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.
Couple questions, and the answers to some may answer others as they're all related:
1. Is there a difference between having a commission with a faction and having no colonies (no player faction) and having a commission with player colonies? (not governorship-purchased worlds, but settled by the player directly)
2. Is purchasing governorship the only way to have colonies and stay a part of your starting faction from a mechanics perspective?
3. If you have a commission from a faction and then colonize a planet for yourself, does that take you out of their faction but keep your commission? Like, for war declaration purposes, is the player faction and their commission faction linked so a war with one causes a war with the other?
4. Are governorship-purchased colonies functionally identical to player colonies in the base game, just with a different color scheme?
5. Is there any risk to losing governorship of a colony without it being invaded with normal invasion mechanics?
1) I actually don't fully comprehend what you're asking here. I do not think you can get a commission from your own colonized planets, and how would you colonize a planet without creating your own faction as a result? I don't think Nex has introduced colonization missions just yet (but it would be nice if it did!).
2)You can actually keep a commission with a faction while at the same time creating your own. Just be aware that colonizing/invading a planet will hurt your reputation with the faction you're commissioned by 25 points each time. On a side note, I would need confirmation for this next statement, but I think you need to resign said commission with a faction if you want your own faction to enter an alliance with them instead.
3)see answer number two
4)They are functionally identical to player owned colonies aside from the fact the AI will babysit it for you somewhat, sending relief fleets and whatnot. I will need confirmation on this next statement by someone else, but I believe that while your own colonies do not alter sector-wide market demand (this is a thing from Vanilla), colonies you have a Governorship of do since they're not really "yours".
5)Speaking of colonies you own governorship of not really being yours, resign your commission and all of your governorships of planets of that faction will be revoked. I have not experimented with them possibly getting restored if you get commissioned once again but sense would dictate otherwise.
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If you have your own colonies while holding a commission, the player faction will be subordinated to the commissioning faction in a bunch of ways: your faction relations remained synced to the commissioner, you don't get random diplomacy events of your own and can't form/join alliances, that sort of thing.
Governed colonies use the commissioning faction's ship quality settings instead of the player's, and can pass on quality bonuses to player production. For technical reasons they're also immune to the vanilla punitive expeditions and Hegemony AI inspections.
You lose the governorship if you lose your commission for whatever reason (resigning or low reputation).
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Perfect, thanks!
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Also, I'm getting a repeatable crash and I am not sure why. This is the exception from starsector.log (and a few lines above it for context) but it doesn't appear to be pointing a finger at any particular mod:
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - 0 out of a maximum 9 nonevent fleets in play for [warhawk_republic]
315323 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawning fleet via SpawnFleet, spawnMarket: [New Conclave], target: [Airin L5 Backwater], combat points: [16]
315323 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawned fleet via SpawnFleet, Actual Fleet Points: [33], Fleet Size: [7]
315326 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawned nonevent raider fleet [Stormhawk mercenary scout] at hyperloc Vector2f[6847.0, -10805.0]
315354 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from market_system_395:planet_0, 40 total available
315357 [Thread-4] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Alisa's Fleet
315668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.getSizeWithModules(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It definitely triggers when moving to a specific area in the system, and I can avoid it by NOT going to that area.
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Don't know what causes that error, unfortunately (see here (http://fractalsoftworks.com/forum/index.php?topic=18058) for the sole previous report I could find). I suspect a mod has a mis-defined ship, but the error doesn't say which one (if any).
If you post a new thread in the modded bug reports subforum and draw it to Alex's attention, it might be possible to get a fix for the next Starsector version, or at least more information?
In the meantime, the nuclear option is to use the ClearCommands (http://fractalsoftworks.com/forum/index.php?topic=19210) mod to purge fleets from the sector and hope that catches the fleet causing the issue.
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Thanks! I'll try the clear fleets command and see if that fixes it. I suspect it will, since the error text seems to imply the crash is occurring as a result of an NPC vs NPC fleet battle somewhere in the sector.
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What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?
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Is Nexerelin Broken? I did a clean install and still not able to get the mod to work is just crash.
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What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?
Mostly they do what it says when you click the autonomy option (reproduced below for convenience):
An autonomous market will only generate 20% of its usual profit or loss, and will not count towards the player's colony or admin limits. Heavy industry here will not contribute to the player's personal production capacity, although the faction will still benefit from its ship quality bonuses. Tech-mining will not produce items.
Revoking autonomy later will cause 2 points of recent unrest.
For fleet requests by the player, autonomous colonies provide full FP capacity but only 25% of the point accumulation.
Autonomous colonies spawn patrol fleets as usual, but player faction does not normally generate its own invasions/raids or other event fleets, autonomous colony or not. Unless the relevant config settings are changed, in which case IIRC there are no differences involving autonomy.
Is Nexerelin Broken? I did a clean install and still not able to get the mod to work is just crash.
Did you install and enable LazyLib?
Post the error at the end of the file Starsector/starsector-core/starsector.log immediately after getting the crash (if file extensions are hidden, the file will just be named "starsector").
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I like the trait system diplomacy has here but how about more traits for factions to use?
Something like:
Spiteful - will never get angry when faction they are currently at war with is sat.bombed.
Interstellar Red Cross - may send relief fleet to any non-hostile faction(not only allies), very likely to assist markets that were successfully saturation bombed.
Peacekeeper - will never perform saturation bombardment, will instead capture offending markets or land marines to completely destroy military structures(will outright remove Ground Defenses, defeated orbital station and military bases), twice as likely to target pirate and pather bases.
And maybe there should be some trait for factions that are mentioned to possess Planet Killer weaponry(Hegememe, Diktat, TT, Imperium etc). This could make other factions to be more vary of attempting to sat bomb them in fear of retaliation (unless they have the same trait themselves)
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@Histidine
Is there a way to cancel a glitched saturation bombardment event? Despite having a working battlestation and having killed every fleet in sight my colony still gets bombed the moment I leave the system.
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so is there a way to turn off remnant invasions? i have a pretty dang new colony and getting attacked by 6 of the biggest fleets ive ever seen right off the bat of the game when they have only ever attacked one other faction the whole game is pretty broken. i mean ive done 9 battles in a row trying to save my station now and i can get them all the way to the end...but every single time no matter how well i do the last battleship of the match sprints across the entire field in one move to do a hail mary at longest range of the biggest missile barrage ive ever seen and no matter what my armor or shield he one shots me. in a paragon. other tank went down just fine, but no no after half an hour of straight battling over and over again ive had to take it up the backside by a cheating remnant battleship thats already killed my station and half my fleet too. 9 times in a row the exact same conclusion.
how do i turn this off? because this is straight cheese in a can and it took me forever to get my system going and fought all kinds of battles already just to be brushed aside by a super fleet thats come out of nowhere to attack me when ive barely touched them all game so far.
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@Histidine
Is there a way to cancel a glitched saturation bombardment event? Despite having a working battlestation and having killed every fleet in sight my colony still gets bombed the moment I leave the system.
If you actually killed every fleet in the system (or even 70% of them) the event should end on its own. If you haven't already, try disabling sensors in devmode (Ctrl+Z) and see if any fleets are hidden somewhere.
There isn't a direct command to directly terminate most events, sorry!
so is there a way to turn off remnant invasions? i have a pretty dang new colony and getting attacked by 6 of the biggest fleets ive ever seen right off the bat of the game when they have only ever attacked one other faction the whole game is pretty broken. i mean ive done 9 battles in a row trying to save my station now and i can get them all the way to the end...but every single time no matter how well i do the last battleship of the match sprints across the entire field in one move to do a hail mary at longest range of the biggest missile barrage ive ever seen and no matter what my armor or shield he one shots me. in a paragon. other tank went down just fine, but no no after half an hour of straight battling over and over again ive had to take it up the backside by a cheating remnant battleship thats already killed my station and half my fleet too. 9 times in a row the exact same conclusion.
how do i turn this off? because this is straight cheese in a can and it took me forever to get my system going and fought all kinds of battles already just to be brushed aside by a super fleet thats come out of nowhere to attack me when ive barely touched them all game so far.
Well, if it's actually a new colony I'm highly sure it won't attract six invasion fleets at once. And a ship that "sprints across the entire field in one move" and oneshots a Paragon sounds like a broken mod ship.
Anyway there's a setting "enableInvasions" in Nexerelin/exerelin_config.json that you can use to turn invasions off completely, but this won't stop already ongoing events. For those, use the kill command in the Console Commands mod and click on the invasion fleets to make them go away.
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I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.
is it possible to have more than 48 populated systems and 80 planets / stations when creating a new game. I play with the Adjusted sector mod and about twenty factions and I find the space not populated enough for my taste.
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been doing some trading recently and noticing that by the time i get to my destination half a dozen products are not only not profitable but in the negatives. is this due to an increasing galaxy size and too many background npc traders? whats the best way to predict market values in such a state of flux?
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is it possible to have more than 48 populated systems and 80 planets / stations when creating a new game. I play with the Adjusted sector mod and about twenty factions and I find the space not populated enough for my taste.
Unfortunately the sliders are hardcoded at present. Next version I'll add config options for those, and maybe make the default max higher.
been doing some trading recently and noticing that by the time i get to my destination half a dozen products are not only not profitable but in the negatives. is this due to an increasing galaxy size and too many background npc traders? whats the best way to predict market values in such a state of flux?
There isn't a real way to determine how long a shortage will last :(
A common cause of shortages/surpluses is the spaceport getting disrupted, in which case if you know the event that caused it (invasion, agent sabotage, etc.) you can at least guess it will take effect for so many months (for agent sabotage it tells you the exact disruption time). But I don't know of any way to determine how long a shortage from trade disruption (due to trade fleets being killed) will last.
Although high-level pirate activity can also cause shortages and surpluses due to reduced accessibility, and that's semi-permanent.
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Are pirates suppose to go after fresh colonies that have nothing on them? I just setup a colony and pirate activity triggered on it before the spaceport was even finished. It did turn out that the pirate base was right next door, so them raiding the supply convoys can make a little sense due to convenience. However they're now launching a raid against the colony and the tech-mining still hasn't been finished yet. What are they trying to steal? There's nothing on the planet yet!
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What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?
Mostly they do what it says when you click the autonomy option (reproduced below for convenience):
An autonomous market will only generate 20% of its usual profit or loss, and will not count towards the player's colony or admin limits. Heavy industry here will not contribute to the player's personal production capacity, although the faction will still benefit from its ship quality bonuses. Tech-mining will not produce items.
Revoking autonomy later will cause 2 points of recent unrest.
For fleet requests by the player, autonomous colonies provide full FP capacity but only 25% of the point accumulation.
Autonomous colonies spawn patrol fleets as usual, but player faction does not normally generate its own invasions/raids or other event fleets, autonomous colony or not. Unless the relevant config settings are changed, in which case IIRC there are no differences involving autonomy.
Can that be changed? I always viewed Player character as this kind of warlord who established a new nation, very influential due to having a fief of a few planets and whose words and advices are heeded but not the part of its bureaucracy like that Sindrian dictator, sitting on a throne and micromanaging everything. PC is basically like Garibaldi (the guy who was a face of reunification of Italy), who once deemed his part in revolution over went back to his farm while Player once no threats are facing his colonies goes back to exploration and trade.
The events which affect diplomatic relationships already kind of subscribe to it, with PC faction's government doing things outside of player's purview.
Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize. And if the hundred autonomous colonies accidentally conquer Chicomoztoc severely cutting into export earnings, well, thats your own fault for granting them autonomy. Maybe giving some options to limit their autonomy would prevent that, but imho that wouldnt be a real autonomy.
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hello
I was just wondering if there is a way to disable ai faction invasions from the settings
it gets very hectic when you have lots of faction mods on
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Check exerelin_config.json in Nexerelin folder.
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But it getting really un-fun really fast, try join faction that have perk of getting less raid and invasion like pirate and tri-tachyoon, you can check other faction info on your PDA (or tri-pad if you will), it's include modded faction that support Nexerelin.
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Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.
Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.
(My mental concept of autonomous colonies was more like what autonomous regions are like on present-day Earth; different autonomous colonies of a single country don't have any particular reason to cooperate with each other as a unified entity any more than they do with the central government, and invading someone is more foreign policy than they're usually allowed to have)
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Are pirates suppose to go after fresh colonies that have nothing on them?
That is a feature of vanilla. Pirate raids can start almost immediately if build close to existing pirate bases. This is why it is recommended to save up for some defensive structures before establishing a colony.
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Pirate is more of a doer than a thinker.
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I'd have said that a better way to handle your own faction's invasions and expeditions would be through the command interface. This would be where you'd make war declarations, then choose which planets/stations you want to invade/raid. Your faction then sends what it can based on its overall military capability (military bases?). However since adding this directly to the commands tab through a mod probably isn't possible, a special action could be used to bring up the menu instead. An automate button could be added for players who don't want to manage their faction's wars.
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Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.
Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.
(My mental concept of autonomous colonies was more like what autonomous regions are like on present-day Earth; different autonomous colonies of a single country don't have any particular reason to cooperate with each other as a unified entity any more than they do with the central government, and invading someone is more foreign policy than they're usually allowed to have)
Hi!
I'm glad to hear that. When I talked about vassalisation, I imagined something like this. So basically if you choose so, you create a vassal and afterward when they cn act like any other NPC, except they can be controlled to a degree by you. Basically, that's a choice: you choose not to care that much about them, so they generate less revenue, but at the same time they can defend themselves, create defense fleets, invasion fleets, etc.
Maybe the player could have some say in any invasion, like when you have to click a button to accept a peace offer.
Also if the vassals could improve their planets, that would be nice, too.
Great mod, keep up the good work!
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I just wanted to firstly, say great mod!
Secondly I was wondering if there's a list somewhere of what mods that add more High value Bounties or more to the IBB bounties?
Thanks
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It's weird that your commissioning/parent faction doesn't reward you for conquering planet outside of conquest missions, I feel like conquest missions are basically like the 2x value delivery missions so you should still get some form of reward for delivering a planet to your faction. Is this supposed to be mitigated by taking the planet for yourself and then selling it?
There's also an issue where taking conquest missions from other factions have drastically lowered payouts due to stability when you have to do a hand-off after taking the colony for yourself instead of getting the full value when you do a conquest mission for your parent faction. It creates a weird strategy of holding on to the colony for 1-2 months while its industries repair to get more money from the transfer but still not what the original listing was. And this is after taking the colony the hard way instead of tactically bombarding it!
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Is there a way to increase the frequency of Remnant raids? I like the gameplay idea of trying to survive the 'Remnantpocalypse' as their repeated raids slowly decivilize the sector.
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I just wanted to firstly, say great mod!
Secondly I was wondering if there's a list somewhere of what mods that add more High value Bounties or more to the IBB bounties?
Thanks
Thanks!
HVBs and IBBs aren't from or touched by Nexerelin. The SWP thread's first post has a list of all mods adding IBBs; for HVBs the Kadur Theocracy, Tahlan, Scalartech and a few other mods add those.
It's weird that your commissioning/parent faction doesn't reward you for conquering planet outside of conquest missions, I feel like conquest missions are basically like the 2x value delivery missions so you should still get some form of reward for delivering a planet to your faction. Is this supposed to be mitigated by taking the planet for yourself and then selling it?
There's also an issue where taking conquest missions from other factions have drastically lowered payouts due to stability when you have to do a hand-off after taking the colony for yourself instead of getting the full value when you do a conquest mission for your parent faction. It creates a weird strategy of holding on to the colony for 1-2 months while its industries repair to get more money from the transfer but still not what the original listing was. And this is after taking the colony the hard way instead of tactically bombarding it!
Well the main reward of taking colonies is you get closer to the victory screen, if you care about that. Although I could make the rep reward larger with your specific faction.
(In the future when there's a proper reward system for service to a faction, conquering colonies would be a good way to earn points for that)
Is there a way to increase the frequency of Remnant raids? I like the gameplay idea of trying to survive the 'Remnantpocalypse' as their repeated raids slowly decivilize the sector.
Sorry, it's currently hardcoded!
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In every vanilla sector (non-random) playthrough I had Hegemony and League come to dominate pretty fast with smaller factions purged out of sector or (if they are lucky and colonized anything away from the center) reduced to irrelevance. Imho they should be buffed.
According to the lore Tri-Tachy is about on par with Hegemony in terms of military potential, yet because Tri-Tachy has far fewer planets and nothing coming close to Chicomoztoc or Kazeron in terms of size their fleets are weak and can't stand up to invasions or successfully invade themselves. During the AI wars Tri-Tachyon had inferior numbers, inferior morale, lower quality of officer corps but they made up for it with tech quality, superior intelligence and superior strategizing with the help of AI which focused on harassment of Hegemony convoys and demolishing their logistics via small fleets of high tech ships and contracted privateers.
This can be ameliorated if a faction fighting Tri-Tachy receives a pirate-like debuff (-X access, -Y stability) for the duration of the war. Maybe only for planets limited to some vicinity of TT systems, maybe for all, not sure which is more lore-friendly. Small fleets of high tech ships would roam systems and attack traders/miners akin to what pirates do. Hopefully shortages caused by low accessibility with strong enough debuff will be enough to even out the playing field.
Luddic Church has Knights of Ludd who swore to protect the faithful, while Church fleets suck ass in general they could even out the field by supporting rebellions without declaring war by e.g. intercepting relief fleets, sending aid to rebels etc and gaining new planets through exploiting the moral high ground. That's how Luddic enhancement mod describes the history of the Cerberus planet and I think it fits with the lore decently.
Diktat... There isnt much lore for me to make up anything really. Problem with Diktat is that they only have one system (albeit strong one), which means that every single raid/invasion targets the same place. Usually Diktat can resist the initial invasion attempts but they get disrupted which tanks their fleet power and the following invasions succeed. Maybe give them more Lion Guard task forces to help out with invasions and defences?
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Well, I wouldn't expect small factions to be competitive with big factions (and Tri-Tachyon did lose the Second AI War pretty badly in the end, which leaves them in an even worse position in the present).
That said, those are some interesting ideas for 4X gameplay in Starsector (which Nex is sort of but not really). I like the idea of an indirect influence system even if actually modelling it in SS it seems out of scope for me; has that Paradox-esque grand strategy feel to it.
Raiding activity is simpler to implement and has precedent in the game already, I might mess with something there.
Though really: Factions being wiped out quickly sounds like an underlying issue with how easy and common invasions are in Nex, and that's a long-standing problem I've yet to really solve. There are very few actual invasion events in canon (Andrada in Askonia was one). I do intend to specifically do something in that regard once Starsector 0.95 comes out.
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Hello, scavenging issues still persist. The scavengers consistently pick fights when their fleets are clearly weaker than the player's. I'm fairly certain the problem lays in overestimating the power of their combat freighters. I really don't think these easy pickings should be adding to whatever salvage the player is already grabbing. Maybe some modifier could be added to discourage suicidal charges for loot they can not possibly hope to win.
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so i swear i left it off, but a dead faction just respawned. is there a way i can shut this off mid campaign? im invested and have restarted over and over in this game already. thanks
edit: please, i dont want to have to reset for like the 15th time. the initial start to this game is terrible and its taken me so long just to find a start setting that wasnt a total wreck. i mean normal hegemony just takes over the galaxy, then if you do random, then you find out that independents dont defend themselves and just turn into a feeder state when you kill off hegemony which allowed them to bounce back from the certain death in a month and end up being twice as bad and they came back and knocked out tritachs capital world that had all my ships in it that i never got back. then sifting through mods trying to find replacement factions for independents, and figuring out weights and starting settings then adding more factions to try and dilute the faction problems, and all kinds of other issues.
If i have one complaint about this game, about this mod about anything: its the starting settings and scenario are just terrible and this game is time consuming so by the point you figure all this stuff out you are a hundred hours in each time and realize that your entire campaign is either broken or not what you are after over and over and over again. this is just been an excruciating learning curve just trying to get a decent campaign going the likes of which i have no other games to compare it to. ive wasted so much time because one faction likes to cheat or is gimped or i didnt know or a mod replacement faction is no good or you get rolled several times in a row by remnants or or or. sry if i sound frustrated, but i am frustrated. ive had to start over at least 6-10 times already. id keep going, but not if i cant take out the other factions. heck what is the objective if they are immortal?
all this aside, sry bout the rant, it is an amazing game, and amazing mod and great work, just....run into some snags on my end i guess.
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so i swear i left it off, but a dead faction just respawned. is there a way i can shut this off mid campaign? im invested and have restarted over and over in this game already. thanks
edit: please, i dont want to have to reset for like the 15th time. the initial start to this game is terrible and its taken me so long just to find a start setting that wasnt a total wreck. i mean normal hegemony just takes over the galaxy, then if you do random, then you find out that independents dont defend themselves and just turn into a feeder state when you kill off hegemony which allowed them to bounce back from the certain death in a month and end up being twice as bad and they came back and knocked out tritachs capital world that had all my ships in it that i never got back. then sifting through mods trying to find replacement factions for independents, and figuring out weights and starting settings then adding more factions to try and dilute the faction problems, and all kinds of other issues.
If i have one complaint about this game, about this mod about anything: its the starting settings and scenario are just terrible and this game is time consuming so by the point you figure all this stuff out you are a hundred hours in each time and realize that your entire campaign is either broken or not what you are after over and over and over again. this is just been an excruciating learning curve just trying to get a decent campaign going the likes of which i have no other games to compare it to. ive wasted so much time because one faction likes to cheat or is gimped or i didnt know or a mod replacement faction is no good or you get rolled several times in a row by remnants or or or. sry if i sound frustrated, but i am frustrated. ive had to start over at least 6-10 times already. id keep going, but not if i cant take out the other factions. heck what is the objective if they are immortal?
all this aside, sry bout the rant, it is an amazing game, and amazing mod and great work, just....run into some snags on my end i guess.
Hope you find a way but i am really wondering do other people have same problems? I am like years and years on and i have never seen a faction dominate or something like that... I am the only one doing the dominating most of the times and colonies don't seem to change hands that much if i am not involved. Kinda weird for me.
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really? i saw hegemony take over everything my first 3-4 games in a row (altho i was noobing out and figuring things out so they had a long time to do so at first). then i started doing random location starts but started as tritach who was allied with independent and i had knocked hegemony down to a single world, but they pretty much swooped in, took almost all the independent worlds, took some of theirs back, took tritachs main capital (which had all my ships in it), had taken out pearsons capital world and i think had wiped out the diktat within just a couple of months.
so thats when i started doing random relationships, added the roiders mod incase independent got wiped out, and started looking for additional mod factions to try and dilute out the universe, didnt like a couple of them so started over with a couple new ones and then this run which was going great until ya one of the factions respawned on me thus killing my motivation and objectives in their tracks lol
heck this last campaign i had 6 pirate invasions that were back to back and kept coming even after i killed the first pirate station that started within the first month of me putting down my second colony which was even in the same system as the first one. last game i had gotten at least 2 remnants invasions on my first colony when it first started out. these are some mean streets bruh lol. i have been doing a crazy amount of smuggling and nefarious stuff so at times my reputations have been not the best so maybe this is contributing to the aggression, but ya its been a little wild and ive not even brought up the occasional incursions by other factions etc. i dont mind it too bad except for some of the worst examples or i get cut off tho. its been a battle.
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It seems that you start building colonies without having the money and firepower to back them. People could correct me but you should only build colonies when you already have a full fleet that you can use to defend and have the money to build the patrol stations (and upgrade them) in order for the colonies to defend themselves. At the start colonies will just suck money and not give anything back. Of course conquering 6+ pop planets or stations is better since with good governor they can push out 200K+ income per month but it means you have the full fleet plus thousands marines to take it.
For me i just do bounties in the start until i build a full fleet to do bigger bounties and then when i have 1.000.000+ i will probably invest in taking some big stations or build colonies.
My 5 cents on the matter.
Anyway i hope you enjoy this diamond by alex (and the modders who turned it into something more) which has given me 1.000+ hours of gameplay.
have fun
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i have been colonizing earlier and earlier, but in the last couple attempts at play i have kinda turned more and more toward the dark side and had found a loop of drugs and harvested organs that were putting out in really high numbers and by the time i get rid of the first bunch they are resupplied at the vendor and i have a secondary set of buying world to bounce between that are still profitable as well and been sneaking into hostile stations to chase down some of the better prices and selling them excess supplies and fuel.
my current fleet is a bit small, but ive been arming up with a pair of paragons which i leave stashed and have a run around fleet of a few ventures for some tank, and then auroras, hammerheads, sunders, lashers for dps and few others (plus support ships obviously) and mixing in a few runs of the above with occasional bounties and taking out luddic and pirate bases where i try and do some exploring at the same time. this even really early game has allowed me to upgrade all my colonies at pretty much the fastest rate i can while making small additions to the fleet along the way like my recent astral and a couple of pirate atlas in reserve.
i guess i do have a charter or whatever its called with tri tach, so i suppose that could be blamed for some of the crazy wars and activity ive found myself in the midst of, but the commission at the beginning and access to ships has just been so helpful tho. that and they dont find drugs and organs illegal anyways lol. I guess in hindsight i did kinda invade a couple of pirate and luddic worlds and give them to tri tach a while ago now too, so after reading my own stuff here now maybe ive somewhere along the way brought this upon myself, but aside from the pirates and path and folks like that i have kept an eye on the rep meter and tried to keep my numbers relatively down or even positive in most cases and not messed with one faction or another too bad. some things you can tell direct cause and effect, but i guess maybe in some others i guess maybe it might just not be as apparent and karma is just catching up with me sometimes just years and years later. ive been pretty ruthless lol.
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I'm sorry, but I have no idea what you're doing wrong and the text is not coherent enough for me to attempt to extract specific issues from it. (Indies as a "feeder state"? Nobody invades them in the first place unless you made them hostile to a faction for some reason, and then only for colonies indies didn't originally own.)
But to answer the original question: ReloadNexConfig command in console allows turning off the faction respawn setting if you enabled it in the new game dialog. This only controls the "resurgence" fleets and rebellion attempts that dead factions trigger, they can still respawn if someone or something else just straight up gives them a colony or two. (Though I don't know of any mod that does this)
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how it was explained to me by a buddy (so you might know better here) was that independents dont take offensive action against others, so if they are allied with another faction and suddenly find themselves roped into war they can go down pretty quick and wont bounce back.
and apologies got stuck on more of the side issue and tangents but ya the console command sounds exactly like what i was hoping for. will try that out thanks much.
edit: and think that did the trick. thanks again.
oh and think i had starfarer and a couple of other modes were actually active too. infact for that page of menu's you need to have them all switched to show the words 'disabled' to have them actually be enabled and read the text bar to see what its actually set to (its backwards), but all the other menu pages are the other way around and normal (it says enabled if you want it enabled). i was wondering what the hell was going on lol. ive spent weeks wondering why i found myself at war the likes of which nobody had ever heard of in this game, why factions were respawning and whatever the hell else was going on. you really might want to look into this ahaha.
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so umm...using this mod and colonizing a planet in a system already controlled by a faction made them ***, and now they want to kill me. the fleets are fefeated with ease, having a tier 2 high tech station and me(plus a defensive fleet). thing is, their fleets who are friendly/neutral are moving around my planet and orbiting it... so my fleets don't attack them. if i do manually, they go to instant war with me. and if their bombing fleet arrives at my planet, then...well, they all support said fleet. and that is too much for me. so, would you mind changing that please?
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using this mod and colonizing a planet in a system already controlled by a faction made them ***, and now they want to kill me
That isn't this mod doing that. That is a vanilla rule of SS. However, Pirates, Independents & Roiders do not care because they don't claim the whole system.
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Is there a way to decrease invasion frequency? I dont want to turn it off but I made the mistake of adding quite a few factions and now i cant even fly back to the core worlds because of how many invasions/raids/bombings i have. I invested in starbases rather then military bases but they dont win against the fleets unless im there with one or two ships to help. Sorry if this has been answered before, i did a few google searches but nothing came up.
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Is there a way to decrease invasion frequency?
Open exerelin_config.json and take a look at the settings under the line.
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Is there a guide on what player actions effectively impact a faction's success and ability to control the Sector in Nexerelin?
For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
Sorry if all this has been answered somewhere but I haven't been able to find it, only the Mining and Alliances guides. I recently came back to Starsector and didn't use either Exerelin or Nexerelin back when I first tried it years ago, and this mod seems to add so much to faction dynamics but I'm not clear on what has gameplay effects other than boosting your own rep and money. I'd love to support a faction of my choice in "winning the war" with something other than invading planets but I don't know if that works.
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Is there a guide on what player actions effectively impact a faction's success and ability to control the Sector in Nexerelin?
For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
Sorry if all this has been answered somewhere but I haven't been able to find it, only the Mining and Alliances guides. I recently came back to Starsector and didn't use either Exerelin or Nexerelin back when I first tried it years ago, and this mod seems to add so much to faction dynamics but I'm not clear on what has gameplay effects other than boosting your own rep and money. I'd love to support a faction of my choice in "winning the war" with something other than invading planets but I don't know if that works.
I know you can conquer planets on behalf of a faction. Either by being commissioned by them, in which case it will happen automatically, or by transferring the market after you conquer it.
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Hey, guys.
The last time I played Starsector was over a year ago, and I have a question:
I can't find "compatible with Nex" in mods topics anymore, are they all defaulted to be compatible by now or I'm missing something?
What would be the top-5 faction mods you'd recommend for a new campaign? The most important requirement is: not overpowered and somewhat vanilla-like in terms of look (no anime girls, please ;D)
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Hey, guys.
The last time I played Starsector was over a year ago, and I have a question:
I can't find "compatible with Nex" in mods topics anymore, are they all defaulted to be compatible by now or I'm missing something?
What would be the top-5 faction mods you'd recommend for a new campaign? The most important requirement is: not overpowered and somewhat vanilla-like in terms of look (no anime girls, please ;D)
If you want something vanilla-like then try Roider Union, Mayasuran Navy(that one retcons cannon for Mairath) Tiandong Heavy Industries, HMI+Brighton and Vayra's Sector. Though the last one adds in factions that are supposed to be somewhat a parody ones. Spess commies and spess murricans. Research Mandate and Rimwards are quite serious ones though: radiacal group of TT that researches AI closely and East-India Company in space.
Tahlan Shipworks adds nice subfaction of independents with new remote planet.
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For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
No to all of these; the economy and ship generation are too abstracted for that.
Helping a faction most visibly works when it's something like making sure an invasion succeeds/fails. Things that improve stability and remove commodity shortages also help, although the effect is... less visible, let's call it that. Other than that, helping a faction (usually yours, although agents can do it with third parties) improve its relationship with other factions can save it a lot of problems and even lead it towards a diplomatic victory.
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For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
No to all of these; the economy and ship generation are too abstracted for that.
Helping a faction most visibly works when it's something like making sure an invasion succeeds/fails. Things that improve stability and remove commodity shortages also help, although the effect is... less visible, let's call it that. Other than that, helping a faction (usually yours, although agents can do it with third parties) improve its relationship with other factions can save it a lot of problems and even lead it towards a diplomatic victory.
Cheers for the detailed answer. One thing I'm still confused about though - you wrote "no to all of these", but then that removing commodity shortages does help. Isn't that what doing missions where a faction requests certain commodities does?
For example, a faction attacked Ragnar, failed to invade, and now the other faction holding the station is posting tons of missions to bring various commodities to Ragnar (prob because economy there has gone bad from the battle). I thought that doing these missions helped with the shortages, or am I mistaken somewhere?
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For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
No to all of these; the economy and ship generation are too abstracted for that.
Helping a faction most visibly works when it's something like making sure an invasion succeeds/fails. Things that improve stability and remove commodity shortages also help, although the effect is... less visible, let's call it that. Other than that, helping a faction (usually yours, although agents can do it with third parties) improve its relationship with other factions can save it a lot of problems and even lead it towards a diplomatic victory.
Cheers for the detailed answer. One thing I'm still confused about though - you wrote "no to all of these", but then that removing commodity shortages does help. Isn't that what doing missions where a faction requests certain commodities does?
For example, a faction attacked Ragnar, failed to invade, and now the other faction holding the station is posting tons of missions to bring various commodities to Ragnar (prob because economy there has gone bad from the battle). I thought that doing these missions helped with the shortages, or am I mistaken somewhere?
Ah, yeah, that's confusing. To be clearer: Delivery missions can have an effect with the right commodity type and a large enough volume (must be enough to increment the number of production units indicated by the icons on the colony info screen). Though the effect will usually be small as the economy operates on a much larger scale than the player.
Specifically: A commodity delivery mission for X units has the same effect on supply as directly selling X/2 units to the market (in Nexerelin), so you can fix a shortage through a large enough delivery mission. Not all commodities have a direct effect on faction strength.
- Invasion spawning depends on the supply of ship parts, fuel, supplies, marines and heavy armaments, so increasing output of those helps. It checks all colonies the faction has daily, with out-of-faction imports being less valuable and same-planet production being much more.
- A bunch of things are affected by stability, including invasion spawning but also the colony's own defenses and risk from rebellions, so fixing shortages and other factors causing instability helps.
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First of all thanks for the cool mod
Some more suggestions
Combined custom start - if you start as a your own faction to be able to choose your starting faction tech and ship
More customisation/control to "owned" fleets that you make
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Ah, yeah, that's confusing. To be clearer: Delivery missions can have an effect with the right commodity type and a large enough volume (must be enough to increment the number of production units indicated by the icons on the colony info screen). Though the effect will usually be small as the economy operates on a much larger scale than the player.
Specifically: A commodity delivery mission for X units has the same effect on supply as directly selling X/2 units to the market (in Nexerelin), so you can fix a shortage through a large enough delivery mission. Not all commodities have a direct effect on faction strength.
- Invasion spawning depends on the supply of ship parts, fuel, supplies, marines and heavy armaments, so increasing output of those helps. It checks all colonies the faction has daily, with out-of-faction imports being less valuable and same-planet production being much more.
- A bunch of things are affected by stability, including invasion spawning but also the colony's own defenses and risk from rebellions, so fixing shortages and other factors causing instability helps.
Perfect, that's exactly what I wanted to know.
This phenomenal mod takes Starsector a huge step closer to what I expected the game to be, so godspeed on future development. I already can't imagine playing a campaign without it.
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First of all thanks for the cool mod,it really feels like something new is added,and makes you sink in some more in to the game
now to what i wanned to suggest that could be added to this mod or maybe a complete different mod (?):
Hello, glad you're enjoying it!
I'm currently thinking of adding a general configuration for the own faction start (changing starting blueprints, but also things like industries and planet conditions), as this was suggested before (though I didn't have any ideas for how to do the GUI then). We'll see how it works out.
I can't change how structures are built unfortunately, and doing the suggested stuff with patrols is a bit out of scope.
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I'm currently thinking of adding a general configuration for the own faction start (changing starting blueprints, but also things like industries and planet conditions), as this was suggested before (though I didn't have any ideas for how to do the GUI then). We'll see how it works out.
That would be very appreciated. Especially being able to choose a starting blueprint package.
For the planet options. Perhaps one option is to have a set of templates the player can choose from? Like, forge world (heavy industry and military base), mining world (mining and refining), bread basket (habitable world with farming and organic mining), and fuel refinery (airless world with fuel refinery)? Plus a small/medium/large world for customizing population size of the world. It doesn't let you do everything but at least gets the basics of what most people would like with choosing what world they want. The only other thing that I can think of right off the top of my head would be something where the game tells you the world its created, and gives you a randomize button to change it until you get a world you like.
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Hi so uh, is there a way to disable being able to request a fleet from any object anywhere? It's really breaking my immersion, cheers.
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Hi so uh, is there a way to disable being able to request a fleet from any object anywhere? It's really breaking my immersion, cheers.
Like, you can request a fleet while flying in space... (press Z)
To make the special options menu not appear when interacting with objects that don't have a market, I think you can do this: edit Nexerelin/data/campaign/rules.csv, look for the pictured row, and add the bolded check. (untested)
(https://i.imgur.com/mFi33XO.png)
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More of a curiosity question for you man but why when we colonize a planet we only get one character in the comm directory? it's just 1 secretary why is that usually, all other factions have a base commander or some title, and it's like 5 or 6 of them in the comm directory any way I can change this?
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More will pop-up when you have more building on that colony. So i think it tied to the infrastructure you build.
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Is there a way to disable the alliances? And is there a way to lower the enemy fleet strength? Or just someway to make this easier?
I'm enjoying the Ai fighting amongst themselves and colonizing systems. But being the punching bag of all these massive armies when I have one tiny fleet and one colony that I'm trying to get off the ground isn't being particularly fun.
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
Other than the difficulty I've been really enjoying this, makes the game feel much more alive.
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I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
I can't help you with what you wish to know, but I can offer help some other way. Do not rush colony building. Build your fleet and work as a commissioned officer for some time, maybe even a full cycle. Get to exploring, and make sure you hit system bounties and help defend stations etc. Don't start a colony until you have confidence in your fleet combat-wise and like, 1 million credits. It helps to build relations with factions before doing so. It's not an easy game but, I rapidly became so powerful (even with ruthless sector) by playing the system bounty cards just right. And by system bounty, I mean, if pirates or a faction's enemy is harassing enough, a faction will put out a bounty over an entire system containing the threats and you rack in a lot of dosh by killing ships that you are able to kill. Just regularly check that bounties tab in intel! My mistake my first play through was rushing a colony.
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Is there a way to disable the alliances? And is there a way to lower the enemy fleet strength? Or just someway to make this easier?
I'm enjoying the Ai fighting amongst themselves and colonizing systems. But being the punching bag of all these massive armies when I have one tiny fleet and one colony that I'm trying to get off the ground isn't being particularly fun.
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
Well, if literally everyone hates you things are unlikely to go well, yeah. Raio_Verusia has good advice in the post above this one (you don't need a commission if you don't want one, but getting on factions' good sides will avoid unwanted wars).
But to answer the question: In Nexerelin/exerelin_config.json, you can check the invasion settings section, and change the allianceGracePeriod setting to 999999 or such.
Other than the difficulty I've been really enjoying this, makes the game feel much more alive.
Thanks :D
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More of a curiosity question for you man but why when we colonize a planet we only get one character in the comm directory? it's just 1 secretary why is that usually, all other factions have a base commander or some title, and it's like 5 or 6 of them in the comm directory any way I can change this?
Actually, you do get several "staff" for your planet but they don't show immediately. After you colonize a world, wait a few days and come back. You should have at least three people there, now.
As for NPC worlds, if I understand it correctly those extra characters are scripted into the faction mods themselves. I'm guessing Nexerelin adds the mandatory three, same as you get, and then the faction mod adds the rest. Point being that it's not Nexerelin that cranks them all the way to five or six... that's the sum of two mods working together that causes this.
I could be wrong, of course.
Which is also why, if you're a genocidal madman like myself who just nukes worlds and recolonizes them, the replacement colony will not respawn all those extra characters or special planet modifiers that the respective faction mod added to that planet... which is often handy, as some of those modifiers are things like "fanatic population" that endlessly spawns rebellion events, for example. Purge, wipe, reset, says I... but that's just me, of course.
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Is there a way to disable the alliances? And is there a way to lower the enemy fleet strength? Or just someway to make this easier?
I'm enjoying the Ai fighting amongst themselves and colonizing systems. But being the punching bag of all these massive armies when I have one tiny fleet and one colony that I'm trying to get off the ground isn't being particularly fun.
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
Well, if literally everyone hates you things are unlikely to go well, yeah. Raio_Verusia has good advice in the post above this one (you don't need a commission if you don't want one, but getting on factions' good sides will avoid unwanted wars).
But to answer the question: In Nexerelin/exerelin_config.json, you can check the invasion settings section, and change the allianceGracePeriod setting to 999999 or such.
Other than the difficulty I've been really enjoying this, makes the game feel much more alive.
Thanks :D
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
I can't help you with what you wish to know, but I can offer help some other way. Do not rush colony building. Build your fleet and work as a commissioned officer for some time, maybe even a full cycle. Get to exploring, and make sure you hit system bounties and help defend stations etc. Don't start a colony until you have confidence in your fleet combat-wise and like, 1 million credits. It helps to build relations with factions before doing so. It's not an easy game but, I rapidly became so powerful (even with ruthless sector) by playing the system bounty cards just right. And by system bounty, I mean, if pirates or a faction's enemy is harassing enough, a faction will put out a bounty over an entire system containing the threats and you rack in a lot of dosh by killing ships that you are able to kill. Just regularly check that bounties tab in intel! My mistake my first play through was rushing a colony.
Thanks for the help both. The factions didn't start hating me, it was the two alliances randomly declaring war on me due to the diplomatic events. I was simply keeping to myself in the corner trying to build up my colonies.
I have plenty of money saved up when I start making a colony, normally around 2.5 mil. I also have a fleet with 3-4 cruisers, 4-6 destroyers and like 10 frigates. The problem is I get attacked faster than I can get my defences setup, and in that previous game by fleets with several capital ships, which I just can't really fight until I get my colony running.
I've disabled alliances using that method so far in my current game and stuff is going alright. Is there a way to reduce the overall size of the invasion fleets?
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Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.
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Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.
Been a while since I played, but I'm pretty sure the consensus is that smuggling is hugely profitable if you actually look for good margins. Procurement missions (buy the goods yourself) have a 100% or better gross margin (and no tariffs on the recipient end), and delivery missions (contact gives you the goods) are almost free money.
Are you using a fleet that's way too large for its cargo space? Running into hyperspace storms?
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Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.
Try to find a good margins, for example, a recently raided mining colony usually have a high demand of drug, because the shortage. Always check the margin when you're a market, press f1 on the item to check the margin or use Galactic Market mod.
Vanilla tool tips
Spoiler
(https://i.imgur.com/DGdkLWY.png)
Galactic Markets - https://fractalsoftworks.com/forum/index.php?topic=19383
Spoiler
(https://i.imgur.com/6rzWGiL.png)
And don't force your fleet to use high-tech ship, your supply line will kill you before your enemy do. Lowtech is perfect for smuggling if you know how to hide yourself properly.
Or if you want the easy way you can exploit Donn and Kanta Den. Actually you can do it with Donn alone.
Spoiler
https://youtu.be/ciEor0sKz5I
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In the opening post one of the features listed is joining a faction, how does that differ from being commissioned and where does one find the option? Or is it only doable when selecting a faction at the start?
Also, when starting with a selected faction, campaign objectives like system nav buoys don't seem to affect my fleet when held by the faction that I started with. Is this a known bug?
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In the opening post one of the features listed is joining a faction, how does that differ from being commissioned and where does one find the option? Or is it only doable when selecting a faction at the start?
It's just the regular commission really, although this does more stuff in Nex than in vanilla (things like your personal relationship changes affecting your faction, being able to buy governorships, being expected to hand over planets you conquer, that sort of thing).
Also, when starting with a selected faction, campaign objectives like system nav buoys don't seem to affect my fleet when held by the faction that I started with. Is this a known bug?
It's sort of how it works right now (unchanged from vanilla), although I might make it apply to player with a commission as well.
(I already did this for comm relay, but not nav buoy or sensor array)
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It's sort of how it works right now (unchanged from vanilla), although I might make it apply to player with a commission as well.
(I already did this for comm relay, but not nav buoy or sensor array)
I think it would be good (both for gameplay and logic reasons) for campaign buoys/arrays to affect fleets that are currently commissioned or allied to the holding faction. This would also fix the strangeness of you capturing a buoy/array in a system alongside allied fleets (i.e assisting in an invasion/raid) and it being captured for the "player faction" and negating the advantage for allies.
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Thanks for your work, Nexerelin has pretty much become a must install for me. A few tweaks to the config files are all I do, and I will keep an eye on that queued version, seems interesting.
How doable would it be to include a descriptor on markets to state who they originally belong to? Or a more developed feature, have a "History" for every market, detailing invasions, bombing, other major events.
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Purely speculation here, but since alliances are in the mod how difficult would it be to split up the Persean League into multiple smaller factions that start in an alliance at the start of the game? Though I suppose without some changes to the way alliances work with hulls and trading that would significantly weaken the League.
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Purely speculation here, but since alliances are in the mod how difficult would it be to split up the Persean League into multiple smaller factions that start in an alliance at the start of the game? Though I suppose without some changes to the way alliances work with hulls and trading that would significantly weaken the League.
Oooh! Neat idea!
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Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.
Been a while since I played, but I'm pretty sure the consensus is that smuggling is hugely profitable if you actually look for good margins. Procurement missions (buy the goods yourself) have a 100% or better gross margin (and no tariffs on the recipient end), and delivery missions (contact gives you the goods) are almost free money.
I've been looking at trading opportunities and have seen items that 'best place to buy' offer higher prices than 'best place to sell' do, or they are basically the same, even when the place to sell has a shortage of a few hundred units. Can't remember all the items, but I think organs are one of them. Might be a vanilla thing, I'm not sure. Seeing this, I chose to just rob smugglers instead of actually being one, made decent money on that.
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Another idea. With random core sectors, would it be possible to 'unpack' the core a bit? Say have some of the constellations nearby the core also be colonized. These would be good places for minor factions to be out on their own for a more dynamic system that resembles a lot of modded core sectors. They could also be areas where a major faction attempted recent re-colonization efforts or managed to hold onto more distant holdings through the AI wars.
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Purely speculation here, but since alliances are in the mod how difficult would it be to split up the Persean League into multiple smaller factions that start in an alliance at the start of the game? Though I suppose without some changes to the way alliances work with hulls and trading that would significantly weaken the League.
Yeah, there's quite a lot of work and a bunch of complications involved (the ones you mention, and also things like the loss of a unified response to the Hegemony that potentially allows them to further dominate the sector). It's a cool concept though, I may examine this further at some point.
Another idea. With random core sectors, would it be possible to 'unpack' the core a bit? Say have some of the constellations nearby the core also be colonized. These would be good places for minor factions to be out on their own for a more dynamic system that resembles a lot of modded core sectors. They could also be areas where a major faction attempted recent re-colonization efforts or managed to hold onto more distant holdings through the AI wars.
I've had an idea for optionally generating some procgen colonies outside the handmade systems (using the existing random sector code), too! Think I'll implement something for the release after the next one.
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I've had an idea for optionally generating some procgen colonies outside the handmade systems (using the existing random sector code), too! Think I'll implement something for the release after the next one.
That would be nifty too, but my original idea was to more or less move some of the core sector systems outside of the core sector and into constellations one or two rings out. Probably with some settings for how often this happens and how far out they could potentially be. These would be good for single system factions.
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There's an issue with sector wide bounties and hostilities. If your faction or the faction you're commissioned with either has a -50 or close relationship with another faction, and that hostile faction has posted a sector wide bounty then fighting any battles with pirates, pathers, or any other faction that's hostile to the main hostile faction will immediately and unavoidably trigger a ceasefire with the hostile faction. This can be especially annoying once you have an alliance going.
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i have found an easy way to abuse nexerelin to get easy money.
invasion, which are a really nice addition, permit the take over of any planet or starbase.
the problem isn't invasions itself but the abandoning feature.
it request money to do so you will never have to pay (bug?) and give you alot of money as a reward.
in my playthrough i was able to invade a crippled pirate starbase (no defending fleet left because of another faction attacking it, only 50 marines and 5 structures) with 100 fuel (for some bombardment) and 100 marines. which doesn't cost that much.
abandonning the starbase right away gave me 300K.
i didn't payed the requested 50K for population migration or whatever they wanted me to pay for and got enough money in one go to buy a good capital ship.
i guess something isn't worked as intended here.
this can be easily abused.
by far the most low risk high reward thing to do providing you are able to find many of those isolated planets and starbase for you to invade without much loss.
as for the vanishing population it would be great to have an escaping neutral transport fleet flying to the nearest colonized planet (controlled by either you or another faction) adding population but also decreasing stability. (to simulate war immigration).
EDIT: i tried to reproduce this but on a planet and got only some 10K after the 50k fee was deducted from the reward.
i guess i got very very lucky the first time.
still, i am sure i haven't payed any 50k fee when abandoning the space station (was Hades pirate station). i ll do other invading&abaondonning space stations to reproduce the bug (if it was a bug to begin with) if i find some good targets, and update my post.
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i have found an easy way to abuse nexerelin to get easy money.
invasion, which are a really nice addition, permit the take over of any planet or starbase.
the problem isn't invasions itself but the abandoning feature.
it request money to do so you will never have to pay (bug?) and give you alot of money as a reward.
in my playthrough i was able to invade a crippled pirate starbase (no defending fleet left because of another faction attacking it, only 50 marines and 5 structures) with 100 fuel (for some bombardment) and 100 marines. which doesn't cost that much.
abandonning the starbase right away gave me 300K.
i didn't payed the requested 50K for population migration or whatever they wanted me to pay for and got enough money in one go to buy a good capital ship.
i guess something isn't worked as intended here.
this can be easily abused.
by far the most low risk high reward thing to do providing you are able to find many of those isolated planets and starbase for you to invade without much loss.
as for the vanishing population it would be great to have an escaping neutral transport fleet flying to the nearest colonized planet (controlled by either you or another faction) adding population but also decreasing stability. (to simulate war immigration).
EDIT: i tried to reproduce this but on a planet and got only some 10K after the 50k fee was deducted from the reward.
i guess i got very very lucky the first time.
still, i am sure i haven't payed any 50k fee when abandoning the space station (was Hades pirate station). i ll do other invading&abaondonning space stations to reproduce the bug (if it was a bug to begin with) if i find some good targets, and update my post.
You don't actually need to abandon the colony, just sell all the industries (except spaceport) and give it to someone else. Or set it to autonomous, if the spaceport is currently down. (Not sure what's going on with the abandonment fee bug)
Can't do much about it currently, but when I update Nex for 0.95 it'll be harder to invade stuff at least. Still, there's probably going to always be squishy pirate markets that are easy to loot in this way.
There's an issue with sector wide bounties and hostilities. If your faction or the faction you're commissioned with either has a -50 or close relationship with another faction, and that hostile faction has posted a sector wide bounty then fighting any battles with pirates, pathers, or any other faction that's hostile to the main hostile faction will immediately and unavoidably trigger a ceasefire with the hostile faction. This can be especially annoying once you have an alliance going.
On one level that's sort of just how reputation works, and I don't think I want a hacky solution like "only this action doesn't allow rep going higher than -50 unless it's already above that level" even if it were readily available.
But it does indeed lead to some "unexpected" outcomes in gameplay, and can indeed be annoying with alliance interactions (in particular, while you can just restart the war any time, you can't guarantee that the same allies on each side will participate).
Someone has mentioned a similar issue in a Suggestions thread (http://fractalsoftworks.com/forum/index.php?topic=19629.0) before, actually! I might post a thread about my own thoughts on the topic.
(In the meantime, cheap fix I thought of would be to just not issue faction bounties from hostile-to-player factions, though this would probably be annoying for players who are trying to not be hostile)
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I've been away for a long time and I don't remember much to be honest, but I have a hangkering for some space pew pew, so what better place than Starsector?
I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
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I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
Don't know about a list but when you check faction mod threads, the opening post usually mentions if it's Nexerelin compatible near the top. Most major faction mods are Nexerelin friendly what with Nex being a must for any extended Starsector experience.
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I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
Don't know about a list but when you check faction mod threads, the opening post usually mentions if it's Nexerelin compatible near the top. Most major faction mods are Nexerelin friendly what with Nex being a must for any extended Starsector experience.
So going by https://fractalsoftworks.com/forum/index.php?topic=177.0 and basically downloading all of the factions mods would be a fairly safe bet? (assuming they themselves have been updated to 0.91)
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So going by https://fractalsoftworks.com/forum/index.php?topic=177.0 and basically downloading all of the factions mods would be a fairly safe bet? (assuming they themselves have been updated to 0.91)
Yea. Just open their threads and ctrl+f "Nex" and see if the mod maker says anything special about Nexerelin compatibility. Also, while faction mods are usually Nex compatible, that doesn't mean that they're compatible with all other faction mods so be careful about having too many that might interact poorly with each other.
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On one level that's sort of just how reputation works, and I don't think I want a hacky solution like "only this action doesn't allow rep going higher than -50 unless it's already above that level" even if it were readily available.
But it does indeed lead to some "unexpected" outcomes in gameplay, and can indeed be annoying with alliance interactions (in particular, while you can just restart the war any time, you can't guarantee that the same allies on each side will participate).
Someone has mentioned a similar issue in a Suggestions thread (http://fractalsoftworks.com/forum/index.php?topic=19629.0) before, actually! I might post a thread about my own thoughts on the topic.
(In the meantime, cheap fix I thought of would be to just not issue faction bounties from hostile-to-player factions, though this would probably be annoying for players who are trying to not be hostile)
On the proposed fix, since this is mainly a problem with system and sector bounties, those can probably be what doesn't get given out. If those are all cleared upon hostilities breaking out and no more are issued until hostilities cease, the player at least doesn't have to jump through a bunch of hoops to avoid accidental ceasefires. The faction could still issue personal and station bounties, for players looking to get ceasefires. Those generally don't disrupt normal play.
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Amazing Mod Histidine! Thanks for all the effort, it is amazing.
I would like to know where things are going and/or if there is something like a roadmap. I can image so many possibilities to deepen the 4X gameplay of Nexerelin.
Especially after watch this video, which I feel really holds some truth and explains why many 4X games feel generic and basically the same and how to spicen them up:
https://www.youtube.com/watch?v=R5Uk13mQdm0
I would love to see Faction Perks and Techtrees that can be researched (maybe implemented as "Upgrades" on Colony buildings like the Orbital station) and that effect Influence, Disposition, ShipTech, EconomyTech and so on
Well I bet you already have so much more thought in this, just throwing in my 5 cents... :)
Back to the question, is there something like a roadmap, planned features or direction in which Nexerelin will develop?
Keep up the good work! It's great!
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Official version of the Discord beta release from last week. Could've snuck in a new feature or two first, but I want time to test them first.
Note for 0.9.7x users: This release is identical except for the name, if you don't want to download again you can just open Nexerelin/nexerelin.version and change the version number there.
Nexerelin v0.9.8
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8/Nexerelin_0.9.8.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.8
### Gameplay ###
* Agent overhaul
* Add specializations (some actions can only be carried out by some agent types)
* Already-recruited agents in existing saves will have no specializations and can do any action
* System can be disabled in config
* Injury time 15 -> 20 days
* Raise lower relations time 75 -> 90 days, XP 400 -> 500
* Sabotage industry effect 90-105 -> 40-50 days, detection chance 40/65% -> 50/75%, injury chance 2x
* Infiltrate cell and instigate rebellion injury chance 1.5x
* Change AddAgent console command args
* Previously: `AddAgent [level] [market]`
* Now: `AddAgent <market> [level [specialization]]`
* Colony expedition target picker improvements
* Always pick target with best score (with some randomization applied to scores), not just weigh it more
* Fix factions not prioritizing recolonization of own decivilized planets
* Strongly favor planets in star systems we control
* Invasion/alliance grace periods increased (the timeframes involved are actually relevant now)
* Invasion grace period 15 days -> 90 days (no invasion points accumulated in this time)
* Alliance grace period 60 days -> 120 days
* Invasion etc. improvements
* Factions won't sat bomb a market if it was originally held by a faction they're not hostile to
* Counter-invasion/satbomb fleets won't be generated by factions hostile to the faction involved in the most recent revenge point increment
* NPC invasion targeting prioritizes heavy industry (especially heavy industry the faction used to hold) and contested systems
* For 60 days after player captures a market, can buy governorship (regardless of size) at 50% discount
* In the future this will be part of the dialog tree immediately after capture
* NPC invasion point requirement 24000 -> 27000
* Autonomous player colonies can (slowly) launch invasions/raids
* Add configuration system for own faction start in new game
* On Day 1, pick some blueprints to start with, and add some industries or planetary conditions to your planet
* Terraforming options may be added in future
* Nav buoy and sensor array benefit player with commission, and alliance members
* Does not apply to existing buoys/arrays in existing saves, unless removed and rebuilt
* Add relief fleet option in fleet request menu
* Similar to player personally delivering a stabilization package, but costs twice as much (based on commodity base price)
* Generates a fleet similar to existing NPC relief fleets
* Add Unofficial New Game Plus rules "Fleet Diversity" and "Erinyes Protocol"
* Add a new deciv colony encounter event, for colony revival
* Revenge counter-invasions also cost invasion points, but half as much as the equivalent normal invasion
* Sat bomb fleets carry some fuel in cargo
* Reduce organics carried by VIC virus bomb fleets to 1/4 of previous
* New game: If starting location not specified, pick random own-faction market
* Enhanced start markets: Add alpha core to Culann's military base
* Tri-Tachyon has devious trait
### GUI ###
* Button to repeat previous agent action
* Not all actions can be repeated; feature may be buggy
### Bugfixes ###
* Fix factions being able to ceasefire with factions that are currently invading them
* Fix vulture fleets not having a check/roll for whether a ship is recoverable
* Fix player being able to ally with self after capturing a market
* Fix VIC virus bomb icon, title handling
### Text ###
* Blueprint trader: Show design type along with blueprint description
* Special forces: Try to prevent duplicate fleet names
* Defense fleet action stage shows time remaining
* Fix a minor bug in displaying relationship change with raise/lower relations
### Modding ###
* Add `specialForcesFlagshipVariants` table to faction config
* Specify variant name and weighting
* If variants not specified, the mod will generate a sample fleet and use its flagship (previous behavior)
* Add memory key to identify markets as valid for base strike missions
* Make some fleet types not be affected by ClearCommands
I've been away for a long time and I don't remember much to be honest, but I have a hangkering for some space pew pew, so what better place than Starsector?
I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
Welcome back!
I think that these days, any mod can be assumed to be compatible with Nex unless it says otherwise.
Exceptions are possible, e.g. IX Battlegroup in Arsenal Expansion doesn't take part in any Nex activity. But they still won't crash under normal circumstances.
Amazing Mod Histidine! Thanks for all the effort, it is amazing.
I would like to know where things are going and/or if there is something like a roadmap. I can image so many possibilities to deepen the 4X gameplay of Nexerelin.
Especially after watch this video, which I feel really holds some truth and explains why many 4X games feel generic and basically the same and how to spicen them up:
https://www.youtube.com/watch?v=R5Uk13mQdm0
I would love to see Faction Perks and Techtrees that can be researched (maybe implemented as "Upgrades" on Colony buildings like the Orbital station) and that effect Influence, Disposition, ShipTech, EconomyTech and so on
Well I bet you already have so much more thought in this, just throwing in my 5 cents... :)
Back to the question, is there something like a roadmap, planned features or direction in which Nexerelin will develop?
Keep up the good work! It's great!
:thumbs up:
My current major goals for the mod (although they're quite far off, I don't plan to even start work on them until Starsector 0.95) are: an endgame crisis event, and a new, more difficult invasion system. Long term goal is a proper diplomacy system, although unlike the first two goals I don't yet have a firm idea of what this would entail.
I don't currently have any plans for a tech tree, or (another 4X feature I've had thoughts about) faction social engineering.
(Alex has stated he doesn't want Starsector to become a 4X, and while my mod is considerably more willing to go in that direction I'm not — currently — doing things that are too detached from the fleet layer, y'know?)
Thanks for the vid recommendation, I hope to watch it soon :D
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When this game drop on Steam somebody will turn it into a dating visual novel :))
And maybe wilth larger community, many will help you improve the 4X element or make some forked version of it with more content. I hope you don't have to do it alone and get more support when the Steam version comes out. Thanks for the update ;D
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The best mod gets better. Love to see the change to buoys and arrays talked about recently.
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One thing that strikes me as interesting while I'm playing starsector with nex is the RP aspect of it. Like you said, you haven't stepped too far away from the fleet mechanics, because that is the core gameplay. However, in many ways, starsector is also a text-based roleplaying adventure game (which apparently we'll be seeing more of in the next update) and as such, you are ONE person. No matter what you tell yourself is actually happening when you set up a new faction, you're basically a dictator. You enforce strict policies which decide what is or is not built on your colonies and those decrees are enforced. Not only this, but unlike other 4X games where you sometimes feel like even though I'm technically an immortal Xerxes or Napoleon or the hand of god influencing the Bug Hive mind, in Starsector, you are explicitly one human (or Ai core, depending on your portrait). When you start the game, you type in your name and choose your appearance. You're one person and there's no changing that. So whatever direction this mod goes, the more it leans into that fact, the better it'll be.
What follows is speculation and wishful thinking of a type of game I would enjoy, purely an example of a design direction that I think would work, not a suggestion.
To take agents, for example. What if the player could bring an agent along with the fleet to ease restrictions into and out of certain ports or factions (like some sort of abstract version of an Inara character), especially if there was more dialogue/rules involved with docking and mining and transportation and contraband and so on. This would be especially interesting if administration/colonizing was much slower/more expensive so that only extremely rich and well connected (read: friendly with powerful factions) commanders could pull it off. In other words, turning colonization itself into the lategame goal (by making it much much harder) and turning the acquisition of a powerful fleet/influence into the main midgame goal. Maybe you settle some tiny mining colony on some moon or re-populate some lost astropolis into a freeport (just not freeport 7 lol rip) before acquiring an actual full-fledged colony. There would be a lot of features and tweaking that would help flesh this out, such as growth rates based on immigration, immigration being tracked, a more robust economy system, a much more robust reputation system (with differences between Faction reputation (how much they like you), Faction standing (current official political climate), market reputation (the Jangala officials are going to hate you if you sell tons of opium there, even if hegemony likes you), and many more.
Obviously this fantasy of where starsector, nex (and I guess maybe terraforming) go in the future is just that, a fantasy. But rest assured that the more the core gameplay loops (system exploration and fleet-based combat) are leaned into and supported, the better this experience will be. Also rest assured that I have the highest hopes for this mod and this game. It's pretty great and you should feel great about it.
P.S. there's also trading and mining, I guess, but those barely register when compared to exploration and combat. Mining in particular seems very off right now, very much not the point of this game. (unlike in games like freelancer where it was a (sometimes) boring, if extremely profitable way to play. I still remember mining diamonds on the edge of an uncivilized system, dodging red hessian patrols and wishing I was in Kusari space with its beautiful vistas, but that was so far, and I needed to make a buck.)
edit: can an agent have multiple tags?
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so umm, i know I'm jsut a person but may i ask a certain something for the possilby made terraforming? could you make it like, upkeep based? what i mean is terraforming and station construction as an example basically does it in a way that you terraform once, paying a massive cost in terms of terraforming points(time and money basically) and then can just remove everything, and it stays that way. but that is in no way how it would work realistically(idk if that is a liked word here or not) where you would basically need to constantly upkeep the solar shades, atmospheric generators etc. to make it liveable. i also assume that people would try to disrupt it and that that would have massive consequences because you are not sealing every building on the planet, so luddic path may be more dangerous(if you are planning on doing that btw), and you as a player might want to do it too. something like clearing out sulfur compounds however might be permanent, if there is no new pollution generating industry on the planet. so umm, that is just my tale on it, if i can add something to the developement, i guess
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One thing that strikes me as interesting while I'm playing starsector with nex is the RP aspect of it. Like you said, you haven't stepped too far away from the fleet mechanics, because that is the core gameplay. However, in many ways, starsector is also a text-based roleplaying adventure game (which apparently we'll be seeing more of in the next update) and as such, you are ONE person. No matter what you tell yourself is actually happening when you set up a new faction, you're basically a dictator. You enforce strict policies which decide what is or is not built on your colonies and those decrees are enforced. Not only this, but unlike other 4X games where you sometimes feel like even though I'm technically an immortal Xerxes or Napoleon or the hand of god influencing the Bug Hive mind, in Starsector, you are explicitly one human (or Ai core, depending on your portrait). When you start the game, you type in your name and choose your appearance. You're one person and there's no changing that. So whatever direction this mod goes, the more it leans into that fact, the better it'll be.
What you're describing is an RPG4x game.
That's my name for it. I don't know if there's a more widely accepted title for the genre it is, which is what it is.
Basically in an RPG4x game the draw is that the world around you is being simulated like a classic strategy game like Civ, or Stellaris or Hearts of Iron or whatever but that is not, primarily, your focus. You might be able to engage with it at some point but it is your choice whether or not you want todo so.
This is what people mean when they say, "It's mount and blade in space," or, "It's Mount and Blade but in real with modern guns." It's like when FPSes were still called Doom Clones. You're one person in a real, big world that's actually happening, that you can faff about in various ways.
This isn't a genre theory thread, so, I'll leave it there. But I would like to note that Nexerelin is so great, for me, because it expands the simulation part and makes the world just that much more... genuine, makes your actions that much more valid in the wider, game ecosystem or whatever.
So thanks Hstidine! Your mod makes Starsector into my favorite type of game, the game i want it to play it as
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Hi
Is there a way to do special request (like requesting a fleet) while traveling, or do I HAVE to stop by a colony or station?
Also, I was in a bit of a predicament, where a faction had colonized a planet I was eyeing for a while. I spent over a million credits to request a powerful invasion fleet. At the time I was commissioned by Hegemony and they suddenly signed a peace with that faction and my fleet request was scrapped immediately. I did not get the money back. It would be nice if I received a refund for a task that wasn't completed and considered invalid.
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Is there a way to do special request (like requesting a fleet) while traveling, or do I HAVE to stop by a colony or station?
Press "Z".
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Is there a way to do special request (like requesting a fleet) while traveling, or do I HAVE to stop by a colony or station?
Press "Z".
Thank you
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When setting up random core sectors, can we have the option to enable/disable random traits for factions? Can this randomization be extended to the alignment values?
Another good option would be power rivals, which makes the two strongest factions always have the envious trait like the Hegemony and Persean League have in the default sector.
On the subject of own faction related stuff, one way that could be expanded is with narrative events. Once the player has colonies they could periodically have things that happen to their colonies, with their choices affecting their alignment. If you're on good terms with another faction, there's extra events/weights which make it more likely to get events that push you in the direction of that faction's alignments. Even more so if you're in an alliance towards the alliance's alignment. And the most if you're commissioned by a faction.
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No specific thoughts to post, but interesting ideas, everyone!
so umm, i know I'm jsut a person but may i ask a certain something for the possilby made terraforming? could you make it like, upkeep based? what i mean is terraforming and station construction as an example basically does it in a way that you terraform once, paying a massive cost in terms of terraforming points(time and money basically) and then can just remove everything, and it stays that way. but that is in no way how it would work realistically(idk if that is a liked word here or not) where you would basically need to constantly upkeep the solar shades, atmospheric generators etc. to make it liveable. i also assume that people would try to disrupt it and that that would have massive consequences because you are not sealing every building on the planet, so luddic path may be more dangerous(if you are planning on doing that btw), and you as a player might want to do it too. something like clearing out sulfur compounds however might be permanent, if there is no new pollution generating industry on the planet. so umm, that is just my tale on it, if i can add something to the developement, i guess
Well, I'm not implementing terraforming in Nex anytime soon :)
(Although Alex is implementing terraform-esque toys and we'll see how those work)
When setting up random core sectors, can we have the option to enable/disable random traits for factions? Can this randomization be extended to the alignment values?
Randomizing faction starting relations should also randomize their traits (unless I made that non-default for some reason). Maybe I'll make that apply to alignments, too.
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Randomizing faction starting relations should also randomize their traits (unless I made that non-default for some reason). Maybe I'll make that apply to alignments, too.
That's good to know. I was looking for the ability to choose whether I got one or the other, but thank you for telling me about a solution.
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Hotfix update to fix a couple of crashes. Also integrates Nexerelin Queued (http://fractalsoftworks.com/forum/index.php?topic=19731.0).
Nexerelin v0.9.8b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8b/Nexerelin_0.9.8b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.8b
* Add exerelin_config.json option for player to receive various intel types only once in comm relay range, by NikoTheGuyDude
* Post-invasion rebellions: Double rebel and player government starting strengths; increase non-player government starting strength 50%
* Disruption missions count as completed if the issuing faction captures the target market
* New game dialog fixes/improvements:
* Faction toggles in random sector have faction colors
* In random sector, slider maximums for number of systems/planets/stations can be changed in settings.json
* Starting faction picker: Fix options losing tooltips and enabled/disabled states when changing pages
* Stabilization package available at any unrest level >= 1, if current total stability is zero
* Previously unrest always needed to equal or exceed the recovered amount
* Add a settings.json option for hostile-to-player factions to not issue faction bounties
* Fix a crash with counter-invasion fleet spawning
* Fix a crash from NPC markets trying to upgrade Boggled AI battlestation
* Fix a possible crash with rebellions
* Fix display of min/max relations when giving an agent a raise/lower relations order while commissioned
* Change logging errors from built-in Version Checker to warnings, for benefit of Chinese community
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Also, I was in a bit of a predicament, where a faction had colonized a planet I was eyeing for a while. I spent over a million credits to request a powerful invasion fleet. At the time I was commissioned by Hegemony and they suddenly signed a peace with that faction and my fleet request was scrapped immediately. I did not get the money back. It would be nice if I received a refund for a task that wasn't completed and considered invalid.
Ooh that does suck. Maybe another idea would be to be given the option to continue the attack and suffer any relation consequences that may come from it.
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Hotfix update to fix a couple of crashes. Also integrates Nexerelin Queued (http://fractalsoftworks.com/forum/index.php?topic=19731.0).
Nexerelin v0.9.8b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8b/Nexerelin_0.9.8b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
v0.9.8b
* Add exerelin_config.json option for player to receive various intel types only once in comm relay range, by NikoTheGuyDude
* Post-invasion rebellions: Double rebel and player government starting strengths; increase non-player government starting strength 50%
* Disruption missions count as completed if the issuing faction captures the target market
* New game dialog fixes/improvements:
* Faction toggles in random sector have faction colors
* In random sector, slider maximums for number of systems/planets/stations can be changed in settings.json
* Starting faction picker: Fix options losing tooltips and enabled/disabled states when changing pages
* Stabilization package available at any unrest level >= 1, if current total stability is zero
* Previously unrest always needed to equal or exceed the recovered amount
* Add a settings.json option for hostile-to-player factions to not issue faction bounties
* Fix a crash with counter-invasion fleet spawning
* Fix a crash from NPC markets trying to upgrade Boggled AI battlestation
* Fix a possible crash with rebellions
* Fix display of min/max relations when giving an agent a raise/lower relations order while commissioned
* Change logging errors from built-in Version Checker to warnings, for benefit of Chinese community
Yeah ! Nexerelin queued native integration is cool. Thanks for your hard work !
https://i.ytimg.com/vi/AOn5mRrG2jM/maxresdefault.jpg
(a shame i didn't find any petting image of fie from CS2 :'( )
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Would it be possible to include a config option where military actions like raids, satbombs and invasions are not broadcasted to the player?
I'm not sure why everyone is sending out news and precise timeline of their topsecret military projects over hyperspace. It's like the Domain never invented opsec.
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I've run into a FATAL:NULL error, beginning when I swapped out my commission to join an alliance- error occurs when I enter a port.
https://pastebin.com/MEUQ4Ybp
This might have something to do with a Commissioned Crews incompatibility? I dont know. Tried forcing a commission with Console commands, didn't help.
mods:
GraphicsLib
Vayra's Sector
Nexerelin
SkilledUp
SpeedUp
Archean Order (pretty sure this isnt it)
Automatic Orders
Adjusted Sector
Autosave
Better Colonies
Combat Alarm Sounds
Combat Analytics
Combat Chatter
Commissioned Crews
Common Radar
LazyLib
MagicLib
Terraforming and Station Construction
Starship Legends
Console Commands
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Yeah ! Nexerelin queued native integration is cool. Thanks for your hard work !
https://i.ytimg.com/vi/AOn5mRrG2jM/maxresdefault.jpg
(a shame i didn't find any petting image of fie from CS2 :'( )
:thumbs up:
Fie is a good girl (though they're all good in their respective ways)
Would it be possible to include a config option where military actions like raids, satbombs and invasions are not broadcasted to the player?
I'm not sure why everyone is sending out news and precise timeline of their topsecret military projects over hyperspace. It's like the Domain never invented opsec.
I had an idea a long time ago for requiring comm sniffers to get early notification of invasions, but the current sniffer handling doesn't really allow for this (if you have more than one they get removed pretty quickly). If I decide to implement such a thing moving forward, I'll probably tie it to the agent system.
(Or invasions that someone else is launching could just not get announced till they're ready to leave, like how pirate raids (but not punitive expeditions or AI inspections) currently work, but I don't think people will be happy about this happening to them!)
I've run into a FATAL:NULL error, beginning when I swapped out my commission to join an alliance- error occurs when I enter a port.
https://pastebin.com/MEUQ4Ybp
This might have something to do with a Commissioned Crews incompatibility? I dont know. Tried forcing a commission with Console commands, didn't help.
Looks like a bug in how the latest version of Commissioned Crews handles alliance hullmods.
Poke Techpriest over in that mod's thread, will do him some good to do something other than not releasing his mods.
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The new own faction start picker system is very good. Helps a lot with making said start more fun and makes it more interesting. I do have a couple suggestions to improve it. The first is to make the player's starting market only have 2 industries instead of 3, so adding the military base and heavy industry doesn't push the colony over the industry limit. The other suggestion is to add the missile blueprint pack to the starting options for cheep. It's a very important pack that the player might not even find in any given game and can cause significant issues if they don't and don't have modded weapons that can fill in the same roles as the missiles in the pack.
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Did Starfarer mode bugged? It seems to always stay disable for some reason, every time I generate new sector with Starfarer mode, I check the faction diplomacy tab, it's didn't add the debug that usually comes with it.
Edit : well, it appeared after i build a colony, is there a console command to check Starfarer mode by any change?
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Hi!
Is there a way to change the maximum market size in the config or somewhere else?
I would like to limit the colony size to 7 or 8 for NPCs and the player alike.
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Try Starfarer mode, it's taken about 70 years to get tier 10 colony, it's more realistic than limiting it to tier 8.
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Greetings, I am sure you hear this a lot but this is a must have mod for the game and enhances it from good to great. That being said, I have a question regrading mining. I love to mine, I know it seems like a minor aspect of the mod to some but its a great way to earn in the early game or when um you misplace your fleet and have to start over :). I know that if I am at an asteroid or plant I have the option to see the mining values of ships in my fleet and weapon values toward mining. Is there a way to see those mining values either in the F1 tooltip or somehow in game while I am at a station fitting out my mining ships?
Thanks!
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Hey, just a question regarding invasions. I just had the Ludic Path show up with a legion of Legions while I had only Cruisers, which I'm assuming is fine and intended for if you advance too fast...
However, after invading, the chased a fast picket far enough I could invade uncontested, and since they no longer had a planet to guard, immediately left. Is this a case of code limitations or an exploit?
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Edit : well, it appeared after i build a colony, is there a console command to check Starfarer mode by any change?
If you're unsure, you can use the ReloadNexConfig console command to check/reset it.
Hi!
Is there a way to change the maximum market size in the config or somewhere else?
I would like to limit the colony size to 7 or 8 for NPCs and the player alike.
NPCs have the settings maxColonySize and maxNPCColonySize in exerelin_config.json
There's no setting (in either vanilla or Nex) for player colonies.
I know that if I am at an asteroid or plant I have the option to see the mining values of ships in my fleet and weapon values toward mining. Is there a way to see those mining values either in the F1 tooltip or somehow in game while I am at a station fitting out my mining ships?
Thanks!
There isn't a way right now. I'm hoping the codex becomes moddable and I can put the existing list of mining strengths there, or if I have to I'll put an item in the intel screen.
Hey, just a question regarding invasions. I just had the Ludic Path show up with a legion of Legions while I had only Cruisers, which I'm assuming is fine and intended for if you advance too fast...
However, after invading, the chased a fast picket far enough I could invade uncontested, and since they no longer had a planet to guard, immediately left. Is this a case of code limitations or an exploit?
It's sort of how it works right now. There isn't an easy way to make fleets not run off to chase random enemies while also actually moving to support friendly fleets in battle, and working around fleet AI is enough of a minor pain that I don't want to do it for problems that aren't commonly visible.
...but looking at my code I may have done the hard part already, so I'm going to flip a particular switch and see if that generates the desired behavior.
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So I just upgraded from 0.9.7c to 0.9.8b, and I'm seeing a bit of an odd performance issue out of the new own-faction-start configuration screen.
If I just pick out a few things real quick and go with it - no problems.
If, instead, I spend a while considering and comparing options, after a bit the UI gets sluggish - tooltips take a while to appear, confirming my selections is slow, that sort of thing. And this issue continues into the actual gameplay; some screens (most notably the intel screen) take a while to load up when you switch to them, and even just quitting the game gets delayed. A quit and restart of Starsector restores normal performance.
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I'm not sure if this is a Nexerelin thing, but it looks like a Nexerelin thing. Luddic Church sent a conquest fleet after my colony, which was reasonably sized, and that I killed, and the report said their mission was a failure. Right behind it was this thing:
Spoiler
(https://i.imgur.com/BN2rHX7.png)
It's now hanging out in my system chasing pickets. What is this? Why does it have 6 legions in a system 17 light years away from their colonies? My biggest ship right now is Falcon, so this is pretty concerning to have around my colonies.
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So I just upgraded from 0.9.7c to 0.9.8b, and I'm seeing a bit of an odd performance issue out of the new own-faction-start configuration screen.
If I just pick out a few things real quick and go with it - no problems.
If, instead, I spend a while considering and comparing options, after a bit the UI gets sluggish - tooltips take a while to appear, confirming my selections is slow, that sort of thing. And this issue continues into the actual gameplay; some screens (most notably the intel screen) take a while to load up when you switch to them, and even just quitting the game gets delayed. A quit and restart of Starsector restores normal performance.
Huh, odd indeed. I wonder if it shares an underlying cause with other cases of slow screens I've encountered?
If I can reproduce (preferably with a minimal modset), I bet Alex would be interested in this.
I'm not sure if this is a Nexerelin thing, but it looks like a Nexerelin thing. Luddic Church sent a conquest fleet after my colony, which was reasonably sized, and that I killed, and the report said their mission was a failure. Right behind it was this thing:
Spoiler
(https://i.imgur.com/BN2rHX7.png)
It's now hanging out in my system chasing pickets. What is this? Why does it have 6 legions in a system 17 light years away from their colonies? My biggest ship right now is Falcon, so this is pretty concerning to have around my colonies.
That's a special task group. Most factions can have 1-2 of these, they do the following:
- Assist their faction's raid-type events (this includes invasions and such)
- Defend against incoming enemy raid-type events
- Patrol random star systems
- If player is seen in a star system, and an enemy faction has a colony in that system, that faction's STG can come over and patrol if it deems the player fleet a threat
In this case it was probably helping the invasion, but since that's already failed, the fleet should shortly find something else to do.
(Note that STGs aren't supposed to help invasions/raids against the player, unless the target colony is at least size 5 or Starfarer mode is enabled. There was reportedly a case of this rule not applying when it should, but I didn't get a save to debug.)
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I have some questions:
-Do AI factions build new buildings? Because even pretty far in the game there are many AI colonies with 1 or 2 free building slots
-Do AI factions attempt to increase the growth of their colonies?
-Do they attempt to upgrade/build battlestations? Because even pretty far in the game there plenty of lvl 5+ colonies still with orbital station.
Amazing mod btw so I wish the AI will be better at managing their colonies
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*** this mod every *** nation exept tritech and sindra declared war on my size 4 mining colony.......... *** retardeed your faction is part of diplomacy but it is bot controlled.
im *** ***
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We have a charmer on our hands.
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yea sorry im just pretty *** that my size 4 mining colony apparently sends out spies that get discovered and all the other events that give bad relations
it pretty much destroyed my game cuz i can handle the occasional pirate raid but nearly every nation constantly sends invasion and raid fleets and im blocked from all markets and i cant build new colonies because they have -75 acces due to hostile and it is all due to my nation for some reason having ai controlled diplomacy
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yea sorry im just pretty *** that my size 4 mining colony apparently sends out spies that get discovered and all the other events that give bad relations
it pretty much destroyed my game cuz i can handle the occasional pirate raid but nearly every nation constantly sends invasion and raid fleets and im blocked from all markets and i cant build new colonies because they have -75 acces due to hostile and it is all due to my nation for some reason having ai controlled diplomacy
Oof. That seems very abnormal.
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I'm not sure if this is a Nexerelin thing, but it looks like a Nexerelin thing. Luddic Church sent a conquest fleet after my colony, which was reasonably sized, and that I killed, and the report said their mission was a failure. Right behind it was this thing:
Spoiler
(https://i.imgur.com/BN2rHX7.png)
It's now hanging out in my system chasing pickets. What is this? Why does it have 6 legions in a system 17 light years away from their colonies? My biggest ship right now is Falcon, so this is pretty concerning to have around my colonies.
That's a special task group. Most factions can have 1-2 of these, they do the following:
- Assist their faction's raid-type events (this includes invasions and such)
- Defend against incoming enemy raid-type events
- Patrol random star systems
- If player is seen in a star system, and an enemy faction has a colony in that system, that faction's STG can come over and patrol if it deems the player fleet a threat
In this case it was probably helping the invasion, but since that's already failed, the fleet should shortly find something else to do.
(Note that STGs aren't supposed to help invasions/raids against the player, unless the target colony is at least size 5 or Starfarer mode is enabled. There was reportedly a case of this rule not applying when it should, but I didn't get a save to debug.)
They did leave, but it was a size 3 colony and Starfarer mode was not enabled. Unfortunately I think I already overwrote that save.
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yea sorry im just pretty *** that my size 4 mining colony apparently sends out spies that get discovered and all the other events that give bad relations
it pretty much destroyed my game cuz i can handle the occasional pirate raid but nearly every nation constantly sends invasion and raid fleets and im blocked from all markets and i cant build new colonies because they have -75 acces due to hostile and it is all due to my nation for some reason having ai controlled diplomacy
This user has been banned, the only reason I'm not deleting the posts yet is in case his issues with the mod might be legitimate.
@Histidine: Toss me a PM if you want them deleted.
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Well that was totally coherent and useful "feedback".
(For anyone wondering: The player faction can have random diplomacy events happen between it and other factions, but it won't do the semi-random events that other factions' diplomacy AIs do, and it never sends out its own agents, unless the config file is modified. The player's commissioning faction can do those things, but that's just to be expected. Also if you manage to be at war with almost everyone, I expect that's generally a hole you dug for yourself.)
I have some questions:
-Do AI factions build new buildings? Because even pretty far in the game there are many AI colonies with 1 or 2 free building slots
-Do AI factions attempt to increase the growth of their colonies?
-Do they attempt to upgrade/build battlestations? Because even pretty far in the game there plenty of lvl 5+ colonies still with orbital station.
Amazing mod btw so I wish the AI will be better at managing their colonies
:thumbs up:
To answer your questions:
- NPCs will build new structures on size up or when the market is taken by a faction. However, sometimes it may decide not to build anything when it has an industry slot free. There isn't a particular reason for this, but it imitates vanilla's NPC markets somewhat.
- A new NPC colony gets 100,000 growth incentive credits, but this won't be refilled (it's likely to run out on things like volcanic worlds). Next Starsector version, new NPC colonies will use the "hazard incentive" mechanic, which is permanent.
- Normally an NPC market needs to be size 6 before it builds a battlestation (the check is done at the same time it decides whether to build other structures). This requirement is reduced if the market is station-only (no planet), a moon, and/or has a military base. The star fortress requirement is size 8, with the same modifiers.
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Is manually modifying "settings.json" in Nexerelin\data\config safe or does it work at all? I want to use Starfarer mode ("nex_hardMode" in the settings) for the slower growth/eco but remove the permanent rep penalty towards player faction/commissioned faction which I think is "nex_hardModeDispositionModifier":-15" and I'd rather not break something like a chimp in a server room.
Edit: Just changing it manually worked. Nothing seems to have broken about disposition calculations, it just leaves the bit of text about disposition penalty.
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Is there a setting I can change in the config to stop the Ai from colonizing new worlds?
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Is there a setting I can change in the config to stop the Ai from colonizing new worlds?
In exerelin_config.json, change the value at "colonyExpeditionInterval" to something like 9 9's. That should stop the AI from sending colony expeditions for quite a while.
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Running into a bit of an odd error when I try to get the game started with Nexerlin and a lot of mods. It's been a fair while since I last played Starsector - about a year I think? It's possible I'm running way too many mods but when I try to get started, I get this error right before the game can load into the menu:
Spoiler
53307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is this a specific problem with Nexerlin, did I install it all wrong, or is another mod I'm running interfering somehow?
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They did leave, but it was a size 3 colony and Starfarer mode was not enabled. Unfortunately I think I already overwrote that save.
So I checked it later and found that it is indeed bugged (the check technically works, but the decision is already made before it runs). Fixed for next version, thanks for reporting!
Running into a bit of an odd error when I try to get the game started with Nexerlin and a lot of mods. It's been a fair while since I last played Starsector - about a year I think? It's possible I'm running way too many mods but when I try to get started, I get this error right before the game can load into the menu:
Spoiler
53307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is this a specific problem with Nexerlin, did I install it all wrong, or is another mod I'm running interfering somehow?
Make sure you have LazyLib running (and GraphicsLib and MagicLib, since the other mods will want them as well).
Other than that, it's possible one of the mods in circulation was incorrectly compiled, so try disabling them one by one (start with any that aren't well known) to see if one of them is causing it.
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hello there!
can I change the size of markets I can purchase from 4 to 7??
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hello there!
can I change the size of markets I can purchase from 4 to 7??
Hello!
The size limit is still hardcoded currently, but you can disable the size/relationship check completely in Nexerelin/data/campaign/rules.csv.
(comment out the nex_buyColonyOptionDisable row with a # at the start of the first cell)
Also the size restriction is lifted completely if you captured the market personally within the past 60 days.
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Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
EDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.
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Is it possible to add a configuration for the mod to not overwriting the core sector system file?
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
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Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
I can make mining XP scale less with mining power/output, and make the mining danger scale more slowly with planet hazard rating (current plan is to make the danger be 0.5x (hazard-100%), instead of the current 1.0x).
For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit :)
EDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.
They're small in part because of their faction doctrine (3-1-1 officer quality - ship quality - more ships). I'm not sure I currently want to create a new faction for them just for this, though, especially since the idea is for the normal factions to quickly displace the derelicts. Well, if other people want their fleets to be bigger, I'll see what I can do.
Is it possible to add a configuration for the mod to not overwriting the core sector system file?
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
Hello and thanks!
It's not currently possible for me to use the base game scripts instead of the ones in the .jar, but I'll see what I can do to fix this.
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For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit :)
That sounds great. Keep mining in a spot if you're ready to fight pirates or move around to avoid trouble. This would synergize well with detection mechanics in asteroid belts/rings.
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Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
I can make mining XP scale less with mining power/output, and make the mining danger scale more slowly with planet hazard rating (current plan is to make the danger be 0.5x (hazard-100%), instead of the current 1.0x).
For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit :)
EDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.
They're small in part because of their faction doctrine (3-1-1 officer quality - ship quality - more ships). I'm not sure I currently want to create a new faction for them just for this, though, especially since the idea is for the normal factions to quickly displace the derelicts. Well, if other people want their fleets to be bigger, I'll see what I can do.
Is it possible to add a configuration for the mod to not overwriting the core sector system file?
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
Hello and thanks!
It's not currently possible for me to use the base game scripts instead of the ones in the .jar, but I'll see what I can do to fix this.
That's very good to hear. Although even so, I think resource exhaustion would still make it very close to non-viable.
I'd like to present a suggestion to let it tie in with exploration more. Make resource exhaustion become less of an issue the further you get away from the core worlds, so it requires more logistics and has a higher risk associated with it, since, well, you're very far away. Any additional dangers you think of adding would be compounded by you being quite far away from any quick help.
EDIT: Also RE the derelict faction, I think it'd be pretty cool to have an entirely new faction. The start was very interesting in theory, and having variants that pit the remnants of humanity against a massive derelict threat would be cool. A few human-only core worlds, with the frontlines being a mix of derelict and human, and everything else being purely derelict.
On that note, are there any other custom starts planned, or added by other mods? It's a cool feature and i'd like to get some more use out of it.
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EDIT: Also RE the derelict faction, I think it'd be pretty cool to have an entirely new faction. The start was very interesting in theory, and having variants that pit the remnants of humanity against a massive derelict threat would be cool. A few human-only core worlds, with the frontlines being a mix of derelict and human, and everything else being purely derelict.
On that note, are there any other custom starts planned, or added by other mods? It's a cool feature and i'd like to get some more use out of it.
I once had an idea for a version of the Derelict Empire start except it was Remnants. Probably too hard for the human factions, but something in between (currently thinking of the Domain Resurgent in HMI, or just modified derelicts) might appear in a future version.
Don't think anyone has made any custom scenarios yet. It's a bit involved, and needs thinking up good scenarios that are interesting to play.
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Will there be a "monetary support" mechanic for Nex? I realized that flooding a faction market with a billion of marines can make them go wild and invade everyone they don't like. I think some similar mechanic, but with money instead. For example, I don't have time to deal with the Legio Infernalis expansionist empire, so I pay so much money to Brighton who also hate Legio Infernalis very much to invade and raid them instead doing it myself. but i have no control over it, they probably will invade Sindrian Diktat instead.
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Notes on release
I was considering pushing out the final pre-0.95 update to Nex this morning, but 0.95 came out first.
Luddics still on the old version can get the newest beta version, which I have uploaded here (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8x/Nexerelin_0.9.8x2.zip) (it's the same as the 20 March beta on Discord but with a few fixes and changes). Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Nexerelin will require more changing for 0.95 than most mods, and I want to get in my gaming fun too, so don't expect even a preliminary re-release any time soon ;)
Will there be a "monetary support" mechanic for Nex? I realized that flooding a faction market with a billion of marines can make them go wild and invade everyone they don't like. I think some similar mechanic, but with money instead. For example, I don't have time to deal with the Legio Infernalis expansionist empire, so I pay so much money to Brighton who also hate Legio Infernalis very much to invade and raid them instead doing it myself. but i have no control over it, they probably will invade Sindrian Diktat instead.
I don't think most factions would accept outside control of their invasion targeting just for money, but some might, and I could tie it in to contacts. I'll write something down.
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Nexerelin will require more changing for 0.95 than most mods, and I want to get in my gaming fun too, so don't expect even a preliminary re-release any time soon ;)
Fun? WE DON'T PAY YOU TO HAVE FUN!
More seriously, I doubt you could change the mod properly without experiencing the new update anyway.
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So, the pirates were causing rebellions in one of my systems. No problem, I ship in some marines and supplies, the rebellions fail. However, a little while later the markets get decivilized. Stability goes 6 to 9 from what I can see. How can I deal with this?
TIA.
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So, the pirates were causing rebellions in one of my systems. No problem, I ship in some marines and supplies, the rebellions fail. However, a little while later the markets get decivilized. Stability goes 6 to 9 from what I can see. How can I deal with this?
TIA.
Did it have zero stability at some point before? There's an issue in Starsector 0.9.1 where the colony can reach a "doomed" state even if it later recovers stability (if you get the deterioration warning, it's already too late most likely). Sadly it can't readily be fixed, only prevented by the player.
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So, the pirates were causing rebellions in one of my systems. No problem, I ship in some marines and supplies, the rebellions fail. However, a little while later the markets get decivilized. Stability goes 6 to 9 from what I can see. How can I deal with this?
TIA.
Did it have zero stability at some point before? There's an issue in Starsector 0.9.1 where the colony can reach a "doomed" state even if it later recovers stability (if you get the deterioration warning, it's already too late most likely). Sadly it can't readily be fixed, only prevented by the player.
Ah...it did. Thanks!
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Notes on release
I was considering pushing out the final pre-0.95 update to Nex this morning, but 0.95 came out first.
Luddics still on the old version can get the newest beta version, which I have uploaded here (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8x/Nexerelin_0.9.8x2.zip) (it's the same as the 20 March beta on Discord but with a few fixes and changes). Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Nexerelin will require more changing for 0.95 than most mods, and I want to get in my gaming fun too, so don't expect even a preliminary re-release any time soon ;)
Will there be a "monetary support" mechanic for Nex? I realized that flooding a faction market with a billion of marines can make them go wild and invade everyone they don't like. I think some similar mechanic, but with money instead. For example, I don't have time to deal with the Legio Infernalis expansionist empire, so I pay so much money to Brighton who also hate Legio Infernalis very much to invade and raid them instead doing it myself. but i have no control over it, they probably will invade Sindrian Diktat instead.
I don't think most factions would accept outside control of their invasion targeting just for money, but some might, and I could tie it in to contacts. I'll write something down.
Hey bro, I just got into SS about a month and a half ago, and have really been enjoying your mod. I made this account just to say it's super appreciated and you've done really great work. I'm sure when you get to the 95 update it will be fantastic as well. 8)
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hi
Will Nexerelin be coming back for the new starsector release? 0.9.5a
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Will Nexerelin be coming back for the new starsector release? 0.9.5a
Probably yes, but because of all the changes in the new release it will take a little while to update it.
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hi
Will Nexerelin be coming back for the new starsector release? 0.9.5a
Ye. But give em a bit of time ey? The changes are quite big and they also gotta play it too.
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Didn't realize conquering other colonies wasn't part of the base game after the new version came out.
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I do hope the update for this mod comes quickly. The game really doesn't feel complete for me anymore without Nex.
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I agree, cant wait.
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Same. I'm playing "appetizer games" until Nexerelin and other mods are up to date. Starsector is the best.
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I´m also waiting- And i just finished my second game of star sector.
This mod seems to add exactly what i´m missing the most from the base game.
Please take your time, but also, please, don´t. And thank you for your work, in any case.
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Waiting. Waiting. Waiting.
Checking protocol update: Negative
Waiting. Waiting. Waiting.
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F5 F5 F5
Without your mod game feels "incomplete".
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Relax. Histidine is only human, and they said that they want to experience the update first before starting to update Nex.
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Honestly don't think I can play Starsector without Nexerelin. We've waited years for the update, we can wait a little longer
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I love this mod but like others say No need to rush the Starsector community seems pretty patient to me, if they can wait years for an game update a few weeks or months should be a breeze in comparison
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I think th e problem is the campaign lacks obvious features that Nexerelin have... it feels like Nexerelin is a mandatory mod.
For example, in vanilla factions never change what markets they have in any way.
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I love this mod but like others say No need to rush the Starsector community seems pretty patient to me, if they can wait years for an game update a few weeks or months should be a breeze in comparison
That's not the same thing though. Since Nerexelin adds so much to the game each new update to starsector feels like a downgrade until Nerexelin is updated at which point the game is once again whole.
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Jupp. While i´m new to the game, and enjoyed my time so far greatly, the strategic aspect of the game lacks stuff Nexerelin (and one or two other mods) seem to add; A more dynamic sector, and actually being able to wage proper war and conquest.
And now i´m in the position, that i´d love to play starsector, because i enjoy the game, yet i don´t want to exhaust my fondness for the game.
Sure, i could, and did, create a nice cluster of colonies. That´s fun. But right now it´s just bankrolling the acquisition of more supplies and fuel and making me less relient on expeditions to the far reaches. With Nexerelin those colonies could be the start of my own empire, finance actual conquest and serve strategic purposes.
Right now i could destabilize planets and kill a few fleets of enemy X; But without Nexerelin, and factions waging actual war, this will have no lasting effect, this will not actually have "repercussions" for the subject of my sabotage.
But i´m used for some games having "essential" mods, and thus also for the inevitable wait after a new version comes out. I´m glad and thankful for modders.
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Honestly don't think I can play Starsector without Nexerelin. We've waited years for the update, we can wait a little longer
I can't agree with this sentiment more. On the plus side, it gives some of the other mods breathing room to update before the rush!
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Yup,
Starsector is not complete without Nexerelin
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
You can play with both. You don't need to downgrade.
http://fractalsoftworks.com/category/releases/
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
You can play with both. You don't need to downgrade.
http://fractalsoftworks.com/category/releases/
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
Oh yeah, thanks for that dude.
Looking at 95a release, it looks like i'd miss out on a lot of stuff by trying the older version :( darn
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Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
You can play with both. You don't need to downgrade.
http://fractalsoftworks.com/category/releases/
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
Oh yeah, thanks for that dude.
Looking at 95a release, it looks like i'd miss out on a lot of stuff by trying the older version :( darn
ye i miss the building in the hullmods from 0.95
:( but 0.91 is still good with nex
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I feel like Starsector 0.95 has enough content that I'm happy playing it without Nex, at least a couple of times.
Anyway the updated Nex (basic compatibility + a few new features) is now in the playtesting stage, and I plan to release a closed beta in the near future. So a release could come (though I'm not promising anything) in two weeks, even if it's a bit rough-edged.
The really big update will be the one after that, though.
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Wwooohooooo!
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Looking forward to the update! Let us know if you need help...
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LETS *** GOOOOOOOOOOOOOOOOOOOOOO
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I feel like Starsector 0.95 has enough content that I'm happy playing it without Nex, at least a couple of times.
Anyway the updated Nex (basic compatibility + a few new features) is now in the playtesting stage, and I plan to release a closed beta in the near future. So a release could come (though I'm not promising anything) in two weeks, even if it's a bit rough-edged.
The really big update will be the one after that, though.
Sounds awesome! If there's a way that we can help playtest the preliminary release to make the full one stronger, you have an army ready to provide logs and reports!
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@sillynimbus
While we're all excited to play our favorite mods, please calm down and don't yell at mod developers. Its stressful and they are already donating their time to the community.
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@sillynimbus
While we're all excited to play our favorite mods, please calm down and don't yell at mod developers. Its stressful and they are already donating their time to the community.
Bruh that's a bog-standard hype phrase, I see it all the time on Twitter. He's not yelling at anyone.
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@sillynimbus
While we're all excited to play our favorite mods, please calm down and don't yell at mod developers. Its stressful and they are already donating their time to the community.
maybe this is my zoomer showing but it just means "hell yeah dude Im so excited for this." Histidine's done a lot for this game and I would never mean to insult him
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That's hilarious lol you can tell age age difference there. Kids these days use LETS GO as something they say when excited and happy about something. That made my day lol.
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The based excited zoomer versus the based respectful boomer.
Can't wait for the update! You and Varya are credits to the community, especially with how fast you move.
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Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
I prefer the old leveling system in many ways tbh.
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pls release 0.95a version. i consider dis mod essential for me.
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you can use it on 9.5?
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This mod and combat chatter are the essential mods for me! :)
Histidine, take all the time you need - we can wait!
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pls release 0.95a version. i consider dis mod essential for me.
Firstly I am pretty sure that we can get a hold of a version working with .95 but you would have to compile the jars yourself. At least that seems to be the impression I was given by Histidine's comments and the fact we can access the latest code on the github. I have been trying compile the code myself for a little bit here but currently I just am in no state to figure it out. I just got surgery and am very out of it as I am on Vicodin and off my adhd meds right now. So if anyone has taken the time to compile the jar files, and I am right that it would make the mod usable, I would greatly appreciate it if they could post a link or send me a pm with the compiled files. Sorry to bother everyone with this I just love this mod and I can't bring myself to play the update without it.
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I love the comments about this mod recently. There going on about it like drug addicts XD.
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I love the comments about this mod recently. There going on about it like drug addicts XD.
I've never played it, but looking at these features, i desperately want to play on it now. :)
Factions will wage war against each other and try to conquer their enemies
Diplomacy events see faction relationships changing over time
Join a faction to gain useful support and represent them in war and peace, or start your own
Alliances offer mutual assistance in times of war
Planet descriptions can change as territory is won and lost (in development)
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Wish I could help late frost and I hope you get better.
For me personally the update adds interesting enough campaign elements (so excited for modders to dive into that system!) And besides that whatever optimization they did boosted my frames by 10 to 20.
With that said in stoked to see nexerelin 2.0!!!!!!
Dont be mindnme, just another of them dam nexheads.
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I love the comments about this mod recently. There going on about it like drug addicts XD.
Well the only right way to install Nexerelin is intravenously, directly into the veins.
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really? i prefer to roll and smoke my Nexerelin.
i literally made this account only to show my support for an updated Nex. it just makes the galaxy come alive as the nations battle one another over territory rather then just small skirmishes over stations.
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I love the comments about this mod recently. There going on about it like drug addicts XD.
modding IS a hard drug, didnt you know?
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The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.
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I look forward to playing the mod however long it takes it is loved and we will wait however long we have to for it to be updated you guys are freaking awesome for making this.
On the addict front, I spent a ton of time on this mod making a nation in a nearby cluster each playthrough and personal headcanons of rebuilding a democratic nation in the sector as opposed to the Hegemony's militarized society always building up peacefully until one too many expeditions come to screw up my production and near-perfect living conditions for my people causing me to go to war with the core worlds. I hope one day this mod can be brought into the official game especially with the new story stuff making our own faction or the factions joining together or going to war with one another makes more sense than ever before and I hope your know how much your work is loved.
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I'm almost as anxious to play the next nexerelin's update as I was with vanilla, amazing mod.
Will we have some changes regarding mining? I really like mining, with the addition of personal contacts would be nice to see some specialized contacts for this aspect of the mod.
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Honestly, this mod should be added into the base game.
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The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.
No one here is demanding the mod be finished immediately. We're expressing our excitement.
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not to be that guy but does anyone know how to unlock the zoom? in campaign especially. i have never seena mod for it so does that mean there is something i can edit in vmparams or something?
thanks in advance
super stoked for all the interesting content coming in the next year!
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The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.
Another person who misses the point, each update to SS that breaks Nexerelin is a downgrade, meaning we then have to waiting for Nexerelin to update again.
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Nex is almost essential for me to really enjoy SS but since my last playthrough is over a year ago, I give it a test run right now with the current available mods. Will check the forums again in a couple months to get my fix, take all the time you need, we can wait!
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Has anyone tested the 95 branch on github?
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I am feeling a bit better now so I will probably try and figure out again how to recompile the files for the .95 branch tonight. If I figure it out and it works ill send you a copy of them. The files for any of the branches though have the jar files for the last patch even though they have new code. If I am understanding everything correctly that is.
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Will we have some changes regarding mining? I really like mining, with the addition of personal contacts would be nice to see some specialized contacts for this aspect of the mod.
Don't have any ideas for combining mining with contacts, but I do have ideas to introduce surprises for players mining, and a non-mining contact. (probably not in the next version though)
not to be that guy but does anyone know how to unlock the zoom? in campaign especially.
starsector-core/data/config/settings.json
# only used when devMode=false
# should only be used by total conversions (vanilla is designed to look best within default zoom range)
# the number is a multiplier for the viewport size
"minCombatZoom":0.5, # zoomed in all the way
"maxCombatZoom":2.0, # zoomed out all the way
# only used when devMode=false
"minCampaignZoom":0.5, # zoomed in all the way
"maxCampaignZoom":3.0, # zoomed out all the way
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thanks histidine!
for the zoom help and the content youve created
cheers!
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@Histidine
Are you going to disable the story missions for Nex?
Having unkillable markets for the story really interferes with Nex...
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@Histidine
Are you going to disable the story missions for Nex?
Having unkillable markets for the story really interferes with Nex...
At least an .ini option would be nice
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No disable (although the story missions won't appear in random sector regardless).
By default, invasions won't target locations marked as story-important (can be changed in exerelin_config.json). There'll also be a warning in the dialog if the player tries to invade such a market, which you can choose to pointedly ignore.
Sat bombing the affected markets to death is unsupported (as it is in vanilla), I may or may not do something about that later.
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Hey Hist, do you reckon you can add a hard mode derelict empire, where the derelicts get Derelict Contingent skill?
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I didn't realize just how much Nex added until I tried to play without it. Thank you Hist for all your hard work, super excited for your next update whenever it comes out :D
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Same feelings here wobby. This mod changed the game in absurd ways.
In other news I am extremely excited and filled with anticipation for its release. I could wait years and still be happy. The mods just that good.
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Starsector is not a complete game without Nexerelin.
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First time posting, just wanted to jump in and say how much i love your mod, Nex really dose add so much depth to Starsector that playing vinillia seems a little flat even with the new content.... On that note can i ask if there is any news on timeframe as to when Nex will be updated? please do not take this the wrong way, I am by no means wanting you to rush or even put yourself out, I understand this is done if spare time and many of you modders have full time job's ect, It's just I am on my second playthrough with 9.5, done standard HedgeMonkey playthrough had full fleet 30 ships all with 3 built in mods, got to point where no fleet was a challange and game got boaring... second playthrough i went full pirate with redacted ships got to endgame, again no fleets are a challange games gets boaring real fast...
So here is where i am now, I still have a full 10 days off work and i want to get in some good gaming in the time i have left, should i hang around waiting for Nex to get updated in next few days or should i move on to Elite Dangerous Odysey and come back to starsector in a few weeks?
again, love your work, please only answer if you have time and i am by no means rushing you just trying to plan my game time efficiantly.
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@QuiteDrunk
Read the previous comments; a loose time-frame as well as a closed release was mentioned.
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It's really nice seeing all of the praise for modders and dev in the community. Not to mention how nice the community for this is as well. I was very surprised to see it.
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Boy you lot sure really want this huh
Well, here you go!
Thanks to user Manpapper who was a big help in the coding this release needed to get out.
Nexerelin v0.10
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10/Nexerelin_0.10.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
* Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.
### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
* Can be disabled in settings.json
* New insurance system
* Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
* Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
* Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
* Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
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Ohhhh ho ho ho HO it is ON NOW, SON...
-
Ninja-reuploaded for missing file. Anyone who downloaded before seeing this message, please redownload!
-
Boy you lot sure really want this huh
Well, here you go!
Nexerelin v0.10
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10/Nexerelin_0.10.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
* Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.
### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
* Can be disabled in settings.json
* New insurance system
* Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
* Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
* Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
* Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
nice, been waiting on this~
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AHHHMAZING
I just now thought to myself, I'm going to go to the forums and see if there has been any timeline announced for Nex. Fantastic.
-
thankyou
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I have been checking everyday for this. You are a god Histidine.
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Game isn't the same without this. Thanks a bunch.
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(https://media.tenor.com/images/2a3353dd42660543b6da07e080de6624/tenor.gif)
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How is this out already!? You are an absolute legend!
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Well I got a bit of an error report for Nexerelin (I think). As I was able to play 0.95a before adding Today's Nexerelin update for it. Now my game crashes upon sector generation, right after clicking start game after leveling my character at the beginning. I got a Fatal:Null error and (if I am reading it correctly, as I've never had to troubleshoot crashes for SS) in starsector.log I have some data missing from several of the .csv files
https://www.dropbox.com/home?preview=starsector.log (https://www.dropbox.com/home?preview=starsector.log)
Please let me know if the Dropboxlinking does not work, as again I have never really had to do this, so I don't know if I am doing it right. XD
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Well I got a bit of an error report for Nexerelin (I think). As I was able to play 0.95a before adding Today's Nexerelin update for it. Now my game crashes upon sector generation, right after clicking start game after leveling my character at the beginning. I got a Fatal:Null error and (if I am reading it correctly, as I've never had to troubleshoot crashes for SS) in starsector.log I have some data missing from several of the .csv files
https://www.dropbox.com/home?preview=starsector.log (https://www.dropbox.com/home?preview=starsector.log)
Ah, you got the log URL wrong!
Although there was a bug very briefly where one of the image files was missing; I reuploaded the mod (same link) with the fix.
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Ah ok I'll reinstall the mod now and comeback with what happened.
And again, I don't quite know how to link Dropbox via viewing link. :'(
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No dice I'm afraid.
But I did figure out how to share the link properly I think. Try this
https://www.dropbox.com/s/b52ao521wgyp1xk/starsector.log?dl=0 (https://www.dropbox.com/s/b52ao521wgyp1xk/starsector.log?dl=0)
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Log works now, thanks!
Update your Industrial Evolution to 2.0c (the latest version, and the one that fixes this crash).
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Success now! Thank you so much for updating this and helping me troubleshoot, even though it seemed to have been another mod entirely. ;D
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*removed pic since it was fixed*
mods installed are lazylib, magiclib, console commands, nexerelin
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Glad to see the mod updated. I do have a slight problem, one of the starts "Avatar of Vengeance" fails to load, giving this error:
https://imgur.com/a/3EiGEWP
That's the only problem I have so far, for now I'll start differently.
EDIT: Oh, and soft locks the game, preventing me from picking either the "Spacer" start or going back.
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Forgot to say this earlier, so:
Thanks to user Manpapper, who was a big help in the coding this release needed to get out.
I expect I'll need to release a hotfix in a day or two, so stay tuned.
Spoiler
(https://i.imgur.com/oaT07pC.png)
mods installed are lazylib, magiclib, console commands, nexerelin
I messed up :(
Put this file in Nexerelin/data/campaign (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1), that should fix it.
Glad to see the mod updated. I do have a slight problem, one of the starts "Avatar of Vengeance" fails to load, giving this error:
https://imgur.com/a/3EiGEWP
That's the only problem I have so far, for now I'll start differently.
Yeah, seems that Avatar of Vengeance start is currently disabled but was not removed from the config (so it still appears). I'll ask Tartiflette to fix it.
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So the mod requires magiclib too to work?
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Forgot to say this earlier, so:
Thanks to user Manpapper, who was a big help in the coding this release needed to get out.
I expect I'll need to release a hotfix in a day or two, so stay tuned.
Spoiler
(https://i.imgur.com/oaT07pC.png)
mods installed are lazylib, magiclib, console commands, nexerelin
I messed up :(
Put this file in Nexerelin/data/campaign (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1), that should fix it.
Glad to see the mod updated. I do have a slight problem, one of the starts "Avatar of Vengeance" fails to load, giving this error:
https://imgur.com/a/3EiGEWP
That's the only problem I have so far, for now I'll start differently.
Yeah, seems that Avatar of Vengeance start is currently disabled but was not removed from the config (so it still appears). I'll ask Tartiflette to fix it.
Ahhh, I see. Thanks for the heads up.
EDIT: Also getting a crash, which this message:
https://imgur.com/a/NSz6RV7
It seems to be during (or perhaps instantly after) "Stabilizing economy" if that helps.
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So the mod requires magiclib too to work?
Yep.
EDIT: Also getting a crash, which this message:
https://imgur.com/a/NSz6RV7
It seems to be during (or perhaps instantly after) "Stabilizing economy" if that helps.
One or more mods may need updating for new Nex. Roider Union is known to have this issue; if you're using it, download the latest version of that mod.
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So the mod requires magiclib too to work?
Yep.
EDIT: Also getting a crash, which this message:
https://imgur.com/a/NSz6RV7
It seems to be during (or perhaps instantly after) "Stabilizing economy" if that helps.
One or more mods may need updating for new Nex. Roider Union is known to have this issue; if you're using it, download the latest version of that mod.
Ah, figured. I'll try that.
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Oh yes. Yes. Yes, yes?
I can finally play Star Sector again, but with the features i was missing after my first few playthroughs? Really? Oh my, thank you for your work. Amazingly fast.
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Just to clarify...
The main story can still be played and beaten right?
just the faction wars could potentially make it harder?
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I keep getting an incompatible game version on the mod management screen, downloaded both the most recent starsector and mod release, thanks in advance for anyone's time!
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Just to clarify...
The main story can still be played and beaten right?
just the faction wars could potentially make it harder?
Yep (you even get a victory screen for completing the main story, what there is of it in 0.95).
I keep getting an incompatible game version on the mod management screen, downloaded both the most recent starsector and mod release, thanks in advance for anyone's time!
Can you post a screenshot?
It's possible an old copy of the mod was left installed and that's what Starsector is seeing.
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need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
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need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/home?preview=starsector.log.1
Not sure if it's just me but I cannot access the file
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how about this link ?
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
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Histidine, the productivity beast. That’s a fast release! Tyty
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Hello, thanks for great mod, I played for some time and got this error log - https://www.dropbox.com/s/lclo4g25sfchdpu/starsector.log?dl=0
any idea how to fix it ? :) its happening even after reload, tried few times, all my other mods should be updated
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Can you post a screenshot?
It's possible an old copy of the mod was left installed and that's what Starsector is seeing.
Seems to be it, works now. Must´ve somehow cached the old install´s version number.
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Hi, getting a crash after defeating this Plague-Bearer ship, seems to be related to Nexerelin when looking at the logs.
(https://imgur.com/1nJgNiH)
https://imgur.com/1nJgNiH
71152 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
dont randomize core worlds
could be an issue with story worlds
-
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
dont randomize core worlds
could be an issue with story worlds
Thanks for the tips man
-
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
dont randomize core worlds
could be an issue with story worlds
Going to try that now. thanks!
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Indeed randomizing core worlds causes issues right now, especially when many factions are enabled. Too bad =(
-
how about this link ?
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
FYI that's an archived log; you need starsector.log (if you have file extensions hidden, it'll just appear as "starsector") for the latest log file.
Hi, getting a crash after defeating this Plague-Bearer ship, seems to be related to Nexerelin when looking at the logs.
https://imgur.com/1nJgNiH
It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!
-
If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:
Spoiler
83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
83661 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
83661 [Thread-9] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
The list of mods was:
- Arsenal Expansion 1.5.4
- Astroid ship pack 1.2c
- DIABLEAVIONICS
- Exalted
- FED
- fluffShipPack
- GraphicsLib
- Hegemony Expeditionary Auxiliary
- LazyLib
- MagicLib
- Nexerelin
-
It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!
good to know, thanks. and thanks for your amazing mod, the sector feels dead without it :P
-
If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:
Spoiler
83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)
This particular crash is from the Federation mod.
Fix: open FED/data/config/exerelinFactionConfig/star_federation.json and change
"customStations":["fed_scaria_station"],
to "customStations":["fed_headquarters_station"],
-
If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:
Spoiler
83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)
This particular crash is from the Federation mod.
Fix: open FED/data/config/exerelinFactionConfig/star_federation.json and change
"customStations":["fed_scaria_station"],
to "customStations":["fed_headquarters_station"],
Thx it helped with the issue!
But now I have another one although the list of mods is much bigger
Start: random core worlds + Free Start
Issue (happened at the very end of new game creation):
Spoiler
323589 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - On enabled; false
323592 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Xhan Empire
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gamma Schwarzchild I, faction: independent
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Satiate]
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Kircheis]
323594 [Thread-3] INFO data.scripts.KadurModPlugin - new game started, adding scripts
323609 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - New game after time pass; true
323610 [Thread-3] INFO exerelin.campaign.StartSetupPostTimePass - Running start setup post time pass
323616 [Thread-7] INFO sound.O - Cleaning up music with id [095.ogg]
323792 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.StartSetupPostTimePass.pickRandomStartLocation(StartSetupPostTimePass.java:155)
at exerelin.campaign.StartSetupPostTimePass.handleStartLocation(StartSetupPostTimePass.java:205)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:107)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:421)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
324032 [Thread-9] INFO sound.O - Creating streaming player for music with id [109.ogg]
324032 [Thread-9] INFO sound.null - Playing music with id [109.ogg]
List of mods:
Spoiler
Arsenal Expansion 1.5.4
Astroid ship pack 1.2c
Audio Plus
CaptainsLog
CaptureCrew
Combat Chatter
Console Commands
DIABLEAVIONICS
Exalted
fluffShipPack
Flux Reticle
Fuel Siphoning
Galatia Complete
galmart
GraphicsLib
Hegemony Expeditionary Auxiliary
HTE
hypernet
Industrial.Evolution2.0.c
Kadur Remnant
Kingdom of Terra
LazyLib
Leading Pip
Legacy of Arkgneisis
Logistics Notifications
MagicLib
Mayasuran Navy
Missing ships
Nexerelin
ORA
prv Starworks
Roider Union
SCY
SpeedUp
SS-armaa-1.4.3c
Starship Legends
Supply Forging
tahlan
tahlan-scalartech
Terraforming and Station Construction
Torchships
trailer moments
UnknownSkies
UnofficialNewGamePlus
UpgradedRotaryWeapons
Vayra's Ship Pack
Version Checker
XhanEmpire
-
I get this error shortly after loading the save. It doesn't matter if I leave the sector it happens no matter what. I think it must be something like an event being generated or spawned somewhere else in the world. I'm also using the random generated sector and it looks like people have issues with that too sometimes.
Spoiler
147163 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
This is my modlist: Spoiler
pantera_ANewLevel25
CaptainsLog
chatter
diable avionics
sun_fuel_siphoning
High Tech Expansion
sun_hyperdrive
Industrial Evolution
logisticsNotifications
nexerelin
SEEKER
timid_supply_forging
Terraforming and Station Construction
TORCHSHIPS
-
If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:
Spoiler
83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)
This particular crash is from the Federation mod.
Fix: open FED/data/config/exerelinFactionConfig/star_federation.json and change
"customStations":["fed_scaria_station"],
to "customStations":["fed_headquarters_station"],
Thx it helped with the issue!
But now I have another one although the list of mods is much bigger
Start: random core worlds + Free Start
Issue (happened at the very end of new game creation):
Spoiler
323589 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - On enabled; false
323592 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Xhan Empire
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gamma Schwarzchild I, faction: independent
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Satiate]
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Kircheis]
323594 [Thread-3] INFO data.scripts.KadurModPlugin - new game started, adding scripts
323609 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - New game after time pass; true
323610 [Thread-3] INFO exerelin.campaign.StartSetupPostTimePass - Running start setup post time pass
323616 [Thread-7] INFO sound.O - Cleaning up music with id [095.ogg]
323792 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.StartSetupPostTimePass.pickRandomStartLocation(StartSetupPostTimePass.java:155)
at exerelin.campaign.StartSetupPostTimePass.handleStartLocation(StartSetupPostTimePass.java:205)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:107)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:421)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
324032 [Thread-9] INFO sound.O - Creating streaming player for music with id [109.ogg]
324032 [Thread-9] INFO sound.null - Playing music with id [109.ogg]
List of mods:
Spoiler
Arsenal Expansion 1.5.4
Astroid ship pack 1.2c
Audio Plus
CaptainsLog
CaptureCrew
Combat Chatter
Console Commands
DIABLEAVIONICS
Exalted
fluffShipPack
Flux Reticle
Fuel Siphoning
Galatia Complete
galmart
GraphicsLib
Hegemony Expeditionary Auxiliary
HTE
hypernet
Industrial.Evolution2.0.c
Kadur Remnant
Kingdom of Terra
LazyLib
Leading Pip
Legacy of Arkgneisis
Logistics Notifications
MagicLib
Mayasuran Navy
Missing ships
Nexerelin
ORA
prv Starworks
Roider Union
SCY
SpeedUp
SS-armaa-1.4.3c
Starship Legends
Supply Forging
tahlan
tahlan-scalartech
Terraforming and Station Construction
Torchships
trailer moments
UnknownSkies
UnofficialNewGamePlus
UpgradedRotaryWeapons
Vayra's Ship Pack
Version Checker
XhanEmpire
I had the same issue and backtraced it to IndustrialRevolution 2.0c being the issue.
Mind you, the funny thing is that in any other combination like Randomized Galaxy -> start your own faction/Work for a faction/etc it works. Only when when you do a free start will the issue rise up.
---
On topic, I got a crash myself that I have not been able to fix with an invasion force:
Spoiler
167850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
167901 [Thread-9] INFO sound.O - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
167902 [Thread-9] INFO sound.null - Playing music with id [campaign_music_part_2_v28.ogg]
Active Mods:
Spoiler
A new level of confidence - 30
Adjustable Skill Treshholds
Adjusted Sector .3.1
Another Portrait Pack
Autosave
Better Colonies
CaptainsLog
CaptureCrew
CombatChatter
Comissioned Crews
Console Commands
Diableevionics
HTE
IndustrialRevelotion 2.0c
InvisibleHand
LazyLib
MagicLib
Mayasuran Army
Missing Ships
ORA
Ramscoop
Remnant Command Transfer
Starship Legends
Supply Forging
Tahlan
Terraforming and Station Consturctor
Torchships
Transfwer All Items
UnknownSkies
UnofficialNewGamePlus
Vayra's Ship Pack
-
how about this link ?
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
FYI that's an archived log; you need starsector.log (if you have file extensions hidden, it'll just appear as "starsector") for the latest log file.
Hi, getting a crash after defeating this Plague-Bearer ship, seems to be related to Nexerelin when looking at the logs.
https://imgur.com/1nJgNiH
It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!
Thanks for the information ;D
-
Wow what a fast update! Great work!
-
Thanks for the quick update!
Question/request: Could you please add an option to disable the story elements in the game?
-
Ran into a crash issue when the game was picking a random start location.
Spoiler
362160 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.StartSetupPostTimePass.pickRandomStartLocation(StartSetupPostTimePass.java:155)
at exerelin.campaign.StartSetupPostTimePass.handleStartLocation(StartSetupPostTimePass.java:182)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:107)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:421)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Here's a thrown-together-while-at-work update that should fix the reported crashes, although I can't guarantee there aren't others (at least it probably won't introduce new ones).
Download (https://www.dropbox.com/s/vibn4pg6ma05zzt/Nexerelin_0.10_fix_20210412.zip?dl=1)
If it works, official update soonish.
-
This has put me in control of Mayansuran Navy's home planet (Mayansuran Navy Mod). Not sure that is intended.
-
This has put me in control of Mayansuran Navy's home planet (Mayansuran Navy Mod). Not sure that is intended.
Mayasuran Navy feature :)
Using latest version and getting following error during sector generation:
573738 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
at scripts.campaign.retrofit.Roider_UnionHQRetrofitManager.getRetrofits(Roider_UnionHQRetrofitManager.java:128)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.getSources(Roider_PiratesLearnBPsScript.java:87)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.<init>(Roider_PiratesLearnBPsScript.java:25)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
Update your Roider Union.
-
uhhh i think the contacts reputations are decaying over time because of this mod is that on purpose?
-
Here's a thrown-together-while-at-work update that should fix the reported crashes, although I can't guarantee there aren't others (at least it probably won't introduce new ones).
Download (https://www.dropbox.com/s/vibn4pg6ma05zzt/Nexerelin_0.10_fix_20210412.zip?dl=1)
If it works, official update soonish.
For me it has worked, so far.
Random World Generation -> Free Start. No more crash.
And the Invasion crash has not come up yet so far either, and in the ongoing savegame I had where it would happen, it didn't anymore.
-
Thank you, this mini update has fixed it for me as well. ;D
I loaded up the save I used to get the Invasion crash on before and was able to play for hours without any problems.
-
Works great so far with this fix-update. Thank you very much!
-
Ran into this crash while travelling in a random sector (was doing some surveys):
594549 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
594926 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
594927 [Thread-9] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Trying to work out what's causing it. I recently updated Roider Union to the latest version this morning and I applied the Nex hotfix. Everything else seems to be up to date.
"Adjusted Sector",
"capturecrew",
"lw_console", Console Commands mod
"lw_lazylib",
"MagicLib",
"nexerelin",
"roider", Roider Union
"speedUp"
-
Official version of the crash fixes. Should solve your problem too @anduril38.
Nexerelin v0.10b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10b/Nexerelin_0.10b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10b ##
* Fix some known and possible crashes from a market with null containing location
* Apply retroactive-to-existing-saves fix for theme generator crash with secret location
* Fix not being able to use custom production contracts (was fixed in secret reupload of v0.10, but now nobody should miss it)
* Fleets can specify that their ship's S-mods should not be kept on recovery (memory flag `$nex_noKeepSMods`)
* Add settings.json option to disable marking Academy quest locations as story-critical
* Also prevents the "visit Academy" bar quest from appearing
uhhh i think the contacts reputations are decaying over time because of this mod is that on purpose?
Nex doesn't try to decay contact rep and I don't know of any mechanic in vanilla or a mod that does this. If other people are seeing the issue, maybe I'll write some code for people to debug their games with.
Thanks for the quick update!
Question/request: Could you please add an option to disable the story elements in the game?
I've added a settings.json feature:
# if true, locations in Academy quest aren't marked as story-critical, so they can be decivilized and such
# (and the "go to Academy" quest doesn't appear)
"nex_noStoryCriticalMarkets":false,
-
so the mod is great and all, but @Histidine, what's the sauce of that anime pic?
-
Nex doesn't try to decay contact rep and I don't know of any mechanic in vanilla or a mod that does this. If other people are seeing the issue, maybe I'll write some code for people to debug their games with.
It's a bug with vanilla story-based contacts, at least the first one. Don't know the details, but regular contacts don't have this problem.
-
Quick question. Will randomising core worlds mess with the faction quests from the base game and mods I use?
-
so the mod is great and all, but @Histidine, what's the sauce of that anime pic?
Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Great girl if you like the quiet types who're good with the stabby stuff.
Quick question. Will randomising core worlds mess with the faction quests from the base game and mods I use?
The Academy quests won't appear, since they rely on named locations (and there's no Galatia Academy to get them at, anyway). Most mod quests should work, since they don't have the same constraint.
I've seen at least a few of the Persean Chronicles quests, Legacy of Arkgnesis's Champion Lancer quest, and Arsenal Expansion's A Promise in my last playthrough, so I can confirm those work.
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mod works great, you guys are awesome, thanks for making my easter holiday fantastic. much love to the modders, you make a good game GREAT!!! we love you guys and appriceate your hard work. I will be supporting you via patreon....
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Thanks! will test <3
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Perfect.
Also, just got a crash when looking for work at the big freeport. Everything locked up and it showed a null error. ill screenshot next time.
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I accidentally stumbled into a menu showing each faction's tags, such as ideological, corporate, hierarchical as well as a bunch of other stuff. How do I re-enter that menu? I can't find it again.
edit: nevermind, it's in Dipl Profiles on the map screen
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I had a bug in 0.91 where mod factions had duplicated diplomacy profile characteristics. I.e. several copies of their already assigned "traits" or whatever they're called. From memory, it was only the Research Mandate. Is this a common occurrence? Is it gone?
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Do NPC faction controlled colonies build industries and buildings if there's room? I want to know whether or not I should invade colonies and sell everything except the spaceport before handing it off to a friendly faction.
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Thanks for the great mod ;)
Can I disable some of the mod's feature some where and get a list which ones can be, for example planet mining?
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Just to note a suggestion I made on discord:
Instead of limiting NPC station size to 6, instead just limit to whatever is the player limit, since the player limit can be configured on the game vanilla json anyway.
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Does this work for existing saves, or do i need to remake my save?
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Do NPC faction controlled colonies build industries and buildings if there's room? I want to know whether or not I should invade colonies and sell everything except the spaceport before handing it off to a friendly faction.
When a colony is transfered (or grows in size) the new owner will start building things on it (invisible queue, but the current construction will be displayed). They don't always use all industry slots though, imitating the colonies that exist at the start of a vanilla game.
Note that selling off stuff will lower the reputation you get from the transfer, so consider which one you need more.
Thanks for the great mod ;)
Can I disable some of the mod's feature some where and get a list which ones can be, for example planet mining?
:thumbs up:
There isn't currently a list written down anywhere, but you can look over exerelin_config.json and data/config/settings.json to see if there's anything related to what you want to do.
(NPC mining fleets can't be disabled, although the player can just choose not to personally mine)
Does this work for existing saves, or do i need to remake my save?
For an existing save with Nexerelin, any version will work with the immediately previous Nex version unless otherwise specified.
You can also add Nex to a save that wasn't running it previously, although since not all features are applied it's not fully recommended.
Just to note a suggestion I made on discord:
Instead of limiting NPC station size to 6, instead just limit to whatever is the player limit, since the player limit can be configured on the game vanilla json anyway.
Yeah, did that for next version.
I had a bug in 0.91 where mod factions had duplicated diplomacy profile characteristics. I.e. several copies of their already assigned "traits" or whatever they're called. From memory, it was only the Research Mandate. Is this a common occurrence? Is it gone?
Haven't noticed that myself, although I only rarely played with Vayra's Sector anyhow. If it crops up with the future 0.95 version of V-Sector, I'll look into it.
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Possible bug for v0.10b: I am unable to use prisoners in any way with Hegemony. Both prisoner options are greyed out when I speak to a Hegemony officer at a station. When I mouse over repatriate, it says "relationship already at max level". I was at -100 relation with them, but I turned in a beta core to change that to -96.
Still says relationship at max level, and when I go back to the faction menu, it indeed shows my relationship with hegemony is still -100 (the AI core turn-in didn't actually improve my reputation with them). Still greyed out, can't repatriate prisoners.
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Does this work for existing saves, or do i need to remake my save?
For an existing save with Nexerelin, any version will work with the immediately previous Nex version unless otherwise specified.
You can also add Nex to a save that wasn't running it previously, although since not all features are applied it's not fully recommended.
.
wait, so i can't add it to my save without missing out on some features, even if i've never run it before? how do i get all the features then? im a tad drunk, so excuse me if im being dumb.
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Berlioz, I added it to an existing save and every feature seems to be present so far except prism freeport.
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Possible bug for v0.10b: I am unable to use prisoners in any way with Hegemony. Both prisoner options are greyed out when I speak to a Hegemony officer at a station. When I mouse over repatriate, it says "relationship already at max level". I was at -100 relation with them, but I turned in a beta core to change that to -96.
Still says relationship at max level, and when I go back to the faction menu, it indeed shows my relationship with hegemony is still -100 (the AI core turn-in didn't actually improve my reputation with them). Still greyed out, can't repatriate prisoners.
Which faction were you commissioned with? Some factions have relationship clamps with others (although the AI core turn-in screen should have shown this as well).
wait, so i can't add it to my save without missing out on some features, even if i've never run it before? how do i get all the features then? im a tad drunk, so excuse me if im being dumb.
You'll have to start a new game.
Although among the features that aren't added, the only big one that comes to mind (Prism Freeport) can be added via a console command, so if you really want to continue your existing save that's an option for now.
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
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Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.
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I'm commissioned with Mayasura, who I realize are sworn enemies of Hegemony. That must be it?
Edit: that solved it. I resigned from my commission and I was able to use prisoners to improve my relationship with Hegemony!
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I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
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I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
Are you using the latest version/The Mini update?
Here's a thrown-together-while-at-work update that should fix the reported crashes, although I can't guarantee there aren't others (at least it probably won't introduce new ones).
Download (https://www.dropbox.com/s/vibn4pg6ma05zzt/Nexerelin_0.10_fix_20210412.zip?dl=1)
If it works, official update soonish.
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I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
Was getting them with an older version of Roider Union... updated and now running pretty much every mod.
What's the last error message in your 'starsector.log' file?
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Not sure if this is a new thing or not.
Playing with pirate start, I started with 60 rep and gained rep as normal with the core world pirates. Bounties seem to be part of this faction as well.
(Some?) Pirate bases, meanwhile, seemed to work as a separate faction, also called pirates, which started at 0 rep. Destroying/raiding a base would put me from 0 to -3, for example.
And on the intel screen, there are two entries for Pirates.
"Friend" pirates and "enemy" pirates
(https://i.imgur.com/pSytEtB.png) (https://i.imgur.com/ADVMu8Y.png)
And this happened:
(https://i.imgur.com/r0olIvC.png)
(Frankly, I kinda like it. This is how real pirates would act. But the identical names/colours are confusing.)
Mod list
"beyondthesector",
"chatter",
"lw_console",
"IndEvo",
"interestingportraitspack",
"kadur_remnant",
"kingdomofterra",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"tahlan_scalartech",
"SEEKER",
"speedUp",
"sun_starship_legends",
"tahlan",
"star_federation",
"TORCHSHIPS",
"vayrashippack",
"XhanEmpire",
"astroidships"
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I think that issue is from Beyond the Sector? Posted about it here (http://fractalsoftworks.com/forum/index.php?topic=20845.msg317622#msg317622).
Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.
I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)
I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
It might be the Star Federation mod issue here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg316907#msg316907). If not, and you're using the latest version of the game, post the error message from the log.
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I think that issue is from Beyond the Sector? Posted about it here (http://fractalsoftworks.com/forum/index.php?topic=20845.msg317622#msg317622).
Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.
I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)
Thanks, this info was helpful. Any walkthrough on how to do this via devmode (like a specific command)? Is devmode different from the console mod? I don't feel any need to be impatient, but I just want to make sure that this element of the game works properly. I've played around 4 or so hours of my current save with Nexerelin enabled and haven't ran into any of the agents at the bars or comm menus.
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Got a Nullpoint error when trying to do random core worlds with derelict empire and custom start.
115326 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1754)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:388)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Thanks, this info was helpful. Any walkthrough on how to do this via devmode (like a specific command)? Is devmode different from the console mod? I don't feel any need to be impatient, but I just want to make sure that this element of the game works properly. I've played around 4 or so hours of my current save with Nexerelin enabled and haven't ran into any of the agents at the bars or comm menus.
Devmode enables some, well, debugging stuff (some notable changes: player can teleport on campaign map, near-unlimited zoom out on combat or campaign map, can exit any menu with Esc, industries build almost instantly.) You can toggle it in Console Commands using the devmode command.
The idea I had in mind was just: turn on devmode, dip into the bar to see if the agent event is there (look for the "Walk over to the shady person" option), leave, turn devmode back off to avoid problems.
Got a Nullpoint error when trying to do random core worlds with derelict empire and custom start.
Latest version of Star Federation mod (released a while ago) fixes the issue.
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Inquiry: 'spacer start' begins your character at level 1. But also gives you 3 skill points. Working as intended? Unmodified level 1 characters get 1 skill point.
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so the mod is great and all, but @Histidine, what's the sauce of that anime pic?
Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Great girl if you like the quiet types who're good with the stabby stuff.
why yes, I do like girls(who are good with the stabby stuff). looks like a turn based game, will probably give it a go. gotta wait for some mods to update after all
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I'm getting a null on world creation. Everything was fine until I updated to 0.10b and added ScalarTech_0.6b. Started a new run because I wanted to add the extra faction, as well as wanting to have a more populated sector.
log:
457502 [Thread-3] INFO exerelin.world.NexMarketBuilder - Stone Port is in asteroid belt, adding ore condition
457921 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1753)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.oo0o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
mod list:
A New level of Confidence 40 1.1 fast; Adjustable Skill Thresholds 1.0.0; Another Portrait Pack 1.4.0; Arma Armatura 1.4.3b; Arsenal Expansion 1.5.4; Better Colonies 1.61 (pretty sure this always causes a crash so this is off. idk what it conflicts with); Beyond the Sector 1.0.0; Caymon's Ship pack 1.0.6, Commissioned Crews 1.9999; Console Commands 2021.3.27; Control Domain Mothership 1.0; DIY Planets 1.0.13; Diable Avionics 2.61; Hegemony Expeditionary Auxiliary v1.21; High Tech Expansion 1.4.0; Hyperdrive 2.1.0; Industrial Evolution 2.0.c; Internal Affairs 1.0 (one of these text based bar mods is not functioning properly. I've also gotten an error about a memory leak, but have no idea what to do about it in terms of bug reporting); Kadur Remnant 3.2.3; Kingdom of Terra 0.13.1; LazyLib 2.6; Logistics Notifications 1.3.3; MagicLib 0.32rc2; Modified Industry Requirements 0.1; Nexerelin 0.10b; Old Hyperion 0.2.0; Persean Chronicles 2.0.1; Remnant Command Transfer 1.0.0; RoctesRats 0.7.1; ScalarTech Solutions 0.6b; Seeker - Unidentified Contact0.42; Ship Direction Marker 1.2.1; SpeedUp 0.7.1; Starship Legends 1.5.1; Supply Forging 1.41; Tahlan Shipworks 1.41; Terraforming and Station Construction 5.5.0; The Star Federation 0.7.3a; Torchships and Deadly Armaments 0.15rc2; Vayra's Ship Pack 1.2.3; astroid ship pack 1.2c release; zz GraphicsLib 1.5.1
Thanks in advance for any and all help!
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Did some more tinkering with everything; reinstalled Nexerilin and checked mod list: have a different error now.
log:
168344 [Thread-3] INFO exerelin.world.ExerelinProcGen - Trying station Kuretes View for star_federation, image fed_scaria_station
168768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1754)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:388)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.oo0o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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so the mod is great and all, but @Histidine, what's the sauce of that anime pic?
Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Great girl if you like the quiet types who're good with the stabby stuff.
why yes, I do like girls(who are good with the stabby stuff). looks like a turn based game, will probably give it a go. gotta wait for some mods to update after all
They just released the third one on steam.
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Histidine, thankyou for all you've done and the effort you've put in both for this game and others - you are responsible for improving the enjoyment of a great many people. Nexerelin is great and I'm glad it's updated, and so soon was surprising and must have been a fair bit of work. On top of that then you've been in this thread fixing technical problems people have been having, many of them not even directly a result of Nexerelin itself.
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Where can I find the new insurance tab? I checked everywhere in the intel screen like the changelog says, but i can't seam to find it.
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Did some more tinkering with everything; reinstalled Nexerilin and checked mod list: have a different error now.
log:
168344 [Thread-3] INFO exerelin.world.ExerelinProcGen - Trying station Kuretes View for star_federation, image fed_scaria_station
168768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
The very latest version of the Star Federation mod fixes this (0.8.0, but the initial release was bugged so redownload to be sure).
Where can I find the new insurance tab? I checked everywhere in the intel screen like the changelog says, but i can't seam to find it.
It should be automatically assigned to the Important tab, and there should also be an Insurance tab (most of the tabs are sorted alphabetically, so should be easy to find.
Make sure you haven't enabled legacy insurance in the config file, that hides the new insurance intel.
Histidine, thankyou for all you've done and the effort you've put in both for this game and others - you are responsible for improving the enjoyment of a great many people. Nexerelin is great and I'm glad it's updated, and so soon was surprising and must have been a fair bit of work. On top of that then you've been in this thread fixing technical problems people have been having, many of them not even directly a result of Nexerelin itself.
It's great that people are having fun! And that I had the time and desire for all the doing-stuff I've put in the mod (these past couple of weeks, but also before that) :D
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thank you! youre the rockstar of starsector. thanks be to you and the creators. (lol)
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@Histidine
Also, I would like to thank you for the requested feature. Starsector is great, you make it amazing :)
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I just captured a colony originally held by O.R.A (from the Outer Rim Alliance mod) via instigating a successful rebellion. They had been doing hazard pay since it was founded, and I was charged 5.8 million credits for that all at once. I'm not sure if this is a reproducible bug, but it certainly made me doubletake :D
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Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossible
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I think that issue is from Beyond the Sector? Posted about it here (http://fractalsoftworks.com/forum/index.php?topic=20845.msg317622#msg317622).
Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.
I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)
I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
It might be the Star Federation mod issue here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg316907#msg316907). If not, and you're using the latest version of the game, post the error message from the log.
Edit: It appears that the Industrial Evolution author has created a patch for his mod that was causing random sector generation to crash.
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Janus Box gone after i died is there a way to get a new 1?
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I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
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Nexerelin, I believe, adds the chance that when salvaging a derelict ship, you can find 'intel' to send to one of two factions, right? If so... well, minor storyline spoilers:
Spoiler
If so, ah, it seems that can break the 'storyline', because that event can trigger on the Hamatsu. Which then makes the ship completely uninteractable after the fact. All you have is the 'Leave' prompt, which doesn't trigger the unique interaction that progresses the plot.
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Nexerelin, I believe, adds the chance that when salvaging a derelict ship, you can find 'intel' to send to one of two factions, right? If so... well, minor storyline spoilers:
Spoiler
If so, ah, it seems that can break the 'storyline', because that event can trigger on the Hamatsu. Which then makes the ship completely uninteractable after the fact. All you have is the 'Leave' prompt, which doesn't trigger the unique interaction that progresses the plot.
No, that's Industrial Evolution.
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Inquiry: 'spacer start' begins your character at level 1. But also gives you 3 skill points. Working as intended? Unmodified level 1 characters get 1 skill point.
Whoops, fixed, thanks!
Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossible
Hmm, not sure I want to have even hypothetically unrestricted agent count. In next version (it's bugged in the current one) the two officer skills will each give +1 agents, which I think is enough.
On the other hand I could just treat them like how contacts work, and those are unlimited. I might change it if enough people ask for it.
Janus Box gone after i died is there a way to get a new 1?
Use Console commands mod with the command AddSpecial janus to get a new device.
If you integrated it into your fleet, died, respawned and lost the ability: that's probably not desirable, might want to report it to Alex.
I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
If it's still not there, that's a problem, I'll have to look into it.
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Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossible
Hmm, not sure I want to have even hypothetically unrestricted agent count. In next version (it's bugged in the current one) the two officer skills will each give +1 agents, which I think is enough.
On the other hand I could just treat them like how contacts work, and those are unlimited. I might change it if enough people ask for it.
Well right now it's unrestricted via config changes but I feel it would be much more natural, satisfying and rewarding if I could get more agents by "earning" them in game instead of just changing configs.
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Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
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Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.
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Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.
Ah nice one thank you. I keep looking at bars to see any unique people
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Just used this for the first time since I finally took the time to figure out the game and can't stop playing now.
When i was playing Vanilla I explored the whole sector and then was like...."What now?"
I literally did a new game+ to start my first Nex playthru, figured i was probably ruining the game starting off with a head start, but oh well, it would still be fun.
The "headstart" only helped me plant the tiniest of roots.
Persian league and Hedge have allied and are trying to wipe out the Sin Tri Alliance I am a part of.
I helped take one of the Persian Leagues systems, supporting Tri Tac........., we took all 3 colonies.....
In vanilla I started to lack things to do near the end.
With Nex, I have only just begun and I can not wait to wipe the Hedge Per Alliance off the map!
Huzzah!
Thanks for this mod! <3 :) 8)
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I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
If it's still not there, that's a problem, I'll have to look into it.
I checked the config.json, legacy insurance is false but I still don't see the insurance tab, I disabled all my mods except for nex and it's required mods I still couldn't find an insurance tab or insurance in the important tab. I checked before and after getting a commission in case it was dependent on that but it didn't make a difference.
[attachment deleted by admin]
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Does letting factions restart in a campaign allow you to add new faction mods to existing games?
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@Histidine: You´ve talked about a majer update coming up. Do you have rough ETA for us maybe? (Want to start a new playthrough - but i would wait if the update would be coming in the next month or something :D)
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I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
If it's still not there, that's a problem, I'll have to look into it.
I checked the config.json, legacy insurance is false but I still don't see the insurance tab, I disabled all my mods except for nex and it's required mods I still couldn't find an insurance tab or insurance in the important tab. I checked before and after getting a commission in case it was dependent on that but it didn't make a difference.
*checks*
Oh for — Guess who left placeholder code in the intel's isHidden check and forgot to update it?
*sigh* Thanks for checking, it'll be fixed next version.
Does letting factions restart in a campaign allow you to add new faction mods to existing games?
It's not optimal (the factions' usual planets and stations won't spawn, for one) but it can work.
You can also gift the added factions colonies you own, even without respawns being enabled.
@Histidine: You´ve talked about a majer update coming up. Do you have rough ETA for us maybe? (Want to start a new playthrough - but i would wait if the update would be coming in the next month or something :D)
No real ETA, but I really don't expect it to come out within a month. It may not come out even in two months.
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Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?
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Thank you for updating Nexerelin for 0.95a. ;D ;D ;D
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I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.
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Bug report:
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
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Hi Histidine,
I'm getting a crash when I use Industrial Evolution:
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It happens if and only if I add IE. Added it mid-game and had it start crashing on me, started a new game thinking it was a mid-save mod-add issue and, it was still crashing (note- did not start crashing until I colonized a planet). No issues once I went back to an old save of the original without IE. ScalarTech solutions was my faction, if that's useful.
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Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
Nexerelin v0.10.0d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.0d/Nexerelin_0.10.0d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.0d ##
* Disrupt competitor mission: Scale payout with target defenses; dialog gives more information
* Colonies created by NPC expeditions cease hazard pay when reaching size 5
* Partial fix for handling of Shadowyards modular fab series in random sector
* Fix duplication of Shadowyards' Redwings Command in random sector
* Fix Gun Barrel Sequence milestone being granted by NPC agent actions
* Fix player having to pay for accumulated hazard pay debt on market takeover
* Fix player outposts being targeted for missions
## v0.10.0c ##
* Add a quest that grants a Remnant contact, with a distinct set of missions
* Add tutorial custom start
* Mining players will face hostile parties every so often
* Can be modified/disabled in settings.json
* Add two new player milestones for agents
* SRA's Redwings Command spawns in random sector
* Synchrotron and catalytic core work on station-only markets
* The better solution would be to make stations all have the no atmosphere condition, but that's too big a change right now
* Fix/improve fuel production seeding in random sector
* Make sure synchrotron gets placed where it actually functions, and try to place fuel production accordingly
* Hegemony gets a synchrotron, matching non-random sector
* Fix insurance intel not appearing
* Fix invasion/raid fleets having bloated numbers of tankers
* Fix +1 max agents from officer skills not applying
* Prevent getting stuck in new game dialog due to custom start with nonexistent class
* Fix some cases where things that checked player/officer levels were not updated for level rescaling
* Fix one random colony always spawning in new game even when slider was set to zero
* Fix governorship max size accidentally being set to 6
* Fix starting number of skill points in Spacer start
I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.
Hm. The rule is kind of a leftover from SCY version of Prism Freeport, maybe I'll remove it.
Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?
It's not disable-able independently of the Academy stipend, unfortunately.
Although the new insurance system in 0.95 isn't based on having the stipend (or commissions) any longer.
Bug report:
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
Oh, so that's what happened in that screenshot earlier in the thread...
Thanks for the good catch! Fixed in latest version.
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* Fix one random colony always spawning in new game even when slider was set to zero
I thought I was going mad! Cheers for the hard work as usual.
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141829 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [VAYRA_SETTINGS.ini]
141836 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan]
141836 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Sector]
142111 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
at data.scripts.VayraModPlugin.setExerelinActive(VayraModPlugin.java:316)
at data.scripts.VayraModPlugin.onApplicationLoad(VayraModPlugin.java:129)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 8 more
I know the dev is taking a break at least that seems to be the case, so if anyone else who knows what's going on here can let me know what to do about this that would be great. I think that there's a call being made to Vayra's sector but I'm not sure if that's the problem cause I have that mod disabled till its patched to .95.
[edit] I found out the problem one of my older mods was causing a conflict, Not sure why probably has something to do with adding new weapons and ships.
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Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
You've more than earned that break, putting out a functioning release so soon after 0.95! Thank you so much!
I just have one question about the Remnant contact in the newest version: I started my game on Nexerelin 0.10.0b and updated just now - Will that content be available to me in the ongoing run? If not, is there some line or another that I can insert into my save file to put it back on track?
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I think that there's a call being made to Vayra's sector but I'm not sure if that's the problem cause I have that mod disabled till its patched to .95.
[edit] I found out the problem one of my older mods was causing a conflict, Not sure why probably has something to do with adding new weapons and ships.
That error is from Vayra's Sector. Are you sure you had it disabled? (Like, the Vayra loading lines are right above it...)
Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
You've more than earned that break, putting out a functioning release so soon after 0.95! Thank you so much!
I just have one question about the Remnant contact in the newest version: I started my game on Nexerelin 0.10.0b and updated just now - Will that content be available to me in the ongoing run? If not, is there some line or another that I can insert into my save file to put it back on track?
Thanks!
The mission should be available in an existing save; just dock at Prism Freeport after 180 days ingame (or any independent market, if Prism isn't in the sector).
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Added a hotfix .jar (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) to the OP, because I'm a certified foo' ass and failed basic things like "turn the debug flag in insurance off" (so it transacts in Monopoly money, i.e. doesn't actually take or pay out credits when it says it does). List of fixes in the changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0100e-unreleased); official release later next week.
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I'm having an issue with domain probes. After few times at the beginning the probe defenders have gone missing. In the last hundred or so probes there have not been a single instance of probe defenders.
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not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way
[attachment deleted by admin]
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not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way
"hey sir, there is this alpha AI core here trying to talk people into killing our station, and damn the reward he offers is quite hefty" shouldn't we like, do something?"
"nah, don't worry Pawn. the player needs us, he would never do such a thing. how else will they get their paragon blueprint? nowhere I say. now get back to work, the drugs won't sell theselves"
*the worker, muttering under his breath as he went back to 'guard' the free port* "*** forgot industrial evolution and new raid mechanics combined with relief fleets...that will show them"
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I think that there's a call being made to Vayra's sector but I'm not sure if that's the problem cause I have that mod disabled till its patched to .95.
[edit] I found out the problem one of my older mods was causing a conflict, Not sure why probably has something to do with adding new weapons and ships.
That error is from Vayra's Sector. Are you sure you had it disabled? (Like, the Vayra loading lines are right above it...)
Yeah I went ahead and outright removed the folder, it helped and didn't cause that Vayra line disappeared but that error still existed, after turning on and off a bunch of mods, it seems like the mod that was causing an issue was the ship/weapon pack mod, so after that I disabled that, was able to launch the game and actually start a world, but I just now had to turn off ruthless sector as it appears that if I fight and win against a more difficult opponent like give or take 4 star above, It seems to have an issue with Xp calculation and crashes right after collecting rewards, granted I knew that one might cause an issue later cause its also not updated for the recent version but I like to see which mods will still work regardless, I doubt it will be any help but this is the error I got if you're interested
706558 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.FleetEncounterContext.didPlayerWinEncounter()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.FleetEncounterContext.didPlayerWinEncounter()Z
at ruthless_sector.BattleListener.getXpGain(BattleListener.java:78)
at ruthless_sector.campaign.NexCompatibleFeetEncounterContext.gainXP(NexCompatibleFeetEncounterContext.java:30)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.gainXP(FleetEncounterContext.java:1816)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:750)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1607)
at com.fs.starfarer.ui.newui.V$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.coreui.k.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
## v0.10b ##
* Fix some known and possible crashes from a market with null containing location
Could this have been the root of the Industrial Evolution related crash I mentioned above?
Thanks for your work!
-
I'm having an issue with domain probes. After few times at the beginning the probe defenders have gone missing. In the last hundred or so probes there have not been a single instance of probe defenders.
That's a vanilla thing. From latest patch notes:
Probability of derelict probes and survey ships having defenders decreases as more derelict defenders are defeated
So, the defenders both get stronger and less frequent as more are defeated
not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way
Hah that's funny.
Kind of a bug, but I don't feel like creating a modified version of the vanilla generator for station bounties just to prevent this from happening. Besides, who knows what plans the Remnants have?
## v0.10b ##
* Fix some known and possible crashes from a market with null containing location
Could this have been the root of the Industrial Evolution related crash I mentioned above?
Yeah, that should fix those crashes :)
I think updating Industrial Evolution might also work, not sure (no particular reason not to do both though)
-
Hey I am aware that the author is taking a break from the development of the mod which is cool but I'd like to ask how to solve this problem I have regarding "Modified Industry Requirements" (no requirement version) with Nexerelin. Specifically, in that mods thread it was pointed out that the synchrotrons (fuel prod +3) and catalytic cores (refinery +2) have their planetary requirements hardcoded (its showing no planet or no atmosphere in my game), which prevents that mod from applying its effect to those two special domain items (works for others).
Is there a way for me to circumvent this issue at all? If so, where do I look?
Here is the thread in question: https://fractalsoftworks.com/forum/index.php?topic=20822.15
-
Kind of a bug, but I don't feel like creating a modified version of the vanilla generator for station bounties just to prevent this from happening
makes sense. it's a considerable amount of added clutter to the code, and this issue doesn't really affect anything negatively. plus it's good for a laugh or two
on a side-note, Midnight Dissonant is a really cool and enjoyable addition to your mod. it's very interesting to be able to peacefully interact with the remnants in some capacity
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Can I install it in the middle of my save game?
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Bug report:
After I investigated some derelicts, I was accosted by remnants. They're supposed to be neutral to me, as I'm a TT commissioner. I cannot disengage them without costing me 1 SP, and if I try to engage them I get the "remnants not hostile" warning. Attached an image showing this.
Thanks for the mod btw, having a great time with it!
[attachment deleted by admin]
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I read that in order to have your faction join an alliance, you need to go to one of the allied colonies and join through the other options menu or something.
However, I can't seem to find the join alliance button. Right now I'm commissioned with SD, and the SD and PL are in an alliance, and I have my own faction for my colonies.
-
Hi, any way to change starting settings mid game? Like that hard mode
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Can I install it in the middle of my save game?
Yes, although not all features will be applied.
Bug report:
After I investigated some derelicts, I was accosted by remnants. They're supposed to be neutral to me, as I'm a TT commissioner. I cannot disengage them without costing me 1 SP, and if I try to engage them I get the "remnants not hostile" warning. Attached an image showing this.
Thanks for the mod btw, having a great time with it!
Yeah that part is a bit of a mess. Remnants found in Remnant systems always know who the player is and will attack you regardless of relations if you set off a transmitter trap, since vanilla assumes there isn't a way for player to be neutral or friendly with Remnants.
I may figure out a solution in a later version (though not the upcoming hotfix).
I read that in order to have your faction join an alliance, you need to go to one of the allied colonies and join through the other options menu or something.
However, I can't seem to find the join alliance button. Right now I'm commissioned with SD, and the SD and PL are in an alliance, and I have my own faction for my colonies.
You can't use alliance features if you have a commission, since that's the purview of the commissioning faction.
Hi, any way to change starting settings mid game? Like that hard mode
ReloadNexConfig command in console
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Thanks for that respond, btw I'm enjoying that mod :D
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I'm neutral with all of the faction when I start as most hated faction in the sector, it is a bug? Have anyone report it beside me?
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I'm neutral with all of the faction when I start as most hated faction in the sector, it is a bug? Have anyone report it beside me?
If by most hated faction you mean pirates, I think that's intentional.
-
Just so you know, the mod says it requires magicLib in the mods screen, though it doesn't mention it on the front page when it mentions requiring LazyLib.
Thanks so much for the mod! Looking forward to playing it on the new update!
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I'm neutral with all of the faction when I start as most hated faction in the sector, it is a bug? Have anyone report it beside me?
If by most hated faction you mean pirates, I think that's intentional.
I'm neutral with all of the faction when I start as most hated faction in the sector
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Great House starts also bugged, they should start with 50 positive rep with Independent but instead they're natural 0 with everyone and Armaa start too according to VolturnianMobster and Jet Black in Tahlan Shipworks thread.
-
Is there a way to edit the Extra colonies at Start max limit?
Don't know which file is to edit it
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How do I get agents does anybody know?
-
Actually last fix update.
The Kassadar/Legio Infernalis starting relations issue is due to a bug in Tahlan, Nia will fix it. Not sure what's happening with ArmaA since I don't have the source code.
Nexerelin v0.10.0e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.0e/Nexerelin_0.10.0e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.0e ##
* Show player's current credits in insurance intel
* Fix insurance not actually taking or paying out money
* Fix null exception when failing to get faction for mining harassment fleet
* Fix NPC colonies almost instantly reaching size 4
* Fix story point use not fully guaranteeing agent ship procurement action
* Tutorial start: Fix having an extra skill point, not having Follow Me command
* Fix an odd NPE in SetMarketOwner command caused by a ghost Galatia Academy
Just so you know, the mod says it requires magicLib in the mods screen, though it doesn't mention it on the front page when it mentions requiring LazyLib.
Thanks, added to first post.
How do I get agents does anybody know?
They show up in bars sometimes (look for a "shady person").
Is there a way to edit the Extra colonies at Start max limit?
Don't know which file is to edit it
It's currently hardcoded, sorry!
-
Actually last fix update.
The Kassadar/Legio Infernalis starting relations issue is due to a bug in Tahlan, Nia will fix it. Not sure what's happening with ArmaA since I don't have the source code.
Nexerelin v0.10.0e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.0e/Nexerelin_0.10.0e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.0e ##
* Show player's current credits in insurance intel
* Fix insurance not actually taking or paying out money
* Fix null exception when failing to get faction for mining harassment fleet
* Fix NPC colonies almost instantly reaching size 4
* Fix story point use not fully guaranteeing agent ship procurement action
* Tutorial start: Fix having an extra skill point, not having Follow Me command
* Fix an odd NPE in SetMarketOwner command caused by a ghost Galatia Academy
Just so you know, the mod says it requires magicLib in the mods screen, though it doesn't mention it on the front page when it mentions requiring LazyLib.
Thanks, added to first post.
How do I get agents does anybody know?
They show up in bars sometimes (look for a "shady person").
Is there a way to edit the Extra colonies at Start max limit?
Don't know which file is to edit it
It's currently hardcoded, sorry!
Thanks bro you saved me 10 hours of searching
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A question about the milestone about having x number of officers at level 5 or higher...
What conditions trigger it exactly? I've had a run where I ended up with a full complement of officers at max level, all 5 + (including a mod added level 8 AI), and it didn't trigger. Assigned each of them to ship... Unassigned... No trigger.
Did I miss something?
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Not sure if this is a bug but I keep getting stopped by Tri-Tachyon at their free ports, I am also commissioned by them as well if that helps.
I'm running the mods
- Console Commands (v2021.4.10 vs v2021.4.06) - Havent been used
- GraphicsLib (v1.5.1)
- LazyLib (v2.6)
- MagicLib (0.3.3rc 1)
- Scy Nation (v1.6.3)
- SeedUp (v0.7.1)
- and of course Nexerelin (v0.10.0e) - they also stopped me on 0.10.0b
-
Not sure if this is a bug but I keep getting stopped by Tri-Tachyon at their free ports, I am also commissioned by them as well if that helps.
I'm running the mods
- Console Commands (v2021.4.10 vs v2021.4.06) - Havent been used
- GraphicsLib (v1.5.1)
- LazyLib (v2.6)
- MagicLib (0.3.3rc 1)
- Scy Nation (v1.6.3)
- SeedUp (v0.7.1)
- and of course Nexerelin (v0.10.0e) - they also stopped me on 0.10.0b
Are you selling lots of things on the black market?
-
Quite a few items yes but I have not sold anything on Tri-tach black markets in many in-game months and never with my transponder on. The only time it is on is when I use the open market. I also did some testing and Tri-tach only stops me when I am commissioned by them.
-
It could have been a vanilla thing that got fixed today:
- "Fixed issue with patrol persistently chasing the player after they refuse to give info"
-
Just tried the update, same behaviour as before. On my main file Tri-tach stops me whenever I approach any station with no transponder but in new games, the only patrols that stop me are the ones around Culann.
-
I'm getting a crash upon starting up a game (specifically right after selecting my skills, as it's generating the sector) using the following modlist:
Spoiler
{"enabledMods": [
"$$$_trailermoments",
"pantera_ANewLevel40R",
"raccoonarms",
"timid_commissioned_hull_mods",
"lw_console",
"fluffships",
"sun_fuel_siphoning",
"HMI",
"gunnyhegexpeditionary",
"hte",
"hostileIntercept",
"kadur_remnant",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"QualityCaptains",
"remnant_command_transfer",
"SEEKER",
"speedUp",
"sun_starship_legends",
"timid_supply_forging",
"star_federation",
"US",
"vayrashippack",
"audio_plus",
"shaderLib"
]}
I originally had Industrial Evolution enabled and I thought it might be an issue with that, but I'm still getting it, having disabled that mod. The issue was not present with Nexerelin disabled. The crash log is spoiled below.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1754)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:432)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
69168 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
69168 [Thread-9] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
I know the mod author is taking a (well-deserved) break but I was hoping someone else would be able to help me isolate the conflict and any solutions, because I'm not particularly tech-savvy so I don't know where to begin.
-
A question about the milestone about having x number of officers at level 5 or higher...
What conditions trigger it exactly? I've had a run where I ended up with a full complement of officers at max level, all 5 + (including a mod added level 8 AI), and it didn't trigger. Assigned each of them to ship... Unassigned... No trigger.
Did I miss something?
It requires at least 8 officers of at least level 5 (should have checked whether this counts the player before coding it), checked after each player battle.
I'm getting a crash upon starting up a game (specifically right after selecting my skills, as it's generating the sector) using the following modlist:
That looks like the Star Federation station bug; updating that mod will fix it.
If not, with latest Nexerelin the line immediately above the error message should identify which mod is having the issue.
-
Small suggestion regarding the "Follow me!" campaign command. Right now, as long as you're commissioned with a faction at all, you can get fleets of any size to blindly follow you away from their duty. When you're just a newcomer to a faction, it feels very weird and exploity that your low rep character can casually pull massive warfleets to do their bidding whenever.
I don't know if it's possible in the code, but I think it'd be better if the command only worked if you have high reputation with the faction.
-
With the changes to combat in .95 I wonder if fleet sizes need to be changed more than they already are since combat is much harder. Fleet sizes feel smaller already but I still think pirate doomstacks are really hard to beat even with a late game fleet.
-
Hi, I randomized the core worlds and by doing this I'm not sure if I screwed myself out of the Galatian Academy main story missions. Is there a Nex equivalent I should be looking out for that could provide these? I'm having fun so far but I'd rather have a "main objective" I could work towards as I play.
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With the changes to combat in .95 I wonder if fleet sizes need to be changed more than they already are since combat is much harder. Fleet sizes feel smaller already but I still think pirate doomstacks are really hard to beat even with a late game fleet.
In 0.95 number of officers dominate deployment point calculation, and AI fleets have higher number of officers if you're not using mercenaries. So most of the time when you're fighting late game AI doomstacks, you get the bare minimum of 40% of battle size as the starting DP. With a default battle size of 300 DP, you'll get 120 DP. The disadvantageous 40%-60% split can be equalized to 60%-60% in battle as you capture battle objectives, so you should try bringing fast ships that can easily dispatch enemy frigates (safety overridden frigates are an obvious choice), which should be easy in the case of fighting against pirates.
-
Hi, I randomized the core worlds and by doing this I'm not sure if I screwed myself out of the Galatian Academy main story missions. Is there a Nex equivalent I should be looking out for that could provide these? I'm having fun so far but I'd rather have a "main objective" I could work towards as I play.
@Histidine
Maybe you should make the warning labels bigger?
-
]
@Histidine
Maybe you should make the warning labels bigger?
What do you mean?
-
What do you mean?
I was trying to say to @Histidine "Maybe you should make the warning labels bigger?". It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.
-
It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.
Can I play the vanilla game plot normally if I don't randomize the core worlds? I tried starting a new game as vanilla as I could but Galatia Academy wasn't there, either.
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It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.
Can I play the vanilla game plot normally if I don't randomize the core worlds? I tried starting a new game as vanilla as I could but Galatia Academy wasn't there, either.
In vanilla and Nex non-random sector the Academy will be orbiting Pontus in the Galatia system (it doesn't appear in the jump point tooltips or the screen that shows the planet icons in a row, but should be readily visible in the system map).
The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.
-
The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.
I think you should and make it big. Else this thread is going to have endless 'bug reports' saying the same thing... multiple times.
-
The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.
I think you should and make it big. Else this thread is going to have endless 'bug reports' saying the same thing... multiple times.
Can you claim to be a modder if you don't deal with that? It's a universal constant across all games and planets.
-
Is there a way to offer peace to another faction you are at war with? im sick of paying for saturation bombardment bribes
-
I think I found a compatibility bug between Nex and Seeker: Unknown Contact. The game crashed immediately after defeating Rampage, a ship belonging to the Plague Bearer faction added by SUC.
It happened when I beat it the old-fashioned way, so I reloaded the game and killed it with console commands. Same result. Here is the log:
75161 [Thread-3] INFO org.lazywizard.console.Console - > NUKE
75183 [Thread-3] INFO org.lazywizard.console.Console - All enemy ships destroyed.
78977 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Too late for intro message: 8.388709
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81704 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - No alliance vote for hegemony
81704 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for war with plague ==
81706 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/factionTraits.json)]
81707 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81707 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Luddic Church votes: YES
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Total points: 6463.4263
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Base points: 75.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Friend disposition: 146.29213
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other disposition: 12.5
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other alliance disposition: -0.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Strength points: 6250.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Hawk/dove points: 0.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - War weariness points: -7.702841
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Random points: -12.662941
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (2 to 0)
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
82135 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
At first I thought it was related to faction interaction, so I tried resigning my Hegemony commission before the fight, but the result was the same:
86134 [Thread-3] INFO org.lazywizard.console.Console - > nuke
86155 [Thread-3] INFO org.lazywizard.console.Console - All enemy ships destroyed.
89419 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Too late for intro message: 8.1553755
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93716 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Anyway, maybe I should be posting this on the SUC thread instead--not sure.
Regardless, Nex is a great mod! Thanks for making it!
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Why can't I help out these Independents with a colony?
[attachment deleted by admin]
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I had to investigate the ruins. No issues here. I really like having a free colony. XD Took it over right afterward.
[attachment deleted by admin]
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Ey boss, may I ask if there's a way to edit each faction's evangechist claim? I'm playing with this mod in tandem with mayasurian navy and it's kinda conflicting both fluff and crunch wise to have the Persean league having evangechist claim on Mayasura.
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I had to investigate the ruins. No issues here. I really like having a free colony. XD Took it over right afterward.
You know what, I think it'd be really cool if some colony whose spaceport got rebuilt like that one emerges as an independent market planet a few months later.
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Yeah, it should happen. I'm using Adjusted Sector and from hints at a blueprint by one of the new storytelling fellows(make a nice guild) I found a red dwarf star named Conflagration. There's a "heavy" terran planet here, where those independents were based, a water world, and a desert world, all habitable, and safely distant from the star. I just couldn't pass up donning the mailed fist.
Considering how relatively little machinery they required to get off the rock, more of these should have a chance of appearing out in the Sector, totally.
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Hi Histidine, is the REDACTED offer to build their stuff with the secret Agent from the Freeport suppsoed to be a one-time offer only? The code flags it to appear once, courtesy of DAL:
Spoiler
public boolean setPersonMissionRef(PersonAPI person, String key) {
if (person == null) return false;
if (person.getMemoryWithoutUpdate().contains(key)) {
return false;
}
person.getMemoryWithoutUpdate().set(key, this);
changes.add(new VariableSet(person.getMemoryWithoutUpdate(), key, true));
return true;
}
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Is there a way to offer peace to another faction you are at war with? im sick of paying for saturation bombardment bribes
There's no direct peace offer that player can make, but if you beat them up enough they may offer a ceasefire (you can check this in the diplomacy profiles section of intel). Otherwise, throw a few AI cores or prisoners their way.
Ey boss, may I ask if there's a way to edit each faction's evangechist claim? I'm playing with this mod in tandem with mayasurian navy and it's kinda conflicting both fluff and crunch wise to have the Persean league having evangechist claim on Mayasura.
Not in a config file or anything, you'll need to know how to modify markets' memory with console.
But I've told Knight Chase how to fix it on his end, so the problem should go away in future versions.
I think I found a compatibility bug between Nex and Seeker: Unknown Contact. The game crashed immediately after defeating Rampage, a ship belonging to the Plague Bearer faction added by SUC.
[...]
Regardless, Nex is a great mod! Thanks for making it!
Thanks!
The bug is fixed by updating MagicLib, but this only applies to new games (so for your current game you won't be able to fight plaguebearers).
Hi Histidine, is the REDACTED offer to build their stuff with the secret Agent from the Freeport suppsoed to be a one-time offer only? The code flags it to appear once, courtesy of DAL:
Spoiler
public boolean setPersonMissionRef(PersonAPI person, String key) {
if (person == null) return false;
if (person.getMemoryWithoutUpdate().contains(key)) {
return false;
}
person.getMemoryWithoutUpdate().set(key, this);
changes.add(new VariableSet(person.getMemoryWithoutUpdate(), key, true));
return true;
}
Adding to what I said in Discord earlier, that code is used in all the missions in the 0.95 mission system.
I think it just registers the mission with the current person (so it's not regenerated if you leave the dialog and then talk to them again).
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Can you make it so that in-faction trade is only by in-faction fleets? My trader fleets keep fighting each other because I have 2 enemy faction not hostile to me (pirates and independants) and they keep on causing shipping disruption to the point one of my colony decivilized and I had to shut down 1 industry on another because they caused transplutonic shortage for the coronal tap and resulted in -5 to stability.
Yes, I know I can just attack the pirate or the ind and end this, but this playthough I started with pirate, and the independants hostile to me would completely kill the little profits I have, being hostile to church and hegemony.
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Something bugged out with the AI core "N" NPC mission involving retrieving two beta cores from Derinkuyu mining station. Pirates captured the base. Now that independent have captured it back, the mission is incompletable.
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Something bugged out with the AI core "N" NPC mission involving retrieving two beta cores from Derinkuyu mining station. Pirates captured the base. Now that independent have captured it back, the mission is incompletable.
You mean the prism freeport or the target station? Normally you would have to do an extraction raid to get the beta cores.
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I've got about 1.2 heavy armaments per marine. Do they do anything for vanilla? Do they do anything for Nexerelin?
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I am having an issue where faction relations don't actually reflect the value set in the faction.config file. I have tested it out with Mayasura and XhanTech, and the players relations with various factions will not reflect the faction chosen to spawn as. some will be the same, but some will be at 0 or at -100. the factions themselves seem to also not like partial values, either being 0 or at -100, but not any value in between. I have the most recent versions of Starsector, Nexelerin+hotfix, Mayasura, and XhanTech. I only used one modded faction at a time.
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I've got about 1.2 heavy armaments per marine. Do they do anything for vanilla? Do they do anything for Nexerelin?
Heavy Armaments are for invasions only.
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I am having an issue where faction relations don't actually reflect the value set in the faction.config file. I have tested it out with Mayasura and XhanTech, and the players relations with various factions will not reflect the faction chosen to spawn as. some will be the same, but some will be at 0 or at -100. the factions themselves seem to also not like partial values, either being 0 or at -100, but not any value in between. I have the most recent versions of Starsector, Nexelerin+hotfix, Mayasura, and XhanTech. I only used one modded faction at a time.
Note that the config file's relations are only used in random sector (for reverse compatibility purposes with how older faction mods set their relations, in their code). Although I'm thinking of adding a setting that makes the config relations override those.
Can you make it so that in-faction trade is only by in-faction fleets? My trader fleets keep fighting each other because I have 2 enemy faction not hostile to me (pirates and independants) and they keep on causing shipping disruption to the point one of my colony decivilized and I had to shut down 1 industry on another because they caused transplutonic shortage for the coronal tap and resulted in -5 to stability.
Yes, I know I can just attack the pirate or the ind and end this, but this playthough I started with pirate, and the independants hostile to me would completely kill the little profits I have, being hostile to church and hegemony.
Hmm, the trade fleet manager is bigger than I particularly want to mess with in the near term. Although my personal opinion is that trade fleets ought not to attack others in the first place, might want to report that to Alex.
-
Not sure if anybody else has posted this issue yet and after searching a few pages to see if it came up recent figured I'd say something. The procgen built-in hullmods on certain fleets is ignoring hullmod incompatibilities and other built-in hullmod blocks, such as installing heavy armor on DME ships or building in the Diable Avionics Versant's custom hullmod which then breaks the ship's main gun swapper function.
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In version 10.0d I received a procedural "deliver items to guy at station for money" bar courier mission from the independents, where the target was Galatia Academy. The mission was not able to be completed, accessing the station did not complete it, and there are no staff to talk to because of the custom dialogue. Idk if this bug is related to Nexerelin or a vanilla issue, and I did see something about a ghost version of the station in the 10.0e patch notes.
Other than that, I have been enjoying the mod a lot, thanks for your work.
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Feature request: the option to override the stabilization commodities for a faction through the faction's nex config.
eg "stabilizationDemandClasses":["luxury_goods","domestic_goods","ore"], which would result in a faction that stabilizes through luxury goods (or lobsters, or some other luxury_good), domestic goods, and big piles of rocks.
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I really like nexerelin. But I don't quite like a faction being destroyed before I could interact with them. What can I do in the config to like, lessen the frequency of invasions and saturation bombardment and maybe even make factions want to make peace rather than to be invaded or die horribly?
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I really like nexerelin. But I don't quite like a faction being destroyed before I could interact with them. What can I do in the config to like, lessen the frequency of invasions and saturation bombardment and maybe even make factions want to make peace rather than to be invaded or die horribly?
I've not altered it myself but this seems to be the answer:
"pointsRequiredForInvasionFleet": 27000, # bigger = longer delay between invasion fleets
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(https://i.imgur.com/aoVZZfR.png)
Not sure if anyone has reported this bug but I found a pather base whose orbital station has been rendered unoperational but still standing, so I satbombed it. The game says that since this is a hidden base, there won't be any rep change.
(https://i.imgur.com/3r7nxJb.png)
after I did that, the station was abandoned; however, the game still show that it is still providing support to my colonies' pather bases as a neutral station.
Is there a quick way to remedy this with console command? I have tried to send base strike fleet but since there's no operational market in said system, I cant really do anything.
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Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items. The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.
...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?
*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???
-
I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?
-
Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.
[attachment deleted by admin]
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Also under "not sure if bug" discovered that a shortage of organics at a Cryosanctum somehow appears to increase production of harvested organs?
(https://i.imgur.com/xLdsmlR.png)
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Hello,
I love this mod but I have a slight issue in my game. The Hegemony just declared war on TT and TT are getting absolutely steamrolled. The issue is I'd rather they didn't since I'd eventually like to buy their stuff. I could commission myself to fight on their behalf but that screws with my relations and considering how many fleets are in the TT home system right now I'm not really sure I could turn the tide even if I did. I don't suppose there is some other way I can help them that would really make a difference?
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I have not played Nex extensively for quite some time but are you not able to colonize other systems, give them to tri tach and force a peace via prisoner exchanges etc?
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I have not played Nex extensively for quite some time but are you not able to colonize other systems, give them to tri tach and force a peace via prisoner exchanges etc?
giving planets is a decent way to keep the faction alive.
If you want to stay neutral while allowing TT to survive, another option is agents.
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(https://i.imgur.com/xLdsmlR.png)
Why is the shortage and fleet d-mod indicators colored blue instead of red?
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Nex doesn't change UI like that, minimalUI might be the cause.
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Why is the shortage and fleet d-mod indicators colored blue instead of red?
Edit the file starsector-core\data\config\settings.json
Find the line ["colorblindMode":false,] and set it to 'true'
What once was red now is blue.
...which is of limited usefulness except for a narrow subtype of colorblindness (which isn't the one I have) but at least the developer put forth a little bit of effort instead of none at all, I guess?
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Feature request: the option to override the stabilization commodities for a faction through the faction's nex config.
eg "stabilizationDemandClasses":["luxury_goods","domestic_goods","ore"], which would result in a faction that stabilizes through luxury goods (or lobsters, or some other luxury_good), domestic goods, and big piles of rocks.
Hmm, I can do that.
Not sure if anyone has reported this bug but I found a pather base whose orbital station has been rendered unoperational but still standing, so I satbombed it. The game says that since this is a hidden base, there won't be any rep change.
after I did that, the station was abandoned; however, the game still show that it is still providing support to my colonies' pather bases as a neutral station.
Is there a quick way to remedy this with console command? I have tried to send base strike fleet but since there's no operational market in said system, I cant really do anything.
Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?
To remove the existing cells, use an agent (but they might reconnect to the zombie base after the disruption ends). Or removecondition pather_cells in console, although if it works the same as in 0.9.1 then the colony will become permanently immune to new cells as a result.
Also under "not sure if bug" discovered that a shortage of organics at a Cryosanctum somehow appears to increase production of harvested organs?
Looks like this is actually intentional on Alex's part! (Also happens with a supply deficit)
My guess: they can't maintain the cryopods at full capacity any longer, so, well, the supply of no-longer-freezable bodies to harvest increases...
Hello,
I love this mod but I have a slight issue in my game. The Hegemony just declared war on TT and TT are getting absolutely steamrolled. The issue is I'd rather they didn't since I'd eventually like to buy their stuff. I could commission myself to fight on their behalf but that screws with my relations and considering how many fleets are in the TT home system right now I'm not really sure I could turn the tide even if I did. I don't suppose there is some other way I can help them that would really make a difference?
If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.
Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.
-
Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.
EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
-
A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.
-
Missed a couple of posts the first time:
Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items. The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.
Hmm, I'm not getting any storage fee from outposts, although I think people have reported this exact issue before. Maybe one day I'll figure out what's going wrong.
...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?
*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???
Not intentional, but it's just how the game works and I don't think I can change it. (The exact same effects are seen with abandoned stations)
I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?
It's how much war weariness the faction needs to consider making a ceasefire/peace treaty offer to another faction (see the Diplomacy profiles section in intel screen for how much weariness each faction currently has).
Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.
Thanks, fixed!
A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.
Just keep checking bars I guess, they ought to turn up eventually.
Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.
EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
- Blueprint trader sells BPs for any ship with a "rare_bp" tag, unless it's blocked in the CSV or by having the "no_drop" or "no_bp_drop" tags. It never sells packages, although it will buy them from the player.
- For each ship on the high-end seller, it just picks a random whitelisted faction in the game, then a random ship role (small freighter, large tanker, medium combat ship, etc.) then generates a ship with that faction and role.
If the resulting ship is prohibited for whatever reason (aside from the blacklist, there are FP thresholds for each size class, and it can't have D-mods), it tries again.
It doesn't care whether blueprints of the ship are technically available, just needs to be known to a faction.
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I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
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Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
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Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
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Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?
AFAIR some other faction sent a raid fleet to the pather base instead of a base strike fleet. either way, the station got fucc'd. I tried to recolonize the abandoned station, build an orbital station and give it to the pathers, then attacked it again and it disintegrated properly. weird.
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Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/1792972894374714660/3B416CB662B1225009EC42FF4D4148D59E52FA85/)
(https://steamuserimages-a.akamaihd.net/ugc/1792972894374724410/932C59D652C7F15FCBFA240B33C2782EE2D30C67/)
Bug report: Seems like there's another 'pirate' faction that spawned with a pirate base and when I send a base strike fleet to them, my alliance declared with said faction too. weird.
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Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
What do you mean? Those planets are potentially habitable, and even the smallest of them has more room to expand than the biggest possible starbase in the sector. What's unnatural about starting new colonies? That it's too easy? If that's your idea, then I agree, but it wouldn't change the my opinion about settled orbital structures.
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Question:
Do factions currently use the items I sell to them? Including blueprints, colony items, and planet surveys?
Edit: Also ships/weapons?
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Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
What do you mean? Those planets are potentially habitable, and even the smallest of them has more room to expand than the biggest possible starbase in the sector. What's unnatural about starting new colonies? That it's too easy? If that's your idea, then I agree, but it wouldn't change the my opinion about settled orbital structures.
misread your post
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I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
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I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
Ouch that's an amazing feature to disable I'd understand if we didn't have agents but oh well.
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I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
In exerelin_config.json in Nex folder, search "invasion" and set "enableInvasion" to false.
However, this also prevents players invasion (which is added by Nex, not vanilla), so you're only able to raid colonies. The config file is quite well documented so there's probably other options.
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I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
Would this workaround work? By adding ship hull known to Tri tach faction file and setting cu_prototypeebm hull frequency to 0 would this make the faction know the hull in knowships yet never use it at all? Therefore enabling it to be just sold at the HEM as a workaround?
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Also, what does the special item Faction setup item do? Is it like a debug item or as a current game editing tool?
EDIT: Which factions are whitelisted for the prism in the prism_factions_whitelist by default? Is the player faction already whitelisted or by listing the player in the faction whitelist does the Prism freeport sell all the blueprints I know of on the HEM?
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Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
I've considered adding a market condition that greatly slows population growth to all stations before, but decided I didn't want to do something that messes that much with mod stations.
I might add an option that does it "quietly" (visible only in the growth tooltip) though, like what's already done to slow NPC colony growth in general.
Bug report: Seems like there's another 'pirate' faction that spawned with a pirate base and when I send a base strike fleet to them, my alliance declared with said faction too. weird.
That "extra" pirate faction is from the Beyond the Sector mod. I haven't looked into why it's spawning in the main sector, don't know when it'll be fixed.
Question:
Do factions currently use the items I sell to them? Including blueprints, colony items, and planet surveys?
Edit: Also ships/weapons?
Selling survey data to anyone speeds up the time before the next NPC colony expedition occurs. NPC colonies will also use colony items you sell to them on the open market, if they can.
Other than that and selling blueprints to pirates, factions don't use any such things you sell them.
I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
Would this workaround work? By adding ship hull known to Tri tach faction file and setting cu_prototypeebm hull frequency to 0 would this make the faction know the hull in knowships yet never use it at all? Therefore enabling it to be just sold at the HEM as a workaround?
That should work, although you might want to give the ship the "no_bp_drop" tag as well.
Also, what does the special item Faction setup item do? Is it like a debug item or as a current game editing tool?
It's used for the faction setup screen when starting with own faction in random sector.
EDIT: Which factions are whitelisted for the prism in the prism_factions_whitelist by default? Is the player faction already whitelisted or by listing the player in the faction whitelist does the Prism freeport sell all the blueprints I know of on the HEM?
Most of the vanilla factions are whitelisted (in the code rather than the CSV, maybe I ought to move them), but player faction isn't. Adding it to the CSV will enable the high-end seller to sell player-known ships.
However, the blueprint trader doesn't use this list at all, it doesn't check for factions.
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Feature request: Can a new type of agent be added, one that automatically handles ludic path infiltrations in a system? Or maybe this can be done by existing agents, only when they're high level.
When you get to the point of bloating and using AI cores on several planets, it really becomes a hassle to queue up agent actions, and I don't think you're informed when a ludic cell becomes active(after you shout it down via agent actions once). This solution would alleviate the current micromanagement of your agents, up to a maximum of 4 different star systems.
Bug report: Managed to make an alliance with 3 other factions. When the relationships between Tri-Tachyon and Persean League went sour, both of them left the alliance at the same time. Logically speaking, after one of them left the alliance, the 2nd one shouldn't have a reason to also leave it.
-
Hi,
I destroyed Luddic Base, went back to hyperspace and after 10-20 seconds in the game of hyperspace it crashed.
Log:
Spoiler
1350639 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1252)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1049)
at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:431)
at exerelin.campaign.InvasionRound.npcInvade(InvasionRound.java:297)
at exerelin.campaign.intel.invasion.InvActionStage.performRaid(InvActionStage.java:238)
at exerelin.campaign.intel.invasion.InvActionStage.autoresolve(InvActionStage.java:285)
at exerelin.campaign.intel.invasion.InvActionStage.updateStatus(InvActionStage.java:148)
at com.fs.starfarer.api.impl.campaign.intel.raid.BaseRaidStage.advance(BaseRaidStage.java:106)
at com.fs.starfarer.api.impl.campaign.intel.raid.ActionStage.advance(ActionStage.java:25)
at exerelin.campaign.intel.invasion.InvActionStage.advance(InvActionStage.java:62)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:214)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:425)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Mods:
Spoiler
zz GraphicsLib 1.5.1 (shaderLib)
Tahlan Shipworks 0.6 (tahlan)
Scy Nation 1.64 (SCY)
Seeker - Unidentified Contact 0.42 (SEEKER)
Legacy of Arkgneisis v1.9.4 (ArkLeg)
Kadur Remnant 3.2.3 (kadur_remnant)
The Star Federation 0.8.1a (star_federation)
Terraforming and Station Construction 7.0.0 (Terraforming and Station Construction)
Mayasuran Navy 8.3.4 RC3 (Mayasuran Navy)
Outer Rim Alliance 0.93rc2 (ORA)
Diable Avionics 2.61 (diableavionics)
ScalarTech Solutions 0.7 (tahlan_scalartech)
Extratential Lanestate Union 0.7.3 (XLU)
Vayra's Ship Pack 1.2.3 (vayrashippack)
The Exalted 1.3.2 (exalted)
Adjusted Sector 0.3.3 (Adjusted Sector)
Nexerelin 0.10.0e (nexerelin)
High Tech Expansion 1.4.3 (hte)
Torchships And Deadly Armaments 0.15rc2 (TORCHSHIPS)
Roider Union 1.2.2 (roider)
Industrial.Evolution 2.1.b (IndEvo)
Scy Addon - BLUESKY 1.1 (scy_bluesky)
Arsenal Expansion 1.5.4a (raccoonarms)
Unofficial New Game Plus 1.3.0 (ungp)
Combat Chatter 1.11.1 (chatter)
DIY Planets 1.0.13 (diyplanets)
MagicLib 0.32rc2 (MagicLib)
Beyond the Sector 1.0.0 (beyondthesector)
Grand.Colonies 1.0.b (GrandColonies)
Console Commands 2021.4.10 (lw_console)
Hyperdrive 2.1.1 (sun_hyperdrive)
A New Level of Confidence - 25 1.0 (pantera_ANewLevel25)
Autosave 1.1c (lw_autosave)
Better Colonies 1.63 (timid_admins)
Captain's Log 0.1.4 (CaptainsLog)
LazyLib 2.6 (lw_lazylib)
Leading Pip 1.9.1 (leadingPip)
$$$ Lightshow 1.41 ($$$_lightshow)
Ramscoop 0.2b (m561_ramscoop)
SpeedUp 0.7.1 (speedUp)
Stellar Networks 1.0.0-pre1 (eli95)
Transfer All Items 1.2 (transfer_all_items)
-
So, today I got scammed for nearly 1M credits by this mod
I've sent my agent on a mission to raise relationships, then queued "Procure ship" - but after some time decided to cancel the diplomatic mission and got a refund of 47k. I thought that this is the refund for first mission, but turns out it cancelled the queued mission too. With no refund.
Please fix this... entire day of exploration and looting, gone :(
-
Feature request: Can a new type of agent be added, one that automatically handles ludic path infiltrations in a system? Or maybe this can be done by existing agents, only when they're high level.
When you get to the point of bloating and using AI cores on several planets, it really becomes a hassle to queue up agent actions, and I don't think you're informed when a ludic cell becomes active(after you shout it down via agent actions once). This solution would alleviate the current micromanagement of your agents, up to a maximum of 4 different star systems.
Bug report: Managed to make an alliance with 3 other factions. When the relationships between Tri-Tachyon and Persean League went sour, both of them left the alliance at the same time. Logically speaking, after one of them left the alliance, the 2nd one shouldn't have a reason to also leave it.
Hmm, we'll see if I add a feature for automatic cell removal (maybe a switch for agents that makes them automatically do that).
On the alliance thing: Makes sense, I'll check the logic and try to change it.
Hi,
I destroyed Luddic Base, went back to hyperspace and after 10-20 seconds in the game of hyperspace it crashed.
Log:
Spoiler
1350639 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1252)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1049)
at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:431)
at exerelin.campaign.InvasionRound.npcInvade(InvasionRound.java:297)
at exerelin.campaign.intel.invasion.InvActionStage.performRaid(InvActionStage.java:238)
at exerelin.campaign.intel.invasion.InvActionStage.autoresolve(InvActionStage.java:285)
at exerelin.campaign.intel.invasion.InvActionStage.updateStatus(InvActionStage.java:148)
at com.fs.starfarer.api.impl.campaign.intel.raid.BaseRaidStage.advance(BaseRaidStage.java:106)
at com.fs.starfarer.api.impl.campaign.intel.raid.ActionStage.advance(ActionStage.java:25)
at exerelin.campaign.intel.invasion.InvActionStage.advance(InvActionStage.java:62)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:214)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:425)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Looks like it failed to create the auto-rebellion on successful invasion (then tried to do things with the said nonexistent rebellion). If you're stuck at a point where the invasion keeps happening successfully, you could devmode teleport to where the invasion is and use console kill to make it fail.
(I'll add a safety for it next version)
So, today I got scammed for nearly 1M credits by this mod
I've sent my agent on a mission to raise relationships, then queued "Procure ship" - but after some time decided to cancel the diplomatic mission and got a refund of 47k. I thought that this is the refund for first mission, but turns out it cancelled the queued mission too. With no refund.
Please fix this... entire day of exploration and looting, gone :(
Yeouch, sorry about that! I'll try to figure out why it's happening; in the meantime, use AddCredits in console to get your money back.
-
Is there a way to disable transfering planets needing an operational spaceport? They get disabled for so long after invasion, it makes everything takes sooooo much longer.
-
-Workaround for Remnant custom production contract being offered only once
-This fix is not retroactive; to fix existing saves, use console command provided on forum
Well alright. What's the console command :P
-
Is there a way to disable transfering planets needing an operational spaceport? They get disabled for so long after invasion, it makes everything takes sooooo much longer.
Comment out the row "nex_marketTransferInitNoSpaceport" in rules.csv, that should do it.
(Not taking advantage of the lack of spaceport to sell a ton of cheap stuff to the resulting low-accessibility market is the responsibility of the player)
-Workaround for Remnant custom production contract being offered only once
-This fix is not retroactive; to fix existing saves, use console command provided on forum
Well alright. What's the console command :P
See here (https://fractalsoftworks.com/forum/index.php?topic=21456.msg324140#msg324140)
-
6406672 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsMarket.getMarketIndustryValue(NexUtilsMarket.java:90)
at exerelin.campaign.intel.missions.ConquestMissionIntel.calculateReward(ConquestMissionIntel.java:157)
at exerelin.campaign.intel.missions.ConquestMissionIntel.addBulletPoints(ConquestMissionIntel.java:317)
at exerelin.campaign.intel.missions.ConquestMissionIntel.createIntelInfo(ConquestMissionIntel.java:252)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at exerelin.campaign.intel.missions.ConquestMissionIntel.init(ConquestMissionIntel.java:80)
at exerelin.campaign.intel.missions.ConquestMissionManager.createEvent(ConquestMissionManager.java:95)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Not sure what happened here but looks like my game crashed when Nex tried to calculate and update intel for conquest missions in the background.
-
Installed nexerlin, magiclib and lazylib from the links and got error message
JSONObject file not found.....
-
installed nexerlin, lazylib and magiclib and got error message JSONObject file not found....
-
6406672 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsMarket.getMarketIndustryValue(NexUtilsMarket.java:90)
at exerelin.campaign.intel.missions.ConquestMissionIntel.calculateReward(ConquestMissionIntel.java:157)
at exerelin.campaign.intel.missions.ConquestMissionIntel.addBulletPoints(ConquestMissionIntel.java:317)
at exerelin.campaign.intel.missions.ConquestMissionIntel.createIntelInfo(ConquestMissionIntel.java:252)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at exerelin.campaign.intel.missions.ConquestMissionIntel.init(ConquestMissionIntel.java:80)
at exerelin.campaign.intel.missions.ConquestMissionManager.createEvent(ConquestMissionManager.java:95)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Not sure what happened here but looks like my game crashed when Nex tried to calculate and update intel for conquest missions in the background.
I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.
installed nexerlin, lazylib and magiclib and got error message JSONObject file not found....
Post the full error message from starsector-core/starsector.log
-
Is there any way to get Ziggurat-doom-machine in randomised core worlds? Cant find in the thread.
BTW cool mod - nice additional game flavour and space is more alive. ;)
-
Hey Histidine, was there a gameplay or balance reason why you didn't implement player faction for HEM? Was it due to logic? Because I could imaging the player factions production of ships eventually get sold to the HEM from a background lore perspective.
-
Hi - you must get this kinda questions a lot there but couldnt spot an answer in previous posts.
Is this up to date / working with the latest release, the bug fix on the 22nd?
I see the post is dated 2021-04-21 but the 22ns release was a minor bug fix so i would guess this mod isnt impacted in any way?
-
nope, it's save-compatible with the latest version of starsector.
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nope, it's save-compatible with the latest version of starsector.
Thanks! :)
-
Bug reports:
1) If an autonomous colony increases in size, you are getting informed each day of it, until you take temporary control of it. In my particular case, it happened when Ancyra went to size 6. It restarts daily notification after a new month starts. Revoking autonomy and letting a day pass guarantees messages stops popping up, even on start of new month, but it starts showing up again once you give autonomy back.
2) If you take over Sindria, the Lion's Guard HQ disappears from the building list, but you're still paying the upkeep for it. I imagine this applies to all faction specific buildings. Attached picture with proof.
3) Don't know if intentional, but autonomous colonies can send their own invasion fleets, I find this very neat. I'd like to point out that an autonomous colony with +300% fleet size and +95% ship quality only sent a single fleet. Not sure what influences fleet size.
[attachment deleted by admin]
-
Not sure if someone reported that bug yet, but seems like raising faction standing with yourself is broken
"Your agent Keith Romero has successfully subverted the Legio Infernalis political process to improve relations with the player.
Today."
What? ???
[attachment deleted by admin]
-
Is there any way to get Ziggurat-doom-machine in randomised core worlds? Cant find in the thread.
BTW cool mod - nice additional game flavour and space is more alive. ;)
:approval face:
Alpha Site appears in the same spot in random sector as in non-random sector (slightly northeast of core worlds), so if you know where it is you can go there.
Hey Histidine, was there a gameplay or balance reason why you didn't implement player faction for HEM? Was it due to logic? Because I could imaging the player factions production of ships eventually get sold to the HEM from a background lore perspective.
Never really had a reason to. Also pretty pointless since if you know the blueprints you can already build the thing yourself rather than buying it for Prism markup.
Bug reports:
1) If an autonomous colony increases in size, you are getting informed each day of it, until you take temporary control of it. In my particular case, it happened when Ancyra went to size 6. It restarts daily notification after a new month starts. Revoking autonomy and letting a day pass guarantees messages stops popping up, even on start of new month, but it starts showing up again once you give autonomy back.
Oh, this one's kind of a mess. It was wrongly thinking the max colony size was 10, trying to get bigger, failing, then acting as if it succeeded (and since the population meter is still 100%, it tried again a few days later). Made it not do that, thanks!
2) If you take over Sindria, the Lion's Guard HQ disappears from the building list, but you're still paying the upkeep for it. I imagine this applies to all faction specific buildings. Attached picture with proof.
This is an issue with vanilla's handling of the LG HQ, but maybe I should go ahead and override the vanilla implementation in a later version.
3) Don't know if intentional, but autonomous colonies can send their own invasion fleets, I find this very neat. I'd like to point out that an autonomous colony with +300% fleet size and +95% ship quality only sent a single fleet. Not sure what influences fleet size.
Yeah, invasion fleets ignore origin market fleet size mult (otherwise it could have huge variations in size depending on where the fleets came from, which is troublesome to balance). The invasion size scales somewhat with the target defenses, but there are some complexities to it that I won't get into here.
Not sure if someone reported that bug yet, but seems like raising faction standing with yourself is broken
"Your agent Keith Romero has successfully subverted the Legio Infernalis political process to improve relations with the player.
Today."
What? ???
I think there's a weird interaction here where Legio's relationship with player is capped at +10 in its faction config, and this is applying to the raise-relations-while commissioned scenario. Thanks for the report, I'll see about making it not apply there.
-
Was going to hold off on a major release for some time, but enough fixes have accumulated. The big features will come later.
(https://media.discordapp.net/attachments/310517733458706442/835391800806080514/unknown.png)
Nexerelin v0.10.1
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.1/Nexerelin_0.10.1.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.1 ##
### Changes since Discord beta v0.10.0x ###
* Fix Remnant contact mission 1 becoming inaccessible if not viewed immediately
* Fix Starfarer mode colony growth penalty applying even when the mode is off
* Fix autonomous colonies trying (and failing) to grow past limit
* Fix player's starting colony in random sector being seeded with 3 industries instead of 2
* Fix new game faction toggle not being scrollable
* Fix tactical bombardment incrementing player's 'atrocity' count
* Add tooltip for random start location option
### Gameplay ###
* Remnant contact modifications:
* First mission appears in bar rather than on docking
* Contact appears in intel screen
* Workaround for Remnant custom production contract being offered only once
* This fix is not retroactive; to fix existing saves, use console command provided on forum
* Custom production contract cost mult 1.2 -> 1.4, surplus ship cost mult 0.8 -> 1.0, AI core cost mult 1 -> 2
* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)
* Remove minimum relationship requirement for Prism's High-End Seller
* Random sector: Let player planet seed two industries at start
* Can't transfer colonies to Reparations Society in non-random sector (cheap fix until I work out intended behavior)
* Random sector: Try to not accumulate debt during new game time pass if starting colony is unprofitable
* A colony's free port setting will no longer be changed due to falling under the control of a pirate-type faction, if the colony existed at start of game
### GUI ###
* Add a GUI system for new game dialog
### Text ###
* Rename agents to operatives (disambiguate from the contact rank)
* Update calculation for orphans made from raids
### Fixes ###
* Fix a potential post-invasion crash
* Fix a potential punitive expedition crash
* Fix agent abort action also canceling the queued action
* Update/fix tribute check
* Fix starting d-mods from new game option being added to fleet multiple times
* Fix getting stuck in dialog after remote colony autonomy option
* Fix officers being returned to their ships after permadeath
* Also make unremovable officers not killable
* Fix Hegemony rep being clamped to zero or better on new game
* Fix random sector terran-eccentric worlds having mirror and shade entities but not the market condition
* Fix lower relations action not displaying relationship change on failure properly
* Fix milestone award not notifying player of new story points
* Fix version checker URL for Starsector version
### Modding ###
* Add settings.json options for population growth mult and max size on station-only colonies
The workaround console command mentioned in the changelog is as follows (use while in dialog with the contact):
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getActivePerson().getMemoryWithoutUpdate().unset("$cpc_ref");
-
THE UI, IT'S SO SMOOOOTH
-
I can't get faction settings' new UI to remember my settings; if I go back to the previous menu the settings are undone.
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* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)
Does this mean that the vanilla storyline can still be played in Nex? Can those missions be broken if the core worlds get invaded? Is there a big enough warning sign for the noobs to understand that randomized = no vanilla quests?
-
I am loving this mod so much. ;D
Started playing couple weeks ago.
Is it possible to update the mod without breaking save? :D
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Think I found a bug: the Random Starting Faction Relations and Faction Respawning options visually reset to default when leaving and re-entering their menu, but maintain their actual state.
I can't get faction settings' new UI to remember my settings; if I go back to the previous menu the settings are undone.
Looks to be just a visual bug
-
Hey i'm not sure if this is a Nexrelin bug or a Beyond the sector one, but every colony in the system has a accessibly rating of -21474836483%, is there anyway to fix it?
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Hey i'm not sure if this is a Nexrelin bug or a Beyond the sector one, but every colony in the system has a accessibly rating of -21474836483%, is there anyway to fix it?
That's entirely "Beyond the Sector" bug.
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Yeah I figured out the problem, a interesting interaction created through Industrial Evolution and BTS, at this point I'm going to need to figure out how to destory a colony
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Yeah the faction settings have the wrong default highlights (sorry!) but the states will be set correctly after clicking. Fixed in dev now.
* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)
Does this mean that the vanilla storyline can still be played in Nex? Can those missions be broken if the core worlds get invaded? Is there a big enough warning sign for the noobs to understand that randomized = no vanilla quests?
- If you skip the story it won't take place, obviously. Otherwise, yeah, it still works (in non-random sector).
- Invading core worlds will likely result in irregular appearances (like needing to visit a certain Tri-Tachyon executive, whose planet now happens to be held by Hegemony) but I don't think anyone has reported an error that breaks the actual game progression.
- No warning sign on random sector because I forgot. Next version!
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I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.
It's not a I.E bug because it still happens with the new fixes. In fact, this happens:
https://youtu.be/aynw7_pcxI8 (https://youtu.be/aynw7_pcxI8)
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- Invading core worlds will likely result in irregular appearances (like needing to visit a certain Tri-Tachyon executive, whose planet now happens to be held by Hegemony) but I don't think anyone has reported an error that breaks the actual game progression.
I think I may have found one, I own both of the stations in Isirah and unfortunately cannot talk to anyone to get the piece of evidence which is not from gloom bridge I am on an outdated version as of yesterday though.
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To possibly work around that,
Spoiler
did you try to just fly to the com relay in the system and installing the snoop package (not the regular sniffer option)
?
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I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.
It's not a I.E bug because it still happens with the new fixes. In fact, this happens:
https://youtu.be/aynw7_pcxI8 (https://youtu.be/aynw7_pcxI8)
Hmmmm those look like two rather different bugs.
If the market industry value crash is still happening, post the error log (or tell me if it's the same error log as the one already posted). Although honestly, my opinion is that if some mod creates a special item with null ID, that's a problem with that mod and I'm not changing my stuff to work around it.
The intel arrow going wild thing is new, I suspect it's from the two raids targeted at Anargaia? Try narrowing it down by using the Reparations Society filter tab.
If it is Anargaia... well I'm not sure it's readily fixable mod-side, but it might be good to report it to Alex with a save.
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Is it possible to change the date when the AI starts colonizing?
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So, about this newly added remnant contract questline (retrieve two beta core).
I headed to the indicated Independent station to join the underground auction. But there's no specific event or option, only a generic station menu. What am I supposed to do?
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I just noticed a bug where player bombardments happen twice.
For now just add your fuel back with console; I'll release a fix in a few days once (we'll see if any further bug reports come in).
Is it possible to change the date when the AI starts colonizing?
Currently hardcoded to cycle 207.
So, about this newly added remnant contract questline (retrieve two beta core).
I headed to the indicated Independent station to join the underground auction. But there's no specific event or option, only a generic station menu. What am I supposed to do?
There's no auction event to get into, you just need to do a raid to swipe those cores.
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So, about this newly added remnant contract questline (retrieve two beta core).
I headed to the indicated Independent station to join the underground auction. But there's no specific event or option, only a generic station menu. What am I supposed to do?
There's no auction event to get into, you just need to do a raid to swipe those cores.
Hmm, now this is problematic... I really don't wanna fight against an Independent faction. It's either give up the whole questline or find out other ways to solve this. There are no such things as 'Black ops' (*hope they add this kind of content in future - like All-Phase fleet only contents), looks like the only option I have is to capture TONS of VIP from Pirate and bulk release them on another Independent colony after I blast targeted station and retrieve cores.
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First time poster here so first of all I just want to say thank you Histidine for all that you do. What a wonderful mod this is!
I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.
I initially thought I found the issue when I noticed the pirates had somehow become "inhospitable" with my faction instead of hostile; however, I reset my relationship with them to -100 and there still hasn't been any raids.
Pirates raids on AI factions appear unchanged, so it's only the player faction thats affected. The luddic path cells are spawning correctly.
On a separate note, this is not a bug but rather a point of discussion. It's about abandoning colonies.
In vanilla, abandoning one's own colony is a strategic choice. It allows the player to recoup some of their investment, and as such, it makes perfect sense as a vanilla mechanic.
In nexerelin however, this mechanic seems a little broken when paired with the invasion mechanic. This is because after invading an AI colony, you can immediately abandon it and receive anywhere from 300k-1.2mil credits, and you don't even receive any diplomatic repercussions. To me, this is broken because it essentially makes saturation bombardments useless.
In vanilla if you wanted to delete an AI colony you had to Sat bomb it, which takes time, you don't get paid, and there are severe diplomatic repercussions. In contrast, in Nexerelin you can simply Invade ->abandon, which essentially accomplishes the same thing, except it is immensely profitable, instantaneous, and without any diplomatic repercussions. It would make more sense to me that either you aren't allowed to abandon colonies that were not yours originally, or if you abandon an AI colony it immediately get's returned to it's previous owner.
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When ordering an agent to repeat their last mission, and the last mission has a price above your current funds, they will still do so, resulting in having negative credits.
(https://i.imgur.com/Gi4INfV.png)
While credits are negative, agents cannot be ordered to perform any actions, even ones without a cost.
(https://i.imgur.com/A6D03SB.png)
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Just wondering, are you still looking for help writing planet descriptions? Would love to lend a hand somehow.
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Hmm, now this is problematic... I really don't wanna fight against an Independent faction. It's either give up the whole questline or find out other ways to solve this. There are no such things as 'Black ops' (*hope they add this kind of content in future - like All-Phase fleet only contents), looks like the only option I have is to capture TONS of VIP from Pirate and bulk release them on another Independent colony after I blast targeted station and retrieve cores.
Turn off your transponder before doing the raid. You'll lose only a bit of rep (or none, if you want to spend a story point on it).
First time poster here so first of all I just want to say thank you Histidine for all that you do. What a wonderful mod this is!
I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.
I initially thought I found the issue when I noticed the pirates had somehow become "inhospitable" with my faction instead of hostile; however, I reset my relationship with them to -100 and there still hasn't been any raids.
Pirates raids on AI factions appear unchanged, so it's only the player faction thats affected. The luddic path cells are spawning correctly.
Hmm, Nex shouldn't affect pirate raids to that degree but I'll keep an eye out.
Do you have the pirate activity condition at least?
Are your colonies size 4 or larger? Size 3 player colonies seem to have immunity from almost all vanilla hostile actions in 0.95.
On a separate note, this is not a bug but rather a point of discussion. It's about abandoning colonies.
In vanilla, abandoning one's own colony is a strategic choice. It allows the player to recoup some of their investment, and as such, it makes perfect sense as a vanilla mechanic.
In nexerelin however, this mechanic seems a little broken when paired with the invasion mechanic. This is because after invading an AI colony, you can immediately abandon it and receive anywhere from 300k-1.2mil credits, and you don't even receive any diplomatic repercussions. To me, this is broken because it essentially makes saturation bombardments useless.
In vanilla if you wanted to delete an AI colony you had to Sat bomb it, which takes time, you don't get paid, and there are severe diplomatic repercussions. In contrast, in Nexerelin you can simply Invade ->abandon, which essentially accomplishes the same thing, except it is immensely profitable, instantaneous, and without any diplomatic repercussions. It would make more sense to me that either you aren't allowed to abandon colonies that were not yours originally, or if you abandon an AI colony it immediately get's returned to it's previous owner.
Yeah, vanilla abandon mechanic (and a bunch of other things about vanilla) wasn't meant to handle colonies being taken by player.
Although even without abandon, the player can still sell all the buildings except spaceport and then hand it over to indies for a little rep. And I've already cut the shutdown refund as much as I'm comfortable with.
Well, I've got plans to make invasion somewhat harder (though this won't really affect the smallest colonies, unfortunately) and also have a (still vague) concept of diplomatic penalties for players who abruptly grab existing colonies, since nobody is going to be happy about a new dangerous warlord arriving on the scene. Maybe those will help.
When ordering an agent to repeat their last mission, and the last mission has a price above your current funds, they will still do so, resulting in having negative credits.
While credits are negative, agents cannot be ordered to perform any actions, even ones without a cost.
Nice catch! Fixed.
Just wondering, are you still looking for help writing planet descriptions? Would love to lend a hand somehow.
TBH working on the planet desc system has been enough of a pain that I'd like to move it to someone else's mod if possible. It's been a fair amount of work copying texts from Google Docs to the game files, and there's also the somewhat smaller work of managing the writers. (Although if people did the integration into Nex in addition to the writing part of it, that'd be a lot easier for me)
I do have some art/writing things I'd like to have though! Right now, they're:
- Portrait for Remnant contact
- Concept and dialog for more Remnant story missions
- Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
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I have this problem where the game crashes if i choose a lvl 1 start, it goes straight to sector generation skipping skill selection and boom. If i chose a lvl 6 start, i get 5 skills (should be 6 or 7 no?), and once in game it appears i am at negative xp. Here is my mod list:
https://imgur.com/7CqgcqI
Has anyone else had this bug? Any hints appreciated ty.
Il
PS. I couldn't run this mod list on RC15 (but i think i was choosing lvl 1 start anyway before i figured it out) so i reverted to RC12 is this ok or no?
PS2. New RC15 install also crashes on lvl 1 start with this mod list. Pls help ;3
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Consistent crash to desktop when halfway generating a randomized core worlds sector with Nexerelin v0.10.1 but not when generating a non-randomized core world sector. Below is the crash log and my mod list, thank you.
https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing (https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing)
292113 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:651)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:617)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:128)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Mod List:
"$$$_lightshow",
"$$$_trailermoments",
"pantera_ANewLevel30",
"Adjusted Sector",
"advanced_gunnery_control_dbeaa06e",
"anotherportraitpack",
"ARSWP",
"armaa",
"raccoonarms",
"automatedcommands",
"lw_autosave",
"timid_admins",
"beyondthesector",
"bg",
"BSC",
"HMI_brighton",
"CWSP",
"CaptainsLog",
"capturecrew",
"Csp",
"charmingly_wearisome",
"CAS",
"chatter",
"combat_docking_module",
"timid_commissioned_hull_mods",
"lw_console",
"domain_mship_controllable",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"XLU",
"fluffships",
"sun_flux_reticle",
"sun_fuel_siphoning",
"GrandColonies",
"HHE",
"HMI_SV",
"HMI",
"gunnyhegexpeditionary",
"hte",
"hostileIntercept",
"hullmod_expansion",
"sun_hyperdrive",
"IndEvo",
"interestingportraitspack",
"internalaffairs",
"kadur_remnant",
"kazeron",
"kiith-nabaal-shipyard",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"logisticsNotifications",
"low_scatter_amplifier",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"missingships",
"su_CarrierHullmod",
"more_hullmods",
"more_ship_names",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"objects_analysis",
"OcuA",
"Ocutek",
"old_hyperion",
"ORA",
"wisp_perseanchronicles",
"wyv_planetaryShieldAccessControl",
"portrait",
"TAR",
"QualityCaptains",
"remnant_command_transfer",
"rotcesrats",
"roider",
"sun_ruthless_sector",
"SCY",
"RC_Second_Wave_Options",
"secretsofthefrontieralt",
"SEEKER",
"Shield_Shunt_Buff",
"PT_ShipDirectionMarker",
"solsystem",
"speedUp",
"sun_starship_legends",
"steelcardinal",
"stelnet",
"StopGapMeasures",
"timid_supply_forging",
"surveycorpssp",
"tahlan",
"Terraforming and Station Construction",
"star_federation",
"TORCHSHIPS",
"trulyautomatedships",
"underworld",
"US",
"ungp",
"URW",
"vayrashippack",
"WEAPONARCS",
"audio_plus",
"Safety Override mod",
"mir_ed",
"astroidships",
"ifonly",
"shaderLib",
"ShipCatalogVariantEditor"
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if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
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I do have some art/writing things I'd like to have though! Right now, they're:
- Portrait for Remnant contact
- Concept and dialog for more Remnant story missions
- Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
Added you on Discord to talk to you about helping out with those!
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Well, I've got plans to make invasion somewhat harder
Would love this. Right now invading worlds (even big ones) is very very easy for the player even though it feels like it would be the most difficult military action and a big thing to work towards.
A few hundred marines, one ship with ground support hullmod, some heavy armaments, and you can take most major colonies with no chance of failure by just destroying the station (if there's one) and doing one tactical bombardment before invasion. Not much is required and preliminary work such as reducing a colony's stability/defenses beforehand with various means (sabotage and attacking convoys to cause shortages etc) is never really needed.
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I have this problem where the game crashes if i choose a lvl 1 start, it goes straight to sector generation skipping skill selection and boom. If i chose a lvl 6 start, i get 5 skills (should be 6 or 7 no?), and once in game it appears i am at negative xp. Here is my mod list:
https://imgur.com/7CqgcqI
Has anyone else had this bug? Any hints appreciated ty.
Il
That should only happen if you're doing the tutorial start. In which case the -1 skill point is deliberate (you get it back for free a bit into the tutorial). I can't easily fix the negative XP without doing a replacement of the vanilla tutorial mission, but you can add the XP back with console.
The crash with level 1 happens after the new game save, so you can load the save after the crash and continue, but I'll ask Alex why it's happening to begin with.
Consistent crash to desktop when halfway generating a randomized core worlds sector with Nexerelin v0.10.1 but not when generating a non-randomized core world sector. Below is the crash log and my mod list, thank you.
https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing (https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing)
Hmm, are you on the unofficial Starsector Discord server?
The modlist is far too long for me to want to debug personally, but if you're available for a period of time later I can provide a modified Starsector API to try and figure out why it's crashing.
I do have some art/writing things I'd like to have though! Right now, they're:
- Portrait for Remnant contact
- Concept and dialog for more Remnant story missions
- Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
Added you on Discord to talk to you about helping out with those!
Thanks! I think we can discuss sometime this week.
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if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Does anyone know the answer to this?
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I can verify the pirate activity bug, I infact have not one but 12 colonies without ANY pirate activity. Some even had no patrol buildings. Most layed back playthrough i have had. While I had raids and invasions by the pesky hegemony by the dozend and invasions by just about anyone who polutes my sector yet not a single pirate attack, which is weird since i am at -100 opinion with them. By all rights they should hate me :D
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Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
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I can verify the pirate activity bug, I infact have not one but 12 colonies without ANY pirate activity. Some even had no patrol buildings. Most layed back playthrough i have had. While I had raids and invasions by the pesky hegemony by the dozend and invasions by just about anyone who polutes my sector yet not a single pirate attack, which is weird since i am at -100 opinion with them. By all rights they should hate me :D
I have had a similar experience. In fact, I've gone through quite a while of not having any pirate base bounties in addition to no pirate activity for my 3 colonies that are pop 6.
Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
I've had this happen a couple times where I see that the vengeance fleet was launched but eventually it ends because they didn't find me. I was actually wondering if it was because I kept my transponder off while they were hunting me down until I saw your post.
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I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.
Update: I did eventually get a single raid on my system. So it seems raids are possible, they're just exceptionally rare. I have Second-Wave Options installed which makes the game more difficult including decreasing colony growth and income. Because of that my colonies only recently began making a profit, and even then only 50-70k at population 5. So maybe that's part of the problem. Also I know .95a-RC14 made changes aimed at decreasing pirate activity, so that's likely involved as well. Still, it appears others running nex have noticed the same thing.
Assuming .95a-RC14 introduced changes to the variables or the equation responsible for determining raid frequency, I wonder if Nexerelin's settings somehow conflict with the new changes in a way that precludes the raids from occurring?
I have had a similar experience. In fact, I've gone through quite a while of not having any pirate base bounties in addition to no pirate activity for my 3 colonies that are pop 6.
Weird, bases are still spawning normally for me and I'm getting bounties for them. The problem in my game seems to be limited to the frequency of pirate activity in my system.
Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
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Am I supposed to lose Marine experience when I give them to a station commander to counter rebellions? I had 100% Elite marines, I gave 100 to the station commander to counter a rebellion, and my Maine experience dropped to 68%. Just selling Marines doesn't reduce their experience.
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Looked into the pirate activity/raid issue, but I haven't been able to easily identify a bug with a minimal modset; so far, things look like they're working as intended (this isn't necessarily the same thing as 'good for gameplay', mind). If someone has a save without too many mods that could help me figure it out, thanks.
Are NPC factions also not getting raids or pirate activity?
Did you wipe out the regular pirate colonies? (that stops new bases from spawning in Nex)
Are you killing bases almost as soon as they appear? (a newly spawned base takes 6-18 months before it can launch a raid; see settings below)
Does the following print anything in console?
runcode
import exerelin.campaign.intel.bases.Nex_PlayerRelatedPirateBaseManager;
import com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel;
for (com.fs.starfarer.api.campaign.comm.IntelInfoPlugin intel : Global.getSector().getIntelManager().getIntel(PirateBaseIntel.class)) {
PirateBaseIntel base = (PirateBaseIntel)intel;
if (base.isTargetPlayerColoniesOnly()) {
Console.showMessage("Player-related pirate base in " + base.getEntity().getContainingLocation().getNameWithLowercaseTypeShort());
}
}
Does setting the raid timeout values in base game settings.json to zero help?
"basePirateRaidTimeoutMonths":[6, 18],
"pirateRaidTimeoutRaidDefeatedMaxExtraMonths":12,
Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
Vengeance fleets can only operate for a certain amount of time before being made to go home (time increases with vengeance level), and they have to fly to where the player is, so a player on the move can avoid them for quite a long time. Maybe the timer should be longer (or removed completely).
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Try to guess from the name.
Am I supposed to lose Marine experience when I give them to a station commander to counter rebellions? I had 100% Elite marines, I gave 100 to the station commander to counter a rebellion, and my Maine experience dropped to 68%. Just selling Marines doesn't reduce their experience.
That's not supposed to happen (and I couldn't reliably repro). But I've changed it to keep the marine XP on fleet (like selling/storing does), so when you give away marines the XP level of the ones remaining increases.
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That's not supposed to happen (and I couldn't reliably repro). But I've changed it to keep the marine XP on fleet (like selling/storing does), so when you give away marines the XP level of the ones remaining increases.
One thing that can happen is that the remaining marines on your fleet aren't able to hold all of the xp the stack used to have, in which case the excess is wasted. That's a vanilla mechanic, it can happen if you sell a bunch of marines (putting them in storage should give the excess xp to the marines in storage IIRC).
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@pirate issue they do have colonies, i even had a single base with minimal pirate activity but in like 10 years i didn't get a single raid.
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if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Try to guess from the name.
One can assume it's an option used for adding new factions that weren't previously installed only. I didn't feel stupid asking this question to reconfirm.
Unfortunately, I do not know the ins and outs of the workings of the mod that is why I come asking this question. I felt the way you responded was unnecessary. Perhaps it was for comedic effect?
When I give my clients a nutrition plan what may be obvious to me (the creator) might not be obvious to the client/user, same for workout plans. It might be annoying to repeat or state the obvious but it has enabled me to put as much information as possible in the index when they are not sure. Perhaps it's time Nexrelin started a community wiki?
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Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
Vengeance fleets can only operate for a certain amount of time before being made to go home (time increases with vengeance level), and they have to fly to where the player is, so a player on the move can avoid them for quite a long time. Maybe the timer should be longer (or removed completely).
Yeah, it seems the timer reliably runs out before the vengeance fleets catch the player, at least in my game.
So yeah, assuming there's no way to make them more adept at seeking the player, I agree the timer should be increased. I don't think it should be removed completely though because I could see a balance issue wherein a player slowly accumulates a large number vengeance fleets and essentially turns the core into a mine-field. This could make for some exciting gameplay, but with no way of getting rid of them aside from waiting to be ambushed randomly, it could get annoying or downright game-breaking.
Correct me if I'm wrong, but it seems the timer starts at 1 month? Maybe try increase it to 6 months, with 12 being the max?
edit: Wait I actually don't know, is it possible to have, for example, two or more pirate fleets after you at the same time or is each faction limited to only one vengeance fleet at a time? I had presumed it was the former, but if its the latter I see no issue with removing the timer altogether.
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Vengence Fleets are basically just regular expedition fleets but they want your head, trouble is they run at low burn speeds and I don't think I've ever seen the AI use tugs. So they will never catch up aside from hyperspace bouncing or jumpoints
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Vengence Fleets are basically just regular expedition fleets but they want your head, trouble is they run at low burn speeds and I don't think I've ever seen the AI use tugs. So they will never catch up aside from hyperspace bouncing or jumpoints
You're undoubtedly correct, but I don't know how much, if any, control histidine has over the burn speed of vengeance fleets (I'm not a modder so I have no idea). That's why I figure increasing the timer, while not exactly an ideal solution, would still increase the likelihood of you crossing paths them eventually.
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Release for some fixes of confirmed bugs.
I'll see if the pirate raid issue crops up in my coming playthrough. Will also see about changing how vengeance fleet lifespan works.
Nexerelin v0.10.1b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.1b/Nexerelin_0.10.1b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.1b ##
* New invasion, rebellion intel icons by ThePinkPanzer
* When giving marines to fight a rebellion, concentrate XP in remaining marines
* Conquest missions last twice as long
* Deciv colony barter event: Do a better job of picking commodities the player actually has
* Fix double bombardment bug
* Fix rebellions not applying the market condition
* Fix some fleet size multipliers using old values for doctrine effect on fleet size
* Fix being able to repeat operative action while not having enough credits
* Fix free operative actions being disallowed if player has negative credits
* Fix random relations and faction respawn setting not displaying proper values on returning to screen
* Add story disable warning to random sector toggle
* Update some instances of operatives still being called agents
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Try to guess from the name.
One can assume it's an option used for adding new factions that weren't previously installed only. I didn't feel stupid asking this question to reconfirm.
Unfortunately, I do not know the ins and outs of the workings of the mod that is why I come asking this question. I felt the way you responded was unnecessary. Perhaps it was for comedic effect?
When I give my clients a nutrition plan what may be obvious to me (the creator) might not be obvious to the client/user, same for workout plans. It might be annoying to repeat or state the obvious but it has enabled me to put as much information as possible in the index when they are not sure. Perhaps it's time Nexrelin started a community wiki?
Guess I'm just mildly annoyed seeing someone on multiple occasions to repeat questions, in cases where getting them answered wouldn't have (from my PoV) any notable impact on the game.
That said, I can see how the option's wording is ambiguous.
Anyway: The answer is yes, factions that were disabled at start can respawn with that setting, same as factions whose mods weren't loaded.
A wiki might be a good idea. Though I don't have time to set one up or do significant work on it, unless it used an existing wiki host (either the Starsector fandom wiki or the GitHub repo wiki, neither of which is quite suitable for a couple of reasons).
Correct me if I'm wrong, but it seems the timer starts at 1 month? Maybe try increase it to 6 months, with 12 being the max?
edit: Wait I actually don't know, is it possible to have, for example, two or more pirate fleets after you at the same time or is each faction limited to only one vengeance fleet at a time? I had presumed it was the former, but if its the latter I see no issue with removing the timer altogether.
The base timer is currently 2 months at level 1 with one extra month per level. Up to two months can be added depending on how far away the player is, but it doesn't look like this applies in anything resembling a normal-sized sector. Also if you get found but then shake them, the timer counts down faster.
There can be multiple vengeance fleets from the same faction at once (easy to see if you sat bomb a heavily populated colony).
EDIT: Found that something's screwing with the vengeance fleet AI; they may not even actually leave their system. I'll investigate further.
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Hi Histidine!
You mentioned that you intend to make conquering planets harder. Do you have any idea how harder should it be?
Also, do you have anything concrete ideas on how do you want to achieve this?
Because I think I have a few ideas, some of them might be interesting for you, but it really depends on how hard do you want to make it...
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So, I'm still on Nex 0.10.1 and this might have been fixed (though I don't see it in the patch notes for 0.10.1b.)
Just got a mission from Midnight Dissonant, offering 560,000 credits to go hunt an "elite mercenary" fleet.
Said fleet has an Aurora, a Fury, two Barbarians, five destroyers, five frigates, all with level six officers (except the Aurora that has a level seven officer) and no s-mods.
It was not a particularly challenging fight; certainly not one that justified a half-million credit bounty.
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New version preview download (https://github.com/Histidine91/Nexerelin/archive/refs/tags/v0.10.1c.zip), should fix the vengeance fleet breakage and also adds a spiffy new GUI feature in certain places.
Official release soonish, if nobody reports it exploding.
Hi Histidine!
You mentioned that you intend to make conquering planets harder. Do you have any idea how harder should it be?
Also, do you have anything concrete ideas on how do you want to achieve this?
Because I think I have a few ideas, some of them might be interesting for you, but it really depends on how hard do you want to make it...
I've done most of a turn-based minigame for ground battles. These are meant to have a high cost to carry out and take days or weeks of ingame time depending on colony size, the idea being that the enemy can summon reinforcement fleets from space to drive off your fleet during this period.
A sneak preview
Welcome to Sindria
(https://i.imgur.com/KEzLTBE.png)
Note: this is a debug view, normally you wouldn't see enemy units like this.
It hasn't been seriously playtested yet, so there's currently no guarantee that I won't throw out the entire feature (with its 5.8k lines of code and counting) as being unfun to play, and think of something else. Such is life.
So, I'm still on Nex 0.10.1 and this might have been fixed (though I don't see it in the patch notes for 0.10.1b.)
Just got a mission from Midnight Dissonant, offering 560,000 credits to go hunt an "elite mercenary" fleet.
Said fleet has an Aurora, a Fury, two Barbarians, five destroyers, five frigates, all with level six officers (except the Aurora that has a level seven officer) and no s-mods.
It was not a particularly challenging fight; certainly not one that justified a half-million credit bounty.
The bounties Dissonant offers are all vanilla ones currently, so that's a vanilla issue.
Looking at the code, the "small fleet" form of the merc bounty always has 3 S-mods per ship, but the large one only gets one S-mod at difficulty 9, and two at difficulty 10. Since the S-mods are the main cause of the difficulty and therefore the high payout mult of the merc bounty type (mult of 2, while pirates/Pathers are 0.8 and deserters 1), the reward/risk ratio is probably skewed for the large merc fleets. Might be worth bringing up with Alex.
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Hi I am playing a luddic path campaign. I have a question, is it possible to make luddic path at least launch raids (like pirates)?
Because currently, even when I invade colonies for them, they don't even attempt to protect them when they get targeted in invasions
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I'm not sure it's a good idea to present my humble and primitive solution when you have already done 5000+ lines of coding...
But just maybe...
(Also I'm aware that my English is far from perfect...)
What if, instead of trying to make invasions harder, make holding conquered planets a LOT harder, AND creating a mechanism where pacifying and occupying a planet costs you a lot, and failing to meet the occupation upkeep risks uprising, but this time with a serious chance of succes.
Currently, we only have to bring a coupe thousands of marines and heavy equipment and we can overrun even the Hegemony.
And this is a viable strategy ( I think since 0.95 it's even better, because of the size limit of 6 ) because you don't really have to pay for the occupation.
Just stabilize the planet, and they are instantaneously profitable...
Next planet.
My reasoning is that in the age of space warfare and orbital bombardment, the current model of bringing a couple of thousand troops is not that unrealistic. Achieving victory defined as eliminating centralized, organized resistance is much more a function of firepower, than the number of boots on the ground. Here, having space supremacy is THE ULTIMATE force multiplier. (For instance, you can eliminate ANY troop concentration anywhere)
(That does not mean, that invading a bigger planet should not take long, or take more troops, or take more fuel spent on "fire support" or all of them..)
Having the high ground is important, and space is the ultimate high ground :)
https://www.youtube.com/watch?v=d6uckPRKvSg&ab_channel=AshPlatt
However after a fleet departs, a new collab or occupation administration has to deal with the unruly population...
(So in effect, you have this brief period, where you can occupy the planet without additional funds, while the original task force is over the planet, ready to bombard...)
This suppression value should scale with the size of the planet, so occupying and pacifying size 7 or 8 would be a nightmare, requiring years of investments on the scale of the revenue of a dozen average-sized planets (4-5-6).
(Also making planets with active rebellion unprofitable, even without any additional money spent could be a good idea representing a population, that actively breaks the law, evades taxes, etc..)
(In addition, any occupied planet might have reduced patrol fleets and ground defense strength...)
After a while, and large sums of money, the rebellion would slowly fade away, but in the case of a size 6 it would take years, and size 7 or 8 would take 10-15 years or so...
This mechanism would basically be an updated version of the current rebellion mechanism, but would completely alter the balance of power with respect to government vs rebels. I think currently the problem is not so much the easy conquest of the planets, but how easy is to hold them and how profitable they become almost instantaneously (after pressing the stabilize button a few times...)
It makes snowballing very easy, which is the real immersion-breaking thing in many (most) strategy games.
I have a couple of ideas regarding how to implement this feature.
Instead of the unrest modifier, we should add the "rebellion" modifier which would effectively be a "derivative of stability", so every month the stability would go down, making an open rebellion more likely. Countering this should be some kind of monthly fee, similar to the current growth modifier button, where pressing the button would allocate money to fund the occupation and pacification. So if you spend the money the "rebellion" effect is frozen for the time being (derivative is zero for the moment..).
Eliminating this rebellion (pacification) could be implemented as having to fund the occupation for a set period of time, this time being the function of the planet size and other possible factors...
Or there could be some kind of toggle to increase or decrease the funds, so massively increasing the occupation funds (like exponentially) would shorten the occupation time.
(Also to make things believable, a rebellion would first target the patrol HQ, so during an open rebellion the planet would not have a home-grown space superiority force)
One last thing. The AI should have a different mechanism, where similarly to their current invasion capacity, they would have an occupation capacity, based on their faction size for eg. I think this is necessary because AI empires could not go bankrupt, so having to allocate funds is not a problem for them.
So to sum up:
*I think the main problem is not how to conquer planets, but how to hold them
*In any case most of the planets in SS have populations comparable to my home country (Hungary) or yours. It's perfectly believable that a small, but very well-armed mechanized force, with continuous overwhelming air support, could eliminate our national defense forces fairly quickly.
*Preventing snowballing makes the whole world more believable
*In real life after conquering new land the occupation could cost as much or in many cases (like Afghanistan, South Vietnam, commie Afghanistan, etc) a lot more.
*After conquering a planet you have to occupy it, which costs a lot of money so, in the end, your economy determines how many planets you can simultaneously occupy.
*Fine-tuning the exact values would require play-testing and feedback, but the mechanism could make pacifying smaller (size 3,4) planets relatively quick and cheap, and larger planets progressively costlier and longer.
*This would also prevent the source of the current complaints, that factions are eliminated too quickly (like Tri-Tachion), especially if we introduce other modifiers in case of the occupation cost other than size (for eg, technology, or faction modifiers, etc).
I know, that if you have already invested that much time into implementing your ideas, you probably don't want to start from scratch...
I wanted to create this post months ago but kept postponing it because it's very tiresome to write such long essays in English for me, while I had to work on university projects...
So thank you in advance, and if you read my post, I hope maybe you find some of my ideas interesting.
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Since nobody reported explosions, here's the vengeance fleet fix:
Nexerelin v0.10.1c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.1b/Nexerelin_0.10.1b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.1c ##
* Agent orders dialog and fleet requests use a GUI map to pick destination
* Fix vengeance fleets not following player or even leaving their origin system (bug introduced with Starsector 0.95)
@TerranEmpire: Interesting and helpful thoughts, thanks!
I don't think it's one or the other; not yet planning to really transform the rebellion mechanic, but I'll make it stronger and longer-lasting in general, reduce the pacification effect of supplying the local government, and increase post-invasion stability loss (making the planet less profitable and also raising rebel strength). Another easy thing I might do is increase the cost of (or prevent outright) the stabilize-for-credits mechanic on freshly conquered worlds.
I do think that invasions themselves also need to be harder, aside from any occupation period challenges.
The gameplay reason is that even if the player doesn't want to hold on to the location permanently, they can loot it for a large amount of credits and semi-permanently hammer the losing faction's infrastructure.
Lorewise: Really, a size 5 planet (population 100,000-999,999) should be able to muster more than the equivalent of 200 marines in its own defense (vanilla's base ground defense rating before industry and other multipliers). With that kind of resistance, the player doesn't even really need all the devastating space support capability that's technically available, it just makes things cheaper and faster.
The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords. I can buy 200 marines from any location with a military base!
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I honestly hate running around putting down rebellions, and see it as nothing but a chore. I get why rebellions on invaded planets should be harder to deal with, but I dislike the idea of stability issues as a long term thing.
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Hi!
I completely agree, and I also mentioned that the required troop numbers might have to grow.
I think there are two distinct mechanics in play, though.
First IRL (if we had achieved FTLtravel, etc), smaller size colonies might look more like military outposts, so they might even have a very high percentage of the population as weapon-bearers. Like some kind of frontier. (I mean size 3 or 4)
Second, historically most of the established states with sustainable economies had a troops/population ratio of about 1-2% at most.
Even the Roman Empire had ~500k troops (half of them legionaries) for 50 million pops.
However today the ratio of troops/pops has fallen significantly since equipment and training costs are sky-high. I think it's safe to assume that these trends are going to continue.
So it might be a good guess to say that a size 5 economically profitable planet has a few thousand troops at most.
Simultaneously I have the impression that most of the size 6 or 7 countries today, have size 4 and 5 armies =D (sorry, but using magnitudes is so convenient).
We only have one size 8 planet, so it might be tricky to give troop numbers here. I have a strong impression that Chicomoztoc is closer to size 7 than size 9, maybe with around 200 million pops.
If that's the case I think a size 5 army is good for it, too.
The relevant question is how much survives a tactical bombardment?
I have a strong feeling that a good tactical bombardment reduces the ground troop levels by a magnitude.
In that case, size 5 planets would require size 2 troops to conquer, size 6 would require size 3, and size 7 or 8 should require size 4. Well, the latter would be a real logistical challenge, but I don't think this is a problem, since conquering a size 7 or 8 planets is the only way to have one, so the player should play a proper price.
Disabling the stabilization mechanic is a good idea since if I recall correctly, a low stability planet is not profitable.
The reason why I think some kind of constant deteriorating stability would be nice in addition is that having no revenue from a planet only represents the unwillingness of the local population. Having to pay to upkeep an occupation should financially limit how many planets you should be able to conquer.
But to avoid micromanagement I think this monthly occupation fee should be automatic like the monthly growth incentive button.
The bottom line is if you have no "constant deterioration unless constant payment" mechanism, the player could conquer as many planets as he so chooses, while I think uncontrolled expansion should lead to very serious consequences.
On the other hand, having to pay constant attention via selling marines to stabilize, etc, creates babysitting and kills the fun. So I would recommend against requiring the player to supply the local government.
You are entirely correct about the current defense strength. Also, I wish to point out that if you can disable the stabilize-for-credits mechanic, you can achieve similar effects as I suggested with the rebellion mechanism. The only real difference is by adding a new rebellion modifier as a function of size, etc, you can fine-tune the occupation fee for each planet size both in magnitude and duration.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
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The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords.
Hell even the bigger worlds! Once you've got just 3 Mudskippers' or one Nebula's worth of marines and a tanker you can just click>tac bomb>click>invade most planets in a row. At that point rebellions don't matter because the damage is already done (both damage in gameplay and damage to immersion).
btw excited to see what the GUI map for fleet request/operative mission orders is like.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
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The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords.
Hell even the bigger worlds! Once you've got just 3 Mudskippers' or one Nebula's worth of marines and a tanker you can just click>tac bomb>click>invade most planets in a row. At that point rebellions don't matter because the damage is already done (both damage in gameplay and damage to immersion).
btw excited to see what the GUI map for fleet request/operative mission orders is like.
That's why I think besides harder invasions, we need a lot stronger resistance to occupation. Many (most) strategy games make this mistake. IRL creating an empire is not just about conquest, it's about unification, pacification, etc...
If you only raise the required troop levels, the game would still be about map painting. Yes, you have to use more troops, but at this point, they are just a bigger one-time expanse...
However, if we add some kind of resistance mechanism that really controls your (and the AIs) expansion, that would fix the immersion-breaking, at least for me.
Without strong resistance, you could still blitzkrieg the Hegemony, only this time you would need like 20k marines (basically 6 starliners if you stockpile your troops at an independent planet in advance). I know that it SOUNDS expensive, but it's only 4 Onslaught XIV...
However, with stronger resistance, you could no longer rush, because no matter your initial reserves, the occupation costs would bankrupt you, resulting in a general uprising, and ultimately you are back to square one.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.
Sorry for not making it clear lol, the Anarakis Reparations Society.
I'm guessing what you said applies to them though because I started a quick test campaign as the Luddic church, settled a colony and was able to hand it over to them and acquire governorship.
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That's why I think besides harder invasions, we need a lot stronger resistance to occupation. Many (most) strategy games make this mistake. IRL creating an empire is not just about conquest, it's about unification, pacification, etc...
If you only raise the required troop levels, the game would still be about map painting. Yes, you have to use more troops, but at this point, they are just a bigger one-time expanse...
However, if we add some kind of resistance mechanism that really controls your (and the AIs) expansion, that would fix the immersion-breaking, at least for me.
Without strong resistance, you could still blitzkrieg the Hegemony, only this time you would need like 20k marines (basically 6 starliners if you stockpile your troops at an independent planet in advance). I know that it SOUNDS expensive, but it's only 4 Onslaught XIV...
However, with stronger resistance, you could no longer rush, because no matter your initial reserves, the occupation costs would bankrupt you, resulting in a general uprising, and ultimately you are back to square one.
I'm all for more difficulty in keeping control of an invaded world after the fact (definitely a big part of making conquest a real challenge and more believable) but I don't think that increasing the difficulty of the invasion itself should be disregarded. Even if an uprising is succesful and you lose control, you are not actually back to square one as you say - the colony is in a much worse state afterwards. If invasion itself is too easy, you can mess up worlds one after the other by invading them and letting the rebels regain control of the now ruined colony. It also affects believability as I mention in my previous post - that even if a big faction can retake control shortly after, that an upstart like the player can seize their big colony so easily in the first place.
I think that the 20k marines that you mention are still a big impovement of the few hundred currently required in terms of believability (and making early game invasion spam less easy) !
If I can give a suggestion, I also think that spamming marines should have more diminishing returns (or some other change) in increasing your ground power, so that other options (Ground Support ships, higher Marine experience levels, gradually weakening a colony, more Heavy Armaments proportional to Marines etc) should be more of a requirement to invade big worlds alongside having many Marines instead of just Marine numbers being enough.
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How about using the autonomy system from EU 4 to represent control. Make the value of autonomy start high, limiting how much benefit the player gets out of the colony and it slowly reduces as your faction gains control. The player should be forced to maintain not only marine complement on the planet but crew, as well, to represent the civil work force you'd need to have to change gov't apparatus to be amenable to you, at least enough "loyalists" to keep an eye on people you're hiring. Gotta remember that population of colonies scales by powers of ten a size 6 colony is over a million which you could capture with a decent host. A pop 9 colony hosts billions and would definitely need a massive ground force to seize total control and would almost certainly require collaborators on the ground to take control. Would get pretty unwieldy for the player to bring a million marines to capture the planet.
As for invasions, it seems like the the process should take some actual time outside just a few clicks in a menu. The player should be forced to linger in orbit a few days while the ground force combat stages happen. This should open the player up to attacks and potential harassment by a relief force. This would give the player a lot more time to respond to a invasion that occurs against them too.
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I agree with everything you said.
I think raising the required amount of troops is necessary.
However, I also think, that raising the occupation cost is imperative, too.
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Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.
Sorry for not making it clear lol, the Anarakis Reparations Society.
I'm guessing what you said applies to them though because I started a quick test campaign as the Luddic church, settled a colony and was able to hand it over to them and acquire governorship.
Yeah, in non-random sector ARS is ineligible for colony transfers. If they somehow get a regular colony (through console or some other method), they'll abandon it within a few days.
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If autonomy is made scaling, maybe it would be possible to set it so the player can build things at a colony at a higher autonomy rates but cannot deconstruct anything until they have more control of the colony. This would prevent the looting. To effectively dismantle an entire industry on a world the player would need the support of the workers or at least enough of them.
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I would like to suggest something here, not sure if its the right place.
It feels incredibly easy to invade a planet once you have enough resources.
Not that we have the functionality of building connections with NPCs of the planet, why not sure that as a way of invasion?
If you have majority support of a planet's NPCs, you can take over the planet onces there are no defenders. Else it would be in a constant state of flux until the NPCs either support you or they leave the planet and one from your factions takes over it.
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When you gift a faction a colony, do they attempt to build industries in it?
I gifted a faction a colony but even after months passed they didn't attempt to build anything in it.
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Some do. It probably depends on various planet conditions. They'll even dismantle industries. As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?
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Some do. It probably depends on various planet conditions. They'll even dismantle industries. As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?
I see. My situation is a little different. I established a colony then I just gave it to Hegemony
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I was interested in your mod, but I have some doubts, first doubt I was reading on github that apparently the mod adds an end to the game or victory like this I write on github, if you add an end to the game, how can you disable it ?, second doubt what are the things that the mod adds and modifies in the game I want to know everything about the mod, answered that I will probably install the mod. translation by google translator
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I was interested in your mod, but I have some doubts, first doubt I was reading on github that apparently the mod adds an end to the game or victory like this I write on github, if you add an end to the game, how can you disable it ?, second doubt what are the things that the mod adds and modifies in the game I want to know everything about the mod, answered that I will probably install the mod. translation by google translator
It doesn't add an end to the game, what it adds is "victory screens" based on achieving big things but you can play as much as you want.
What the mod mainly does is make the world of the game alive by allowing dynamic interactions between factions. It also adds new gameplay features such as agents and new options for starting the game. It is compatible with almost every mod.
If you have not played Starsector before it can be good to play once without this mod.
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When you gift a faction a colony, do they attempt to build industries in it?
I gifted a faction a colony but even after months passed they didn't attempt to build anything in it.
The "see if we should build things" check runs on market transfer/capture, and on the colony growing in size. NPC factions don't always use all their industry slots (same as how vanilla colonies don't always start with their industry slots filled).
As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?
It removes heavy industry on insufficiently defended worlds (if it already has one elsewhere), precisely to avoid the thing you were trying to do with it :)
I was interested in your mod, but I have some doubts, first doubt I was reading on github that apparently the mod adds an end to the game or victory like this I write on github, if you add an end to the game, how can you disable it ?, second doubt what are the things that the mod adds and modifies in the game I want to know everything about the mod, answered that I will probably install the mod. translation by google translator
A partial feature list is available on the first post of this thread.
There's no way to disable the victory conditions, but you can continue playing after the victory screen no problem. There's also a 'ResetVictory' console command, although if you meet the requirements for the previous victory type it'll likely reappear shortly.
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Some thoughts on conquering worlds in Starsector
TerranEmpire seems wise, and I largely concur with what he said. But this is interesting to think about, especially in terms of the population numbers.
Short version: conquest should probably be basically impossible barring little fringe worlds (the ones we actually see change hands regularly in the lore). At least not on anything less than a decade-odd timescale.
Conquest should probably be borderline-impossible for most of the big centres. I mean, they're massive. If significant conquest were easy, it would happen more in the background. Overthrowing the Hegemony should take at least five or ten years of sustained effort after the first shots are fired unless there are co-belligerents with similar resources. Hell, it's arguably unrealistic that a place that saw tens or hundreds of thousands of people move to it in the space of a half-decade (i.e. any player colony) isn't an unstable hive of violence with constantly shifting politics and a ton of people who won't follow the rules at any one time, or that the player doesn't see regular revolts or power-grabs from people who think "well, why NOT me?" Putting together an effective war machine should be pretty difficult.
Even integrating people from a cryosleeper should be hard to do quickly.
Combat strength for a large planet being 200 makes sense because that's its defence against a raid. But a raid is a very different thing than an invasion. I can probably steal stuff from my neighbour's house and run away, even if he's home. If I want to move in there, it will be trickier. Ground strength isn't the total forces. It means that anywhere your forces go on that planet that's worth going to strategically, there'll be 200-odd marines (or equivalent) within easy response time that they need to deal with. For a real-life example, the US has like 1500 odd fighters. Five responded to the 9/11 attacks.
And re rebellions and such, look at the wars in Iraq and Afghanistan - both medium size 7 countries in game terms. Both took the better part of a decade after invasion for their economies to start really recovering. The War in Afghanistan is still described as ongoing, and I don't know that the Iraq War isn't either. In a game where the Luddic Path have crashed space stations into planets and Tri-Tachyon still screws around with AI despite it blowing up in their face AND wars being fought to make them not do it again, I doubt the civilians of any planet are likely to be particularly willing to let themselves be conquered. The first quote for the first mission of the game? The thing it tells you to play right after the tutorial? Smuggling weapons to an insurgency on Volturn.
That said, wrecking the economy is probably pretty easy. Just blow stuff up until it stops working. It's one of the themes of the game. It probably should be easier to control the planet to the point you can destroy the economy (well, some aspects of it) than to the point you can actually economically exploit the place.
Practically, I'd say large planets should be effectively capturable by events only, probably ones specific to that planet, and not all of them at that. Like you could rig the episcopal election on Chalcedon to turn it over to the Luddic Church (or rig others to turn Church worlds over to the Path). Or convince Volturn to revolt with ARCist support and re-establish the Askonian polity. But the player doesn't and probably shouldn't have an army that can challenge any of the major interstellar players other than Tri-Tachyon, certainly not alone - the population depth isn't there, and there's only so much technology can do to balance that out. Tri-Tachyon is a faction and none of the other independent worlds are because Tri-Tachyon has a size 6 world and heavy industry to work with (and a massive technological advantage, plus a bunch of pre-existing infrastructure). Without that, they'd be another set of indeps.
Gunboat diplomacy definitely should be an option for the tiny worlds and stations (if Tri-Tachyon or random pirates can show up with fleets, so can I). Size 3 and 4 are definitely vulnerable to the player. But even size 5 I'd expect you to need local allies and a fairly long timespan to absorb them.
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I wish to reply in-depth, but I have deadlines coming up :(
In short, I think if we define conquest as eliminating organized resistance then if you have space superiority, you can achieve this even against 1:10 or 1:100 ratio. History provides plenty of examples, where a well-organized force with superior firepower defeated a more numerous enemy.
(In British India for eg, Opium wars in China, etc)
To put it another way, if 20k well trained and equipped troops with air superiority, tactical nukes (aka tactical bombardment), and close air support would invade for eg Germany (size 7), they could topple the current government, and destroy their armies. However, after you pull out the tactical nuke-equipped planes, so they are no longer at gunpoint... Well, good luck with controlling your new territory.
So that's why I propose that size 7 and 8 pacification should take 10-15 years and a tremendous amount of money that is only possible with at least a few size 6 planets behind you.
Also, your explanation for the defense strength is something I totally share. The mechanic was meant against raids, not invasions.
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In that case, increasing the invasion defense and rebellion multipliers to 5x - 10x would probably make sense.
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I wish to reply in-depth, but I have deadlines coming up :(
In short, I think if we define conquest as eliminating organized resistance then if you have space superiority, you can achieve this even against 1:10 or 1:100 ratio. History provides plenty of examples, where a well-organized force with superior firepower defeated a more numerous enemy.
(In British India for eg, Opium wars in China, etc)
To put it another way, if 20k well trained and equipped troops with air superiority, tactical nukes (aka tactical bombardment), and close air support would invade for eg Germany (size 7), they could topple the current government, and destroy their armies. However, after you pull out the tactical nuke-equipped planes, so they are no longer at gunpoint... Well, good luck with controlling your new territory.
So that's why I propose that size 7 and 8 pacification should take 10-15 years and a tremendous amount of money that is only possible with at least a few size 6 planets behind you.
Also, your explanation for the defense strength is something I totally share. The mechanic was meant against raids, not invasions.
I also think the same.
Also 1 more thing the player can do to decrease the time is make contacts with the NPCs of the planet and increase the reputation. Or other NPCs in the same system.
Imagine you kind of working with pirates of the save system to increase the invasion rate or lead a rebellion on the planet with the NPCs you have higher contact with. In turn, they gain a higher position once you take over the planet.
Or bribing NPCs.
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Questions and comments on the win condition.
What counts as friendly? The "Disposition towards" my faction on the Intel screen's Dipl Profiles category? The Factions screen should be ignored?
I have to take all of the Pirate worlds to win? The Pirate worlds never get invaded by the other factions, logically this would be one of the first things the other factions would take over. Same with the Luddic Path.
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Adding my voice to the pile. Love this mod - have almost 100hrs played on it. However, there is a very, very obvious plateau point where once you can invade a colony you can invade *all* the colonies and "win". I think there are several things that contribute to this, but there are some low hanging fruit that could be hit to make it less of a "I've built up the momentum now I win" feeling.
- Once you invade a planet it should be locked from trade/dock repairs for a bit - This would stop the abuse of insta-repairing/selling off the loot from the invasion and moving on to the next
- A successful invasion should call in all remaining colonies in the system's fleets for a "marathon" fight
- An invasion shouldn't be possible if there are ships within X distance - This would remove the ability to kite off a large defense and then take over the colony
- I would really like to see the area used to "suck in" defending vessels expanded as well during a station fight - Same reason as above
- Minor thing, but the "vengeance" fleets should really have their recoverability reduced. With a little luck you can get multiple capitals with built in mods extremely early in the game
I really feel that none of the above would make conquering single colonies harder, but would reduce the domino effect of moving from one to the next. I know lots of people have lots of opinions on the difficulty of Invasions in general, but I don't mean to touch on that here.
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Re nuking the sites from orbit:
Worth noting that the British lost a good few battles in the Opium Wars, and the Americans lost some in Iraq. Overwhelming support firepower only does so much.
Ground batteries should/would obviously prevent the whole "blast the enemy from orbit" thing (and thus should be both very hard to take out and a huge bonus to defence strength against an invasion). I'd wonder if there should be multiple installations of ground batteries to make it harder to take out all a world's defences at once? Or a series of invasion-related buildings, each of which provides a different bonus against it? Then give them to major planets from the start. Or even just automatically when a world reaches a certain population size (assuming such a thing is possible).
If your enemy can flat-out blast you from orbit, the obvious things to do are not fight places he is willing to/can blast from orbit, whether that be around valuable infrastructure or in civilian areas that the enemy is unwilling to destroy. Lots of underground bunkers, too, I expect, presumably well-shielded from detection. Planets are big places, and it would be trivially easy to have a whole bunch of hidden, sensor-hardened locations from which holdouts from the garrison can endlessly raid any occupier.
I'd assume the invasion process looks something like:
1) Besiege the world and wait for them to surrender. If the world requires food imports, this is hopefully a relatively quick process, though starving people to death will tank your rating with the Church et al (unless you're doing it for the glory of Ludd, obv).
Failing 1:
2) Slip raiding party in to open hole in ground defenses (assuming none already exists/you can't get someone local to do it for you). This is probably tricky to do if the enemy has ANY idea you're coming. A world under siege is almost certain to shoot first with the ground batteries and ask questions later.
3) Slip bigger raiding parties in to open more holes/use orbital bombardment to open more holes. Again, this is likely to get very difficult very quickly.
4) Re-enact the novel Starship Troopers - lots of quick mobile strikes at assets where you don't let yourself get bogged down because it's pretty damn easy to just issue every breathing, willing person a gun and you WILL lose to weight of numbers.
5) Try to persuade enemy leadership to surrender, cheerfully using hostages and bribery to do so.
6) Wipe out un-surrendered enemy forces to extent possible.
7) Maintain your own significant garrison indefinitely since you can never be entirely sure you HAVE wiped out the garrison, and even if you did you definitely didn't get all the auxiliaries. Hell, there may be combat drones in a warehouse programmed to activate in a few months.
Set piece battles would be vanishingly rare - I'd expect plenty of house-to-house fights, which is hard for any game to simulate well on anything other than a broad level. Depends a bit on the planet, of course - if everyone lives in easy-to-crack habitation domes, I would expect a sufficiently dedicated attacker to just blast domes until everyone else surrenders.
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Why does everyone always default to dome cities? If populations were that worried about getting antimatter bombed out of existence on a barely inhabitable world, then they would build DOWN, not up. Poorest people would live near surface, rich get to be the mole people for once.
Obviously, inhabitable worlds wouldn't have the dome issue unless it reeaaally wanted it. Or maybe with pollution.
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I am commissioned to Luddic Path and I am 100% with them yet I still get luddic path cells incidents. Is that intended?
Is it possible to disable luddic path cells in my base?
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slowpersun: because digging down is harder than just building a dome. That said, digging down is also a good way to radiation harden, so that is probably more likely.
Also, golden age sci-fi loved dome cities.
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Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
[attachment deleted by admin]
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I'm posting again to attach another image. I received a mission from a contact within my own faction and he now just hangs around in the admin section on my planet without going away or offering anything else. Will he just go away eventually?
[attachment deleted by admin]
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Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
It didn't even occur to me that they're not supposed to do that as I haven't played vanilla in forever.
Haven't seen them succeed yet either but I never was in the system to check what kind of fleets they're bringing.
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I am commissioned to Luddic Path and I am 100% with them yet I still get luddic path cells incidents. Is that intended?
Is it possible to disable luddic path cells in my base?
Not specifically intended, but I have no plans to change this.
The solution to Pather cells will always be to disrupt (use an operative or kill the base), or not do things that attract their attention in the first place.
Questions and comments on the win condition.
What counts as friendly? The "Disposition towards" my faction on the Intel screen's Dipl Profiles category? The Factions screen should be ignored?
I have to take all of the Pirate worlds to win? The Pirate worlds never get invaded by the other factions, logically this would be one of the first things the other factions would take over. Same with the Luddic Path.
Just relationship > 50 as per the factions tab, and factions tagged as pirate-type in their Nex config (for vanilla factions this is pirates and Pathers) don't count.
You also don't need to conquer pirate-type factions for the conquest victory.
...That reminds me, I've been meaning to change conquest victory conditions, now that I'm making invasions costlier. Maybe something like "control 60% of the sum of market sizes in the sector", or maybe "control 66% of all heavy industry worlds".
Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
Yeah it's a Nex feature.
They should succeed if they happen to pick a less-defended system, although this seems to be infrequent lately, possibly because there's no such thing as a less-defended system once all the special task groups arrive in response to the raid.
I'm posting again to attach another image. I received a mission from a contact within my own faction and he now just hangs around in the admin section on my planet without going away or offering anything else. Will he just go away eventually?
That's a vanilla thing AFAIK.
Is he marked as a potential contact in intel? If so, try deleting that and see if he goes away. Although my experience seems to be that quest givers you meet in bars, just hang around forever once created.
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Not specifically intended, but I have no plans to change this.
The solution to Pather cells will always be to disrupt (use an operative or kill the base), or not do things that attract their attention in the first place.
Might be worth mentioning that a vanilla feature is that Pathers will not create cells on Pather or Luddic Church planets, even if they exceed the pather interest value. Not sure if the same is true for when the player buys governorship of one of their planets in Nex, though.
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Hi,
I would like to report a bug.
If you have the skill that allows you salvage [REDACTED] ships, and you have one in your fleet. You are unable to store it in an Outpost you made on a planet, it says "It's illegal to sell it here".
Hope you find the time to get it fixed :)
Love the mod, it's really great. Thank you.
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What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.
(https://i.imgur.com/6fIsfkO.png)
(https://i.imgur.com/3fFvR5u.png)
Edit: Found how how to reproduce.
- Fly by AI fleet in Asteroid belt.
- Salvage derelict ship.
- AI fleet comes after me.
https://streamable.com/497qz9
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What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.
IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
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i like the menu changes :) i mean amongst all the other cool stuff, you guys are great.
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Hi,
I would like to report a bug.
If you have the skill that allows you salvage [REDACTED] ships, and you have one in your fleet. You are unable to store it in an Outpost you made on a planet, it says "It's illegal to sell it here".
Hope you find the time to get it fixed :)
Love the mod, it's really great. Thank you.
Thanks! And fixed the bug.
What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.
IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
Yep, that's correct.
It's likely not practical for me to fix modside without unwanted changes to other Remnant behavior, so for now just add back your reputation with console.
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So on the subject of "vanilla stuff that isn't quite playing nice with Nex 10.1c", I'm That Dork who actually wanted to do the Tutorial start with Nex for the "story immersion" (I am newish to the game but I have played the default game a fair bit, while some friends heavily recommend Nex as more or less being vital to the game overall). So I started up a new game with the tutorial start, and it turns out that consistently crashes the game - everything else is fine, number of mods doesn't matter, this is specifically a Nex issue. To reproduce, just try to start a new game with the tutorial start option under custom start. It should crash with a short "null: fatal" error asking you to consult the log file.
That said, it manages to save before the crash, so the game still appears to work... however, the game actually also forgets to advance the calendar to March 2nd! I'll have to play more to see if it breaks anything else, but it seems like the game otherwise works, it's just the tuto start that's a bit off. :V Here's the snippet of the crash log on my end, with the big obvious exception. (That is not a small number of zeroes. That is a lot of zeroes!) https://pastebin.com/Yvf7naEa
Anyway, this otherwise seems neat, and hopefully this bug isn't too hard to sort out.
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Hey, i see there is a feature to trade bps, cool as hell.
i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it
Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder
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If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.
Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.
This is great advice that has been sitting right under my nose for far too long.
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love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
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love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.
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So on the subject of "vanilla stuff that isn't quite playing nice with Nex 10.1c", I'm That Dork who actually wanted to do the Tutorial start with Nex for the "story immersion" (I am newish to the game but I have played the default game a fair bit, while some friends heavily recommend Nex as more or less being vital to the game overall). So I started up a new game with the tutorial start, and it turns out that consistently crashes the game - everything else is fine, number of mods doesn't matter, this is specifically a Nex issue. To reproduce, just try to start a new game with the tutorial start option under custom start. It should crash with a short "null: fatal" error asking you to consult the log file.
That said, it manages to save before the crash, so the game still appears to work... however, the game actually also forgets to advance the calendar to March 2nd! I'll have to play more to see if it breaks anything else, but it seems like the game otherwise works, it's just the tuto start that's a bit off. :V Here's the snippet of the crash log on my end, with the big obvious exception. (That is not a small number of zeroes. That is a lot of zeroes!) https://pastebin.com/Yvf7naEa
Yeah, it's an obscure bug somewhere in the vanilla code. I've reported to Alex, but don't know if it's being worked on.
(One odd workaround is to start at level 2, the crash only happens at level 1 for some reason)
Hey, i see there is a feature to trade bps, cool as hell.
i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it
Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder
The blueprint trader doesn't interact with submarkets at all, if you're wondering. I see you've already gotten help elsewhere though.
love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.
For opportunistic declarations of war (the "Declare War" diplomacy event), check the diplomacy profiles in intel; if the faction is able to opportunistically declare war on your faction, it'll say so near the top. A faction will do it if it smells an easy target, and relationships are low enough; most require inhospitable, but the Paranoid trait allows it at suspicious.
Other than that, random events can also push you into the hostile range.
Best thing I can suggest is build up a reputation buffer with the big boys before getting a colony, or get a commission with one of the said big boys as cover (that faction won't attack you, and others will be more likely to attack your commissioning faction's colonies than your own); can always resign it later.
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In a prespawned system who has the initial "claim" on a systems worlds? Or is it split evenly among the existing polities in the system?
(Trying to figure out why Kadur Remnant is getting invaded in the first few cycles of game start).
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So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
(https://i.imgur.com/k883pCZ.png)
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love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
I increase the invasion settings in the config to avoid this.
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interesting, i might have to look into that. and thanks.
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So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
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In a prespawned system who has the initial "claim" on a systems worlds? Or is it split evenly among the existing polities in the system?
(Trying to figure out why Kadur Remnant is getting invaded in the first few cycles of game start).
Kadur is treated more like a "proper" faction than the pirates or Path, and they start out hostile with everybody, so they're going to get steamrolled a bunch. They got crushed early in my new game too, but I realized real fast what was happening.
Yeah, it's an obscure bug somewhere in the vanilla code. I've reported to Alex, but don't know if it's being worked on.
(One odd workaround is to start at level 2, the crash only happens at level 1 for some reason)
Yeah, I was going to say, I tried out the level 2 thing and I *think* what's going on is that the game is being thrown for a loop by the fact that the level 1 tutorial start actually holds back your initial, level 1 skill point. The game is "forced" to skip you buying your initial skill point like you do on any other start (including in vanilla), and as a result, when the Nex stuff is applied on top of that and there's no skillpoint to allocate at all, the game gets very confused. The level 2+ start still skips the time advancement for some reason, but that generally appears to just be cosmetic.
And thanks for the quick response! I do adore the mod and all my friends were right (although I do have some Opinions™ about the way diplomacy events are handled w/r/t a player-established faction...)
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Hello, i do not know where else to ask this. Anyways, so I had the quest for red planet, but it was bit too early for me , so i decided not to pick it up ( dumb mistake ). So after a bit of time the same place where the quest giver was got sat bombed by pirates. Afterwards the quest giver disappeared from the game. I checked for days "irl" time to find the old spacer questgiver in every bar possible, with dev mode jumping around the sector. I never found her again.
So i am at a conundrum, where can i find the old spacer or the red planet that case. Easy answer from others is always the same": you can still find the planet randomly". But with adjusted sector i have more constellations then usual, so i think it doesnt follow the regular spawn pattern.
I tried reading about posts about this in the past, of people struggling to find, i saw one post by you Histidine. About a command for console, but i believe its outdated, as it failed to comply, or with edits, to the code it doesnt do anything.
So any tips what to do about it, kinda tired of searching for the red planet, as i mostly want it for the planetery shield, i was hoping to get much earlier as i have brawl mode enabled and some invasion fleets are 15+fleets big and i have fleet sizes of 40. Because of that the shield would protect my colonies much better.
All in all, thx for any help provided!
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custom scenario 'avatar of vengeance'. it says it has a 'class load failure, disabled' anyone know how to enable this fun looking custom start?
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So I have an issue with a missing NPC. Specifically, the High Hegemon. When I take over Chicomoztoc, the capital of the Hegemony where the High Hegemon stays, he disappears from the game and I can't find him anywhere. Am I just blind or this a known issue?
For Mods, I only have Console Commands, LazyLib, MagicLib and Nexerelin.
Any help would be appreciated.
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The level 2+ start still skips the time advancement for some reason, but that generally appears to just be cosmetic.
Forgot to mention this earlier, but tutorial (including vanilla) intentionally doesn't have the time pass at start.
custom scenario 'avatar of vengeance'. it says it has a 'class load failure, disabled' anyone know how to enable this fun looking custom start?
It's broken and cannot be played until SEEKER updates.
So I have an issue with a missing NPC. Specifically, the High Hegemon. When I take over Chicomoztoc, the capital of the Hegemony where the High Hegemon stays, he disappears from the game and I can't find him anywhere. Am I just blind or this a known issue?
It's a bug when player captures markets (the previous admin disappears forever).
To work around, dock with Chicomoztoc and enter the following in console (copy and paste):
runcode MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
market.addPerson(Global.getSector().getImportantPeople().getPerson("daud"));
market.getCommDirectory().addPerson(Global.getSector().getImportantPeople().getPerson("daud"));
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So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
Do you have any ideas for how to turn of the messages? Is my only option to conquer the base?
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Does Prism sell the end-game redacted weapons you'd normally get from the storyline end fights?
if not, is there a way to add them to the list? Just messing around with builds and it would be fun to be able to get them in game instead of just with console commands.
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So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
Do you have any ideas for how to turn of the messages? Is my only option to conquer the base?
If you haven't seen it already, the latest version of LoA (1.9.10) fixes the issue.
(Although I see you also found the kill workaround)
Does Prism sell the end-game redacted weapons you'd normally get from the storyline end fights?
if not, is there a way to add them to the list? Just messing around with builds and it would be fun to be able to get them in game instead of just with console commands.
Prism doesn't currently sell the secret weapons. It's hardcoded to ignore stuff with the "restricted" tag, so you could remove that tag from vanilla's weapon_data.csv (this might cause the weapons to appear in unrelated places, like during salvaging).
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Thanks for the reply!
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Neat, it worked. And they are exorbitantly expensive, which is exactly what i want lol.
Is there a weapons whitelist in prism's config, or is it only a faction whitelist and weapons blacklist?
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I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?
https://imgur.com/a/CsSY9G9
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The hyperion is arguably the strongest(and rarest) frigate in vanilla.
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but it is not a big ship that would probably be able to actually beat it
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I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?
https://imgur.com/a/CsSY9G9
You're gonna want to get the advanced maneuvers skill right off, and the resistant conduits to dump flux asap unless you're trying safety overrides. That teleport ability allows you to take out a Conquest with ease, but you need to be at zero flux.
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How does one get 1,400,000 available credits for production with Midnight Dissonant? I'm currently maxed out on personal and faction reputation but the max I can order is 1,100,000. I'm trying to order the Abomination Class but the max limit is too small.
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Is there a weapons whitelist in prism's config, or is it only a faction whitelist and weapons blacklist?
There's no whitelist for ships, weapons or fighters.
How does one get 1,400,000 available credits for production with Midnight Dissonant? I'm currently maxed out on personal and faction reputation but the max I can order is 1,100,000. I'm trying to order the Abomination Class but the max limit is too small.
There's currently no way to further increase the cap, which in turn hasn't been set to ensure that every buyable ship is within its range. I might think of something in that regard (or maybe just hide ships outside the purchase limit).
In the meantime, you could tweak the ship cost in its ship_data.csv entry if you know which mod it's from, or hope it comes up in the surplus ship mission.
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A lot of this stuff was meant to go with the ground battle revamp, but that's not done yet and I needed to get a release out because of the rare deciv encounter hang. Anyway, enjoy!
Nexerelin v0.10.2b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.2b/Nexerelin_0.10.2b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.2b ##
* Fix CTD after destroying a pirate/Pather popup base
* Fix broken Templar faction config (note: Templars not officially updated yet)
## v0.10.2 ##
### Gameplay ###
* Make rebellions OP
* Max time 6 months -> 2 years
* Combat damage/turn reduced 33% (so rebellion lasts longer)
* Industry disruption more likely to succeed, last longer on average, max time 90 -> 120 days
* Halve effects of delivering arms to government (but not rebels)
* Hireable mercenary companies can be recruited through certain parties on comm boards
* Response fleets will appear when player takes military action against a market
* Requires a Patrol HQ, Military Base or High Command to spawn (higher level structure spawns larger fleet)
* Fleets only spawn against player (not NPCs), and will not appear outside of the military options dialog menu (how this may be cheesed is left as an exercise for the reader)
* Successful invasions cause an additional 2 recent unrest if defending faction was the market's original owner
* Can't stabilize market for some time after successful invasion (number of weeks depending on market size)
* Can be modified in `settings.json`
* Reduce unrest removal from stabilization package, 3 -> 2
* Remnants set as a no-relationship-sync faction in their faction config
* This means that commissioned players can befriend them, but the commissioning faction's relations will remain unchanged
* Also player won't become friendly to Remnants from having TT commission
* Special task groups slightly larger (does not affect existing fleets in saves), have fewer non-combat ships, have more officers
* Revise conquest victory requirements
* Faction/alliance must have 50.1% of total market size, or two-thirds of the markets with heavy industry
* Total only counts factions eligible to win
* Also change victory texts to resemble their requirements more
* Change some settings from vanilla:
* Battlestations now have level 2 officer, star fortresses have level 4 (from no officer)
* Level 2 admin salary 10k (from 25k)
* Pirate base timeout before raids are allowed 3-7 months (from 6-18)
* Player can buy the cores from an admin in Remnant contact mission 1
* Invasion fleets can exceed fleet size cap by 20% of currently specified cap in settings.json
* Vengeance fleets have some S-mods, more at higher vengeance levels and when the relevant Unofficial New Game Plus rule is selected
* Tactical bombardment mission (from bars/contacts) should have extra payment depending on projected fuel cost
* Agent story point options (particularly guaranteed success) increase chance of agent injury
### GUI ###
* Add GUI for new game ship selection
* When giving agent a travel order, automatically pop up destination map
### Fixes ###
* Try to fix infinite loop causing a rare hang in deciv planet encounter
* Fix non-player admins vanishing when changed for whatever reason (in particular when captured by player)
* Fix station battles not using some Nexerelin encounter logic
* Fix some inconsistency with vanilla behavior when taking military action against a market
* Fix non-functional agent injury behavior
* Fix special task groups responding to invasion of unrelated faction
* Fix not being able to store automated ships on some player faction colonies/outposts
* Maybe fix too many stations spawning in random sector
* Fix ship graveyard in random sector being mostly or entirely civilian ships
* Fix erroneous credit loss message being printed if player renounces governorship
### Modding ###
* New faction config settings: `stabilizeCommodities` (array), `invasionOnlyRetake` (boolean)
* The latter makes factions not invade any market they didn't originally hold
* Configuration for the new mercenary companies in `data/config/exerelin/mercConfig.json`
* Don't transfer submarkets on market capture, if the submarket definition in the CSV specifies a faction
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Thx for the mod :)
If I mine a asteroid, I get the ressources into the inventory instant (before the progress bar reach 100 %). Someone have the same issue?
Edit: I think I understand it now. It's not a progress bar... it's cooldown :D
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I presume 10.2 will hilariously break on any 10.1 save?
Nice work as always, Histidine! This already addresses a few of the conquest issues I had with 10.1.
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Really not looking forward to those rebellion changes, but it was discussed in thread and I only have myself to blame for not speaking up then.
Anyway, appreciate the update, especially the QoL stuff.
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I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?
https://imgur.com/a/CsSY9G9
The hyperion is arguably the strongest(and rarest) frigate in vanilla.
It's why I mod in Tahlan's 'Metafalica'. When I pick a super ship, I want it to be Super.
I presume 10.2 will hilariously break on any 10.1 save?
Nice work as always, Histidine! This already addresses a few of the conquest issues I had with 10.1.
... I hope not, I don't want to lose my current game.
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I presume 10.2 will hilariously break on any 10.1 save?
Nex updates are always (intended to be) compatible with the immediately prior version, unless otherwise specified :)
(and no version compatibility bugs have surfaced for 0.10.2)
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Histidina, You can help me: I would like to know the way, so that I can change the duration of a quest bounty. I can't find it. Is it in Nexerim mod or base game?
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Contact bounty timers are defined in vanilla code.
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Hi Histidine!
You were faster. I recently played a game with the previous Nex version, and after conquering Eventide from the Persean League (they captured it from the Hegemony), I asked, why shouldn't I conquer the whole Hegemony, just for fun.
It took me less than a year, and I managed to put down the rebellions by the end of 213. I have to mention, that I had around 12 mil credits at the start, but aside from Eventide, no passive income. I had 8 Conquests, just with one S-mod each, and only level 1 and 2 officers, and less than 25 ships in total. I'm far from being a good pilot, and I had very bad relations with the other factions. So being able to conquer the Hegemony so easily was very immersion breaking, especially that I had to fend off not just Hegemony counterattacks, but also TT, League, and Diktat attacks as well.
I started the attack at the beginning of 212 (with Eventide) and finished in 213. I had a profitable economy by 214. That's totally unbelievable.
So, to sum up, I'm very glad you made these new changes, however, I fear, that only the conquest part gets harder, not the holding part.
I don't know, maybe after playing with the new version, I could give you more feedback.
Also, unrelated, could you boost the bonus admin numbers? Vanilla cut back on them with the new skill system, if I'm not mistaken.
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custom scenario 'avatar of vengeance'. it says it has a 'class load failure, disabled' anyone know how to enable this fun looking custom start?
It's broken and cannot be played until SEEKER updates.
i will have to watch seeker then.
it hopefully cant not update forever, right?
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Hi Histidine!
You were faster. I recently played a game with the previous Nex version, and after conquering Eventide from the Persean League (they captured it from the Hegemony), I asked, why shouldn't I conquer the whole Hegemony, just for fun.
It took me less than a year, and I managed to put down the rebellions by the end of 213. I have to mention, that I had around 12 mil credits at the start, but aside from Eventide, no passive income. I had 8 Conquests, just with one S-mod each, and only level 1 and 2 officers, and less than 25 ships in total. I'm far from being a good pilot, and I had very bad relations with the other factions. So being able to conquer the Hegemony so easily was very immersion breaking, especially that I had to fend off not just Hegemony counterattacks, but also TT, League, and Diktat attacks as well.
I started the attack at the beginning of 212 (with Eventide) and finished in 213. I had a profitable economy by 214. That's totally unbelievable.
So, to sum up, I'm very glad you made these new changes, however, I fear, that only the conquest part gets harder, not the holding part.
I don't know, maybe after playing with the new version, I could give you more feedback.
I have the same experience with the game, once I have 20 good ships, its easy for me to conquer half the sector without any negative effects.
I mean if it was that easy, wouldn't the hegemony that technically has far more resources than me already done it?
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(https://i.imgur.com/syVbpNJ.png)
It seems that the new response fleet feature is bugged, a fleet without an assignment spawned nearby after a raid.
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Hi im getting this always after a Ludic Path base strike battle as soon as i leave the battle menu after the fight
Version: Nexereling 0.10.2b
586903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StackOverflowError
java.lang.StackOverflowError
at com.fs.starfarer.campaign.O0OO.new(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at exerelin.utilities.TemporaryFleetAdvanceScript.advance(TemporaryFleetAdvanceScript.java:19)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at exerelin.utilities.TemporaryFleetAdvanceScript.advance(TemporaryFleetAdvanceScript.java:19)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
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Well now I know why Alex did that thing that particular way...
Here's a .jar that should fix both the above issues (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (put in Nexerelin/jars). Official fix later this week.
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So actually, I have a general Nex question. While the game does give warnings if you try to conquer a Notable Planet before story completion (when story is active), are the planets "protected" in any way from NPC invasion before the story is complete? Could an NPC attacker potentially take, say, Chicomoztoc before that branch of the story is complete? I've seen attempts at invading places like Gilead or Chico and I was wondering how exactly the mechanics work.
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So actually, I have a general Nex question. While the game does give warnings if you try to conquer a Notable Planet before story completion (when story is active), are the planets "protected" in any way from NPC invasion before the story is complete? Could an NPC attacker potentially take, say, Chicomoztoc before that branch of the story is complete? I've seen attempts at invading places like Gilead or Chico and I was wondering how exactly the mechanics work.
Normally the mod checks for whether the planet is marked as story-critical by Starsector, and won't consider such planets for sending NPC invasions. This can be toggled with the allowInvadeStoryCritical setting in exerelin_config.json.
Note that most but not all of the key locations in the Academy quests will have their story-critical flags removed as the quests are completed.
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So actually, I have a general Nex question. While the game does give warnings if you try to conquer a Notable Planet before story completion (when story is active), are the planets "protected" in any way from NPC invasion before the story is complete? Could an NPC attacker potentially take, say, Chicomoztoc before that branch of the story is complete? I've seen attempts at invading places like Gilead or Chico and I was wondering how exactly the mechanics work.
Normally the mod checks for whether the planet is marked as story-critical by Starsector, and won't consider such planets for sending NPC invasions. This can be toggled with the allowInvadeStoryCritical setting in exerelin_config.json.
Note that most but not all of the key locations in the Academy quests will have their story-critical flags removed as the quests are completed.
Exactly the way I would want it to work. Thank you!
I also have Some Feedback™ about the way the response fleets work in 10.2, but I want to take a little time to write that out.
also f***in' lol, that means sindria isn't currently plot-critical. rip in hell andrada, you huge facist
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Hi Histidine
I've encountered a minor problem with the Derelict Empire custom scenario:
The Red Planet quest can direct you to a spacer on a Derelict owned planet.
I tried to capture said planet but the bar event is still not available although the questmarker persists
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What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.
For opportunistic declarations of war (the "Declare War" diplomacy event), check the diplomacy profiles in intel; if the faction is able to opportunistically declare war on your faction, it'll say so near the top. A faction will do it if it smells an easy target, and relationships are low enough; most require inhospitable, but the Paranoid trait allows it at suspicious.
Other than that, random events can also push you into the hostile range.
Best thing I can suggest is build up a reputation buffer with the big boys before getting a colony, or get a commission with one of the said big boys as cover (that faction won't attack you, and others will be more likely to attack your commissioning faction's colonies than your own); can always resign it later.
Is there some way to enforce like a temporary white list where you faction isn't really considered attackable until like you have colonized at least two systems, or at least three planets? Having the faction or faction alliances declare war, make peace, then declare war again post-haste is kinda ridiculous. Like the game systems will operate normally if you drop back down to less than 2 systems or 3 planets, but until your faction first becomes marginally large in the first place, seems kinda pointless to "declare war," but never bother to finish the job... Never even bothered to get a commish, so not even technically a rebellion...! But barely running two colonies in a de facto state of constant war is getting ridiculous.
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Hey,
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
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going to invade Nova Maxios, I got a warning that doing so will distort the future. can someone spoil for me what the game is warning me about here?
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Hey,
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Turn off... I forget what the overlay's called. It's the first one on the sector map.
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Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?
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Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?
Stick it in Duhzak :P
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Hey,
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Turn off... I forget what the overlay's called. It's the first one on the sector map.
Cheers Bud, gave that a crack, but it doesn't show up anywhere. Might try just loading nex and see what happens with no other mods.
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Hmm, I know at least one mod moves it to it's own system, but not which mod or where.
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Is there some way to enforce like a temporary white list where you faction isn't really considered attackable until like you have colonized at least two systems, or at least three planets? Having the faction or faction alliances declare war, make peace, then declare war again post-haste is kinda ridiculous. Like the game systems will operate normally if you drop back down to less than 2 systems or 3 planets, but until your faction first becomes marginally large in the first place, seems kinda pointless to "declare war," but never bother to finish the job... Never even bothered to get a commish, so not even technically a rebellion...! But barely running two colonies in a de facto state of constant war is getting ridiculous.
It does seem a bit odd that the player gets treated as an actual space polity (i.e. something you can have diplomacy with) when having just one size 3 colony. I don't have any ideas for fixing it right now though, I'll look at it in a later version.
Hey,
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Look in the Sitnalta nebula west of Askonia.
Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?
Someone's requested a similar thing recently. My idea was to find a suitably high-value planet in the existing core worlds and make it a player colony (this means sharing a star system with an existing faction, most likely).
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Hmm, I know at least one mod moves it to it's own system, but not which mod or where.
in my game running all mods on the map its in a cloud named sitnalta between askonia & kumari kandam
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Fix update.
Nexerelin v0.10.2c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.2c/Nexerelin_0.10.2c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.2c ##
* Random start ship generator has a chance to pick phase ships based on faction's doctrine
* Remnant ships that cannot be recovered normally will also not appear in Remnant contact custom production contract
* Fix stack overflow and simplify handling of response fleets persisting
* Fix merc fleets available for hire losing S-mods on save/load
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Hey,
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Look in the Sitnalta nebula west of Askonia.
Thanks muchly
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Im not sure if this is vanilla or this mod but since this mod is more ambitious (& I vaguely recall it being a thing before 0.8) Im just gonna assume; why does defeating a faction's attempt to invade your colony lower your reputation with them? It seems to me if the luddic church pours the entire combined might of their industry into producing a fleet to invade one of my colonies and I manage to break them over my knee, it should make them less likely to try it again, not more, and if they succeed it should make them more likely to attack another colony. And the system by which that is done is the reputation system.
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Because you killed an absolute shitload of their dudes. As it turns out, even when on the defense, killing tons of people tends to make other people upset.
This is why war weariness exists as a stat separate from reputation; Someone may hate you, but if you smash up their fleets over and over, they're going to get tired of it and sue for peace unless their relationship is clamped (which, for endless hostilities, is usually a mod feature like Kadur vs. Hegemony).
You can check War Weariness under the Diplomatic Profiles in the intelligence screen.
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Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?
Someone's requested a similar thing recently. My idea was to find a suitably high-value planet in the existing core worlds and make it a player colony (this means sharing a star system with an existing faction, most likely).
actually, i rather like buddy's idea of duhzak, or penelope's. core, but still yer own.
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oh i didnt know it was already in there, mb. But, as a small continuation of a point, "reputation" does not just have to mean "how much they like you", it can also mean "how much they respect you" and "how much they fear you". And, obviously if ur faction is new to the sector & u just founded a colony they'll want to test you because they neither fear nor respect you, but if you turn the orbit of your colonies into a meatgrinder it should IMO improve their opinion of u bc u proved that u might not be the best person to have as an enemy
edit: I dont know what I'm reading here. I have a commission with pirates but started my own faction. Are they invading my colonies bc of relations with my faction or bc I have a pirate commission? And, they can invade my colonies back to back to back to back to back without having to be at war with me??? Will they stop if I break my pirate commission & start treating me like a normal faction or is that not a factor here?
https://imgur.com/a/i4J7N1K
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Diplomacy between pirate-type and non-pirate factions doesn't really exist, which is why they're not normally displayed in each other's disposition tables.
If pirate invasions are not enabled in the config file, then other factions will only invade pirate worlds if those worlds were previously held by a non-pirate faction. Having a pirate commission extends this protection to player colonies.
As for rep: meh, there are things I wish I could change about the system, but implementing respect meter functionality isn't one of them right now.
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wait so my 2+ invasions every month is actually... less than I would be getting if I werent pirate commissioned?
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Hey guys, I'm new here, how much operatives can i have? I have 2 now, it won't let me get the third one unless i take leadirship skills. will this number go up with the power of my faction? I have 4 planets now. also what kinds of operatives are in the mod? So far I've met saboteurs and hybrids.
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Agent capacity doesn't increase with faction size.
There's also the negotiator.
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having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it has
https://imgur.com/a/9DGHzob
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A few things:
Is there a good way to track progress twoards Victory Conditions and Administrator Capactity Upgrades?
Does anyone feel like Chancelledon and Quaras are too strong as first conquest options?
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having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it has
https://imgur.com/a/9DGHzob
Is the issue about Tibicena staying on the colony screen? That's because it has player items stored, hence the "Storage" bit where the size would be.
Is there a good way to track progress twoards Victory Conditions and Administrator Capactity Upgrades?
Not currently. Maybe I'll add a screen or intel item for such things.
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Would it be possible to add colony industry items and AI cores (the stuff you can steal from colonies with raiding) to the fleet departure missions? Allowing piracy of high value items to steal and allowing a path to building colonies without needing to explore the whole sector (a part of the game I find boring).
- Hegemony fleets move captured AI cores around like a prisoner transport
- Neutral scavenger fleets return with rare items
- Tri-Tachyon moves items out to distant research bases
- Remnant fleets moving items between high and medium danger systems
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Any chance we can get a "preserved core systems" mode? I'd love to have all the functionalities of nexerelin, but the core sector loosing character by having factions wiped out or bereft of their planets by other factions just makes me sad. So that factions colonise the outer systems and battle for them, but the core remains outside of player agency.
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having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it has
https://imgur.com/a/9DGHzob
Is the issue about Tibicena staying on the colony screen? That's because it has player items stored, hence the "Storage" bit where the size would be.
OH MY GOD THATS SO SMART. This mod is so good that it has features so clever that I just assume that they must be bugs bc theres no way the mod is good enough to have my storage planet show up on my colonies screen so I dont forget where I stored stuff
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OH MY GOD THATS SO SMART. This mod is so good that it has features so clever that I just assume that they must be bugs bc theres no way the mod is good enough to have my storage planet show up on my colonies screen so I dont forget where I stored stuff
I'm pretty sure showing storage on the colonies screen is a vanilla feature, actually. It's usually never seen since you can just store stuff in one of the three abandoned stations. But it can crop up when you use contacts-based production, since you'll be given access to storage on the market they're on in order to actually have a place to drop off whatever you ordered.
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Any chance we can get a "preserved core systems" mode? I'd love to have all the functionalities of nexerelin, but the core sector loosing character by having factions wiped out or bereft of their planets by other factions just makes me sad. So that factions colonise the outer systems and battle for them, but the core remains outside of player agency.
The conquest/unification of the Core Worlds is... kind of the entire point of Nexerelin. :V You're asking for more or less a fundamentally different experience. (And why would conflict over outer colonies not spill into the Core?)
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You can also just disable invasions.
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The conquest/unification of the Core Worlds is... kind of the entire point of Nexerelin. :V You're asking for more or less a fundamentally different experience. (And why would conflict over outer colonies not spill into the Core?)
Uhhh I guess^^
To me the appeal of the mod was that the different factions would colonise worlds as well, expanding markets, and be alive beyond having inconsequential hostilities here and there. Its just that I kept thinking "Nooo Hegemony, you cant just extinguish TriTach!" And had to conquer back their planets for them x)
You can also just disable invasions.
That sounds like a plan, I'll try that. Thanks :)
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I'm afraid my inexperience is showing. I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter. Could anyone lend a hand and make me feel slightly-silly for how simple this probably is?
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Uhhh I guess^^
To me the appeal of the mod was that the different factions would colonise worlds as well, expanding markets, and be alive beyond having inconsequential hostilities here and there. Its just that I kept thinking "Nooo Hegemony, you cant just extinguish TriTach!" And had to conquer back their planets for them x)
I feel you, especially when one of the original powers gets rolled by a mod faction.
You can always just console command (setmarketowner) it back to whomever it belonged to if you feel that a planet is too defining for a faction to be lost.
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I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter.
The config file "exerelin_config.json" is in the mod directory. Set "prismInHyperspace" to true.
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So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.
Sooo, the whole point of this long winded post was to ask if there could be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.
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So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.
Sooo, the whole point of this long winded post was to ask if there could be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.
You can disable victory conditions (note that "victories" don't end your campaign) in settings. Most parameters including factions colonizing new worlds can be disabled or adjusted (i.e delay before colonization efforts start, frequency of invasions), usually what config line does what is explained next to it. Main parameters are spread between "exerelin_config.json" and "settings.json" - make sure to look at both!
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Sooo, the whole point of this long winded post was to ask if there could be some kind of supported option to stymie expansion outside the core worlds
They don't expand all that fast. Don't sell survey data, that speeds up their expansion. If you choose Old Sector for the Galaxy generation, there should be a decent amount of good systems with habitable planets.
the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...
Have you done the Galatia story line? Have you talked to Yaribay?
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Weird how the Hazard Mining Incorporated systems still appear in the same spot even with randomized core worlds, even though systems from other mods seem to still be random
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So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.
The other "issue" here is that Nex is really meant to be used in conjunction with at least a few faction mods, in order to expand the board a little and increase the number of players. If you just stick with the vanilla four factions, a result like this is possible due to random diplo rolls - it's unlikely, yes, because the Hege and League are initially disposed mildly negatively to one another (both in raw relation score and in diplo profile), but it is possible for the two to ally, given the right set of circumstances. Adding more players increases the complexity of the situation and makes for a larger area someone has to ally with or conquer in order to win, and prevents early win scenarios.
If you want a decent bit of variety without feeling too overwhelmed, I'd go with four or five faction mods to start with. Specifically, Volkov Industrial, Diable Avionics, ScalarTech, Kadur Remnant and Xhan Empire (which includes United Pamed). Diable and ScalarTech will tend to ally very early, ditto with Volkov and the Hege, and Pamed and TriTach usually end up buddies too, so that gives several of the major players a buddy and makes it a bit less likely the big players will pair off with each other; meanwhile, Kadur will put the screws on the Hege from the start (though will probably get wiped out without help) and Xhan sits at the edge of space being *** to everyone. :V They also add a ton of variety to the game, so that's another plus!
But yeah, no matter how you go about it, Nex is best played with some faction mods to spice the sector up. When it's just the initial four, you can get results like what you posted.
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You can go into the mod's settings and effectively 'turn off' colonization by cranking up the amount of time before/between colonization attempts.
It's one of the settings I usually mess with myself; while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.
...Also, I've seen the AI cheerfully colonize medium or high hazard systems, and unless I'm right there when the colony fleet arrives, they tend to succeed at this, rather than getting blown out of the sky by the remnants like they ought to.
That all said, it's a setting I'm also happy enough to revert to original values once I've got myself comfortably settled. I know Nex is kindof made with the assumption that the player starts with either a colony or a commission, but I prefer to go with free start - and would really like an option along the lines of 'no invasions, alliances, or colonization until the player has a size four colony and is ready to play the game on that level'.
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I know Nex is kindof made with the assumption that the player starts with either a colony or a commission,
Since when?
while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.
Even with default settings factions are very slow to colonize anything IMO. It takes little time for the player, even with Starfarer mode+Ruthless Sector+Starpocalypse, to have surveyed a large span of the sector and assembled the required crew and supplies/HM to start multiple colonies. It's even easier now that size 3 colonies are effectively protected by god mode and you don't have to prepare funds in advance to build big defenses.
I do wish that something was changed about how factions actually colonize though, I've sometimes escorted friendly colony fleets myself only to see them loiter near the jump point for days without approaching the target planet (despite no enemies nearby) followed by colonization having "failed" and them retreating.
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Also note that certain factions are more aggressive about colonization than others, and this includes mod factions.
If you play with Scy Nation or Volkov, prepare for them to be colonizing maggots given no adjustment and plenty of time.
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Hello, is it ok if I ask for help here regarding a crash?
I'm trying to raid a word every ~3 days to get blueprints, and after a few raids, every time I click "show military options", the game crashes.
48561 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:365)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:134)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I doubt someone can help, but doesn't hurt asking.
Been really enjoying the mod thus far. Thank you for all.
edit: i don't know javascript or anything about modding this game, but i searched the files and as far as i got was line 365 of Next_MarketCMD.java
for (CampaignFleetAPI fleet : b.getNonPlayerSide()) {
if (fleet == responder) continue;
if (!fleet.isStationMode()) {
hasNonStation = true;
hasOtherButInsignificant &= Misc.isInsignificant(fleet);
}
}
Looks like it is iterating on fleets that don't belong to my faction, but I don't know how to follow Misc.isInsignificant(fleet).I don't understand if that's a file or a method... can't make sense of it.
edit2: looks like Misc is actually in core game Fractal Softworks\Starsector\starsector-core\starfarer.api.zip. Indeed "isInsignificant" method does not exist. Well, that's as far as my sherlock holmes goes. :'(
edit3: the lines containing isInsignificant were introduced in commit 84561b5f27c33d193dbd83cb7fb782dd45a715ca in 5/23/2021.
* Fix battle join logic when taking military action against a market
I'm going to try raid without any ships around or something.
edit4: yup, trying to click "military options" in a station/planet with nearby enemy fleet causes crash consistently. No fleet nearby, no crash.
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Might need to think over whether I should change some rules to prevent early Heg/League alliances, or I should just let the player use the console to remove the victory in the rare cases it happens (because more rule complexity is undesirable).
@Seleukus: Update your Starsector (latest is 0.95a-RC15, you can get it on the same release page as previous 0.95 releases).
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Also note that certain factions are more aggressive about colonization than others, and this includes mod factions.
If you play with Scy Nation or Volkov, prepare for them to be colonizing maggots given no adjustment and plenty of time.
Yeah I'm playing with HMI, Xhan and Scy and HMI has by far the most colonies. They are very aggressive and keen on invading other planets. Right now they have 21 markets while the second largest faction is the Hegemony with 12. Most others have 2-6.
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Please make L4R affect agents in some way!
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so a small note/request, could you maybe add a feature that makes it so that if i have a planet in a system and give another planet to some other faction(hunting grounds, reviving dead factions) in the same system that they basically have no claim over any planet? they did not seem to act upon anything but so far the game says that the planets are probably are gonna die if i colonize them
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Hello, in previous game version 091 I would use operative (from nexerelin) to boost standings, buy ships and do other stuff. In new new version 095, I can't find these guys anymore. Please advise.
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They're still there, it's just the bars are a lot more busy.
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Prism Freeport sells HVB boss ships right off the bat when Vayra's Sector isn't installed. Is this so that you're not locked out of the boss ships without Vayra's Sector or simply because there is no variable associated with the ships so it just defaults to selling them?
There is a minor issue in the special contact mission when you go down the bribe route, I had to talk to the portmaster twice for the "Return to Prism Freeport" mission prompt to show up in the interaction dialog which probably means that returning to Prism without talking twice won't let you progress? Edit:Did it again and it was just the prompt not showing up. Though there is some weirdness like docking immediately with Asharu after buying them makes the "Return to Prism Freeport" show up before "Your fleet approaches Asharu". Is this because of the vanilla mission system and not Nexerelin?
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Please make L4R affect agents in some way!
What, as in beyond the existing +1 agent shared with L4L? I don't know what I'd change there or why, but if you have ideas feel free to post them.
so a small note/request, could you maybe add a feature that makes it so that if i have a planet in a system and give another planet to some other faction(hunting grounds, reviving dead factions) in the same system that they basically have no claim over any planet? they did not seem to act upon anything but so far the game says that the planets are probably are gonna die if i colonize them
If you keep the largest military planet (or the largest planet period if no military bases are present in the system) that'll keep you as the owner. (Note that this isn't reflected in the colonization screen text, because I can't change that)
Prism Freeport sells HVB boss ships right off the bat when Vayra's Sector isn't installed. Is this so that you're not locked out of the boss ships without Vayra's Sector or simply because there is no variable associated with the ships so it just defaults to selling them?
I've deliberately made the HVB ships available, yeah.
There is a minor issue in the special contact mission when you go down the bribe route, I had to talk to the portmaster twice for the "Return to Prism Freeport" mission prompt to show up in the interaction dialog which probably means that returning to Prism without talking twice won't let you progress? Edit:Did it again and it was just the prompt not showing up. Though there is some weirdness like docking immediately with Asharu after buying them makes the "Return to Prism Freeport" show up before "Your fleet approaches Asharu". Is this because of the vanilla mission system and not Nexerelin?
Yeah, you need to undock for a bit for it to progress. I think that's just how vanilla works seeing as I copied the code from there, although there's probably a way to make it instant and I just haven't looked for it yet.
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Lmao, just started a campaign with nex, no other mods.
After 1 Minute: Hegemony and Luddic Church formed the Alliance "Galactic Federation"
After 5 Minutes: Persean League joined "Galactic Federation"
After 5 Minutes: "Hegemony and its allies have become the dominant force in the Galaxy with others slipping into irrelevance" "Hegemony Conquest Victory"
Gave me a good chuckle ;D
Guess i'll have to send an Agent to remind the Persean League why they formed in the first place
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Hi there!
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.
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Sorry if this has already been discussed, I just can't find it in the settings:
Is it possible to make Automated ships storable in outposts?
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If you, like me, dislike the Vulture Salvager fleets gobbling up all the good stuff, here's how to disable them.
Go to mods\Nexerelin\data\config\ and look for settings.json. You can open it with any text editor, I use Notepad++.
On line 63, about a fifth of the way through the file, look for this line:
"nex_vultureSpawnRateMult":1, # unsure what this actually does tbh
If you set this to 0, it stops the Vulture fleets from spawning.
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Found this bug while fiddling around with Arsenal Expansion since that mod also has the same issue.
It is possible to clone "permanently assigned" mercenaries by storing their ships in any storage and then assigning them onto any other ship.
The top row are the cloned mercs.
(https://i.imgur.com/nBN9Pkk.png)
Been fiddling around with the Misc.isUnremovable() function and I've come to the conclusion that this was probably never meant to be used with anything that isn't an AI core. Or more precisely anything that doesn't use the AI core officer interface.
The reason behind that is because AI cores do not persistently exist in the officer interface and will not show up in the officer list if you do not have any of them in your cargo while human officers will not disappear from the interface unless you dismiss them, leading to this issue. I'm guessing this is a vanilla limitation and fixing this smells tricky unless there is a way to prevent storing ships, which sounds like digging into to obfuscated parts of the vanilla code so I suggest making company mercs non-permanent for an easy fix.
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hey umm, if i may request something, could you make it possible for relief fleets to be sent out more often(aka the down timer not being so long) or that they reduce unrest by more?
so far using industrial evolution the colonies seem to fall one by one simply because of the industrial raids, and also because of the way deterioation works currently. i wish this was not the case to be honest
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Not sure if this is the place to report a bug/exploit, but high hazard, low stability planets using the hazard pay option can become so unprofitable that you get PAID to buy governorship of them.
https://cdn.discordapp.com/attachments/818909403331297333/860342299527086100/unknown.png
Perhaps a 0 credits low cap on payouts?
To achieve this: Have enough credits for an initial buyout. Shut down everything, enable free port and hazard pay, then cede the planet back. When you go back to buy it, the deficit from hazard pay is still taken into account and nukes the income value of a planet, allowing you to circle spam buying and ceding governorship for infinite space dosh.
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Thanks for the bug reports!
Hi there!
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.
Nexerelin/data/config/setting.json: nex_governorship_maxSize
Sorry if this has already been discussed, I just can't find it in the settings:
Is it possible to make Automated ships storable in outposts?
It's not configurable by a non-modder, but I've fixed the oversight (outposts should not block any storage as illegal) for next version :)
Found this bug while fiddling around with Arsenal Expansion since that mod also has the same issue.
It is possible to clone "permanently assigned" mercenaries by storing their ships in any storage and then assigning them onto any other ship.
[...]
Been fiddling around with the Misc.isUnremovable() function and I've come to the conclusion that this was probably never meant to be used with anything that isn't an AI core. Or more precisely anything that doesn't use the AI core officer interface.
The reason behind that is because AI cores do not persistently exist in the officer interface and will not show up in the officer list if you do not have any of them in your cargo while human officers will not disappear from the interface unless you dismiss them, leading to this issue. I'm guessing this is a vanilla limitation and fixing this smells tricky unless there is a way to prevent storing ships, which sounds like digging into to obfuscated parts of the vanilla code so I suggest making company mercs non-permanent for an easy fix.
Interesting, thanks for looking into it!
I'll see if I can remove the officer from the fleet when the ship is stored, without too much hax. If not, guess I'll have to make them non-permanent, even though that kinda detracts from the flavor.
Not sure if this is the place to report a bug/exploit, but high hazard, low stability planets using the hazard pay option can become so unprofitable that you get PAID to buy governorship of them.
https://cdn.discordapp.com/attachments/818909403331297333/860342299527086100/unknown.png
Perhaps a 0 credits low cap on payouts?
To achieve this: Have enough credits for an initial buyout. Shut down everything, enable free port and hazard pay, then cede the planet back. When you go back to buy it, the deficit from hazard pay is still taken into account and nukes the income value of a planet, allowing you to circle spam buying and ceding governorship for infinite space dosh.
Ouch, lol. Yeah adding a floor to the price sounds good.
hey umm, if i may request something, could you make it possible for relief fleets to be sent out more often(aka the down timer not being so long) or that they reduce unrest by more?
so far using industrial evolution the colonies seem to fall one by one simply because of the industrial raids, and also because of the way deterioation works currently. i wish this was not the case to be honest
Hmm I could lower it somewhat. The cooldown is kinda long right now (30 days * destination market size).
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Contact bounty timers are defined in vanilla code.
And what is the way to get to this code, please
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So I took an allies home planet back for them but now im stuck with it? Is there a way to give it back to them? I dont want to govern some rando planet! Plus its their home planet I want strong allies! Thanks!
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So I took an allies home planet back for them but now im stuck with it? Is there a way to give it back to them? I dont want to govern some rando planet! Plus its their home planet I want strong allies! Thanks!
talk to their station commander or equivalent
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Yes, talk to one of the lead officials at a port in order to hand it to a different faction.
That said, you also need a functioning spaceport in order to do so, so if it got disrupted, you'll have to wait.
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Ohhhh awesome thanks a bunch guys/gals!
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I'm sorry if this is the wrong mod, but I get an issue when encountering the remnant agent (Save two cores from a planet). Specifically, it happens when the Remnant quest giver shows up for the first time. The game crashes to a white screen and when I reload, I can accept the quest no problem.
2371601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
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Does this mod mess with map seeds if you don't enable random core worlds? I just copied pasted a map seed but its not the same.
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Does this mod mess with map seeds if you don't enable random core worlds? I just copied pasted a map seed but its not the same.
AFAIK, each map seed is related to the mods that you are running. If someone plays vanilla, the seed will create a sector the same way every time. If a modlist is exactly the same, then the sector will be the same.
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Map generation is sensitive enough that even turning on DevMode is enough to change it.
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Dang…. Because I found an amazing system I was not able to take (redacted) and I want to play it again. I think it had 2 lvl 5 planets both were Terran and a lvl 4 and was just amazing in general. Oh well…
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Are there any plans to make it so that when you make your own faction you get to choose whether it is technocratic etc and choose disposition effects (hates ai core etc)?
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I don't understand how Operatives work. I got one, and figured out how to move one, but I have no idea how to use one to find a pirate base. I have it at one of my colonies with pirate presence, but only travel option shows up. What exactly do I do?
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Are there any plans to make it so that when you make your own faction you get to choose whether it is technocratic etc and choose disposition effects (hates ai core etc)?
Faction customization is currently a 'distant goal' kind of thing.
I don't understand how Operatives work. I got one, and figured out how to move one, but I have no idea how to use one to find a pirate base. I have it at one of my colonies with pirate presence, but only travel option shows up. What exactly do I do?
If the 'find pirate base' option doesn't appear that's probably because the base location is already known, check the intel map with pirate faction filter.
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I'm sorry if this is the wrong mod, but I get an issue when encountering the remnant agent (Save two cores from a planet). Specifically, it happens when the Remnant quest giver shows up for the first time. The game crashes to a white screen and when I reload, I can accept the quest no problem.
2371601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
I have a similar issue with the same quest, whenever I choose military actions on the planet that the quest sent me to, in this case Orthus, the game hard crashes, I have not found a way around it.
66894 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:365)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:134)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Opening a comm link with any Remnant Nexus while being anything but hostile with them results in a bunch of nullEx messages appearing.
(https://i.imgur.com/TDSa8Zi.png)
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Opening a comm link with any Remnant Nexus while being anything but hostile with them results in a bunch of nullEx messages appearing.
(https://i.imgur.com/TDSa8Zi.png)
how do you do this
when i try to use an attachement it says that it's too big because you do not even have 200kb for uploading. so how did you do it?
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I have a similar issue with the same quest, whenever I choose military actions on the planet that the quest sent me to, in this case Orthus, the game hard crashes, I have not found a way around it.
Update your Starsector (needs to be 0.95a-RC15, get it again from the download/buy page).
Opening a comm link with any Remnant Nexus while being anything but hostile with them results in a bunch of nullEx messages appearing.
Thanks! Fixed for next version.
when i try to use an attachement it says that it's too big because you do not even have 200kb for uploading. so how did you do it?
Use an image hosting website like Imgur (https://imgur.com)
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Is there some way to raise the threshold on the conquest victory? It feels like all the Persian League or Hegemony needs to do to win is capture 3 planets and make allies with one minor faction.
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Speaking of missions, there's... not really a bug as such, but a bit of what I think is an unintended design hiccup due to mod interaction.
So our friend N's first mission will send you to an independent planet to raid for a package. It seems like the indep planets are chosen because they tend to have low defense rating, usually well below 1k, so you only need like 250-350 marines, usually. This seems to be angled to make it so that it's not too onerous to get on N's plotline early if the player wants to go hard on that route. The problem, though, comes with certain mods (Arma is a prime example that I actually saw): there are some mods that include independent worlds that are close but not quite ready to be their own polity, and so are significantly militarily stronger than vanilla indep worlds. They can, however, still be chosen as a location for N's mission... so you need to spring the package from, say, New Meshan for the requirement of a cool 3,500 marines if you knock down no infrastructure (never mind managing to sneak up to such worlds). It is entirely possible to say "well that's rando for you", but it still feels a little... unintended and out of step with the likely intended progression of this agent/character.
So: would it be possible to add a check so that N's initial quest doesn't give you a target that requires more than, say, 500 marines? I think that'd help weirdness from occurring in some seeds.
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at that stage of unintended mod interaction I'd almost save at the planet, quit & load up the console commands mods, resume, cheat that stage of the quest, then save & uninstall the console commands mod.
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Oh for sure, and that's basically how I handled it, but as I was doing it I was thinking "you know, it might be possible for Nex to make a sanity check for this sort of situation".
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hey just out of curiosity, why is it that derelict empire doesnt spawn fleets from the derelict planets in the archean order total conversion?
everything else works fine
the new mod that adds derelict (and other) bounties spawns the derelict bounty fleets
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Is there some way to raise the threshold on the conquest victory? It feels like all the Persian League or Hegemony needs to do to win is capture 3 planets and make allies with one minor faction.
It's currently hardcoded. I might need to fiddle with the default in general, in addition to moving it to a config file.
Speaking of missions, there's... not really a bug as such, but a bit of what I think is an unintended design hiccup due to mod interaction.
So our friend N's first mission will send you to an independent planet to raid for a package. It seems like the indep planets are chosen because they tend to have low defense rating, usually well below 1k, so you only need like 250-350 marines, usually. This seems to be angled to make it so that it's not too onerous to get on N's plotline early if the player wants to go hard on that route. The problem, though, comes with certain mods (Arma is a prime example that I actually saw): there are some mods that include independent worlds that are close but not quite ready to be their own polity, and so are significantly militarily stronger than vanilla indep worlds. They can, however, still be chosen as a location for N's mission... so you need to spring the package from, say, New Meshan for the requirement of a cool 3,500 marines if you knock down no infrastructure (never mind managing to sneak up to such worlds). It is entirely possible to say "well that's rando for you", but it still feels a little... unintended and out of step with the likely intended progression of this agent/character.
So: would it be possible to add a check so that N's initial quest doesn't give you a target that requires more than, say, 500 marines? I think that'd help weirdness from occurring in some seeds.
Yeah, I'll probably have to write a custom filter for finding the appropriate indie market. Though the bribe option always works regardless of defense level, so there's that.
hey just out of curiosity, why is it that derelict empire doesnt spawn fleets from the derelict planets in the archean order total conversion?
everything else works fine
the new mod that adds derelict (and other) bounties spawns the derelict bounty fleets
Derelict Empire uses a separate faction (id nex_derelict instead of derelict) from regular derelicts, so I can mess with it without changing derelict encounters from things like probes. I'm not sure why there'd be an incompatibility with AO though, probably best if you discuss the issue with Morrokain.
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It is likely too early to bother asking, but since this mod adds [REDACTED] raids on the Core Worlds and the coming game update (0.95.1a? 0.95b?) will include a skill that might allow an officer to Neural Link to a recovered [REDACTED] ship, will the frequency of the [REDACTED] raids be dialed back? I dunno what triggers them in the code, so it may not matter if multiple possible triggers. Plus, seems like officers won't have access to the combo of [REDACTED] ship recovery AND neural Link (even Lvl 7 pod officers), only player will, rendering such a concern moot. Still, figured I might as well ask. Since otherwise there might end up being random core fleets with recovered [REDACTED] ships (although would be kinda cool to see rare salvage fleets with a few [REDACTED] frigates, maybe a destroyer).
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Apologies if this has been mentioned or talked about before, but I am noticing that the war/peace declarations seem really wonky (not sure if it's just in newer versions or not, I don't seem to recall it being so all over the place in the past). I haven't gotten very far into my latest playthrough, and three or four times now, factions and alliances have made peace or agreed to ceasefires, just for them to declare war again (whether via alliance vote or otherwise) a week or so later.
There was one instance where the ceasefire was overwritten by a war declaration two days later. Not sure if it's intended or not, but it just seems a bit odd and minorly immersion breaking. If two factions are committing to some sort of political agreement of peace, and they broke the agreement, ceasefire, etc, a few days later, they would quickly become massively distrusted by just about everyone (which isn't happening). It feels like there needs to be some sort of system in place where these agreements last a reasonable length of time, or have a smaller chance to be overridden so incredibly quickly.
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There was one instance where the ceasefire was overwritten by a war declaration two days later.
art reflecting reality. it really do be like that tho
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Apologies if this has been mentioned or talked about before, but I am noticing that the war/peace declarations seem really wonky (not sure if it's just in newer versions or not, I don't seem to recall it being so all over the place in the past). I haven't gotten very far into my latest playthrough, and three or four times now, factions and alliances have made peace or agreed to ceasefires, just for them to declare war again (whether via alliance vote or otherwise) a week or so later.
There was one instance where the ceasefire was overwritten by a war declaration two days later. Not sure if it's intended or not, but it just seems a bit odd and minorly immersion breaking. If two factions are committing to some sort of political agreement of peace, and they broke the agreement, ceasefire, etc, a few days later, they would quickly become massively distrusted by just about everyone (which isn't happening). It feels like there needs to be some sort of system in place where these agreements last a reasonable length of time, or have a smaller chance to be overridden so incredibly quickly.
System for ceasefire/peace declarations seems to only be on a by faction basis, NOT a per alliance basis. But calling a war vote is on an alliance basis. So sometimes a faction that signs a ceasefire/peace agreement with you is quickly or even immediately pulled back into a war with you by an alliance partner calling for and winning a war vote. Appears to mostly depend on you rep with all faction members of any particular alliance.
Can't tell if this is a true software bug by not having the peace treaty/ceasefire applied across an entire alliance, or whether this is just an unintended result. Or maybe intended. Basically you have to spend dat colony money on agents always raising your rep with any factions that hate you until you are either strong/rich enough to not care or have an alliance of your own... although since so much will be changing in a few months with 0.951ab being released, may not matter until after that!
Still, would be nice for agents to have a high risk mission to cause false flag diplomatic incidents to either weaken or break up alliances, since Hegemony always seems to immediately ally with Luddic Church or Persean League regardless of the in-game lore stating that each of the three "powers" fundamentally disagree with each of the other factions' philosophy/ethics/morals. Although perhaps I'm playing this mod wrong, supposedly the main powers are less likely to ally with one another if you have a few extra faction adding mods...
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Also keep in mind that if an agent is discovered doing A Thing against a faction that recently signed a ceasefire with another, that can easily lead to another war scenario.
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System for ceasefire/peace declarations seems to only be on a by faction basis, NOT a per alliance basis. But calling a war vote is on an alliance basis. So sometimes a faction that signs a ceasefire/peace agreement with you is quickly or even immediately pulled back into a war with you by an alliance partner calling for and winning a war vote. Appears to mostly depend on you rep with all faction members of any particular alliance.
Can't tell if this is a true software bug by not having the peace treaty/ceasefire applied across an entire alliance, or whether this is just an unintended result. Or maybe intended. Basically you have to spend dat colony money on agents always raising your rep with any factions that hate you until you are either strong/rich enough to not care or have an alliance of your own... although since so much will be changing in a few months with 0.951ab being released, may not matter until after that!
Still, would be nice for agents to have a high risk mission to cause false flag diplomatic incidents to either weaken or break up alliances, since Hegemony always seems to immediately ally with Luddic Church or Persean League regardless of the in-game lore stating that each of the three "powers" fundamentally disagree with each of the other factions' philosophy/ethics/morals. Although perhaps I'm playing this mod wrong, supposedly the main powers are less likely to ally with one another if you have a few extra faction adding mods...
Per faction/alliance diplomacy, that makes sense to an extent (even if it is still very wonky and too spastic in execution to feel immersive), but I have observed this happening outside of alliance completely as well (that two day instance I mentioned was purely between Tri-Tachyon and Hegemony).
To be more specific, none of these instances I'm seeing have been with my own faction, this has been within the first few cycles between AI factions, and it is just so incredibly all over the place.
Maybe I'm being too critical, which I am a bit too much with things I like a lot (this mod is fantastic). I just wish the war and peace dealings were somewhat more immersive and that there weren't multiple start and stop wars within the week oftentimes. It feels so all over the place sometimes that the factions just start to lose their personalities, and it's just mindless fluctuations.
Also keep in mind that if an agent is discovered doing A Thing against a faction that recently signed a ceasefire with another, that can easily lead to another war scenario.
This makes sense, absolutely. I've seen that happen here and there, but oddly enough (to this point at least), those haven't been the inciting factor of any conflicts, just reduced relations (that has obviously edged factions closer to war, or course).
In the end, my main point is just that I feel like actual declarations of war and peace should feel more meaningful and solid, as opposed to just flittering around by the week, back and forth.
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Yeah, I probably ought to find a way to reduce war/peace flipping at some point.
For the non-alliance case, I've got a concept where diplomacy events (and perhaps agent actions and such) can't directly make the faction hostile, rather they accumulate an "outrage meter" (could use the existing diplomacy disposition for this). And when it gets high enough, it's up to the diplomacy AI (such as it is) to actually make the decision to go to war. Kinda like how 4X games do it.
Well, that'll probably come around the time I actually implement a high-level strategic AI for factions, which is a long way off at best... :-X
It is likely too early to bother asking, but since this mod adds [REDACTED] raids on the Core Worlds and the coming game update (0.95.1a? 0.95b?) will include a skill that might allow an officer to Neural Link to a recovered [REDACTED] ship, will the frequency of the [REDACTED] raids be dialed back? I dunno what triggers them in the code, so it may not matter if multiple possible triggers. Plus, seems like officers won't have access to the combo of [REDACTED] ship recovery AND neural Link (even Lvl 7 pod officers), only player will, rendering such a concern moot. Still, figured I might as well ask. Since otherwise there might end up being random core fleets with recovered [REDACTED] ships (although would be kinda cool to see rare salvage fleets with a few [REDACTED] frigates, maybe a destroyer).
I don't expect that NPCs will ever use [REDACTED] ships except for specific bespoke fleets, or that NPC fleets other than my own vulture scavengers (or any similar feature another mod implements) will do ship recovery, so it's unlikely I'll have to change anything. If not, I'll think about it then.
(It would be cool if the existing vanilla scavengers did make use of [REDACTED] ships, though)
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Yeah, I probably ought to find a way to reduce war/peace flipping at some point.
For the non-alliance case, I've got a concept where diplomacy events (and perhaps agent actions and such) can't directly make the faction hostile, rather they accumulate an "outrage meter" (could use the existing diplomacy disposition for this). And when it gets high enough, it's up to the diplomacy AI (such as it is) to actually make the decision to go to war. Kinda like how 4X games do it.
Well, that'll probably come around the time I actually implement a high-level strategic AI for factions, which is a long way off at best... :-X
Thanks for the reply!
Yeah, I can imagine it is sort of a tough balance to find, between interesting, shifting developments between factions happening at a steady pace, and stagnancy. Personally, I do feel like the "random events", like failed deals, diplomatic blunders, etc randomly popping up are somewhat too frequent, and have too dramatic of an impact versus other things. For example, a player faction might take on a 200k+ bounty placed on a deserter for x faction, wipe out a massive fleet of battleships and cruisers, and net +3 rep. Two days later, a jilted lover or scandal takes place via RNG, and the faction loses 10+ rep through that.
While to some extent, that is always going to be unavoidable with a system like this, it does get a little groan-inducing at times (and if I'm trying to do more of an immersive, roleplay focused run, I may just wind up consoling the rep back to where it was). I don't really have a solution for that, so I don't mean to just sound like a whiner, it's just a thought on it all, and the bits that feel a little too spastic and all over the place. Even some variant version of the mod might be an interesting option, where faction shifts are just set to a much rarer, slower pace of random events like that. Not exactly a foolproof fix, but it might make faction relations feel a little more meaningful. Even alliances seem to fall prey to these frequent, dramatic shifts, where I've seen any number of different alliance configurations over the course of a couple cycles. Creating and breaking alliances, I would think, should be relatively dramatic and meaningful, as opposed to being forged, dissolved, etc, at a a relatively rapid pace.
At the very least, when I see ceasefires and whatnot happen, even the description for these events in the intel screen say something along the lines of "this will stay in place for x amount of time (150 days or something like that)", and I can say with certainty, that isn't the case in execution (like I mentioned before, I observed Hegemony and Tri-Tachyon agreeing to a ceasefire, neither within an alliance, and then going back to war 2 in game days later). If agreements like this did actually impose strict time limits, only breakable by very specific developments, it would go a long way towards making these political developments feeling that much more impactful.
Looking forward to seeing where things go, in any case. It really is a great mod, I appreciate the blood, sweat, and tears that go into it. :)
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Yeah, I can imagine it is sort of a tough balance to find, between interesting, shifting developments between factions happening at a steady pace, and stagnancy. Personally, I do feel like the "random events", like failed deals, diplomatic blunders, etc randomly popping up are somewhat too frequent, and have too dramatic of an impact versus other things. For example, a player faction might take on a 200k+ bounty placed on a deserter for x faction, wipe out a massive fleet of battleships and cruisers, and net +3 rep. Two days later, a jilted lover or scandal takes place via RNG, and the faction loses 10+ rep through that.
It is worth noting that, in exerelin_config at the top of the Nex folder in mods, there is a setting for turning off player faction "participation" in diplo events if they frustrate you too much. You'll want to look for "FollowersDiplomacy" and set that to "false".
(Note that in the same section, you can also enable your faction organizing invasions independent of you, if you so wish... ;D)
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Still, would be nice for agents to have a high risk mission to cause false flag diplomatic incidents to either weaken or break up alliances, since Hegemony always seems to immediately ally with Luddic Church or Persean League regardless of the in-game lore stating that each of the three "powers" fundamentally disagree with each of the other factions' philosophy/ethics/morals. Although perhaps I'm playing this mod wrong, supposedly the main powers are less likely to ally with one another if you have a few extra faction adding mods...
Yeah, I probably ought to find a way to reduce war/peace flipping at some point.
For the non-alliance case, I've got a concept where diplomacy events (and perhaps agent actions and such) can't directly make the faction hostile, rather they accumulate an "outrage meter" (could use the existing diplomacy disposition for this). And when it gets high enough, it's up to the diplomacy AI (such as it is) to actually make the decision to go to war. Kinda like how 4X games do it.
Well, that'll probably come around the time I actually implement a high-level strategic AI for factions, which is a long way off at best... :-X
Building on this idea, now that I am aware of the Kazeron Navarachy mod (https://fractalsoftworks.com/forum/index.php?topic=21554.0) that basically gives a Persean League hull mod version of the Fourteenth Battlegroup hull mod for Hegemony, it would be cool to have false flag events occur if you openly raid using a fleet that is mostly or totally composed of the faction hullmod ship type. Unlikely to happen directly without inter-mod support, but I guess then again, this mod can add an agent mission to basically achieve the same effect for money cost (ie, agent does mission, if successful then generates a 30-60-90 day window in which rep hit from raid will instead be assigned to another faction. If mission fails, then player gets rep loss with one or BOTH factions!). Thus, it would only be considered "free" if player assembles fleet with all or most of the faction hull mod instead, although doesn't seem to be a Sindrian Diktat skin, so wouldn't work perfectly; asteroid mod hull pack (https://fractalsoftworks.com/forum/index.php?topic=17871.0) could I guess be the skin for independents. Dunno how other combined factions would slot in, but not impossible to include a framework if those mods want to slot in.
But I guess this should take a backseat to any sort of addition of an outrage parameter to the diplomatic AI.
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Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start? Possibly stupid question.
"allowPirateInvasions": false,
"retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at the start of the game, even if allowPirateInvasions is false
1a- If I wanted to make invasions appear more often (2 times more often) could I just cut the invasion grace period in half? I notice I invade more than factions which makes it so that I end up being the one colonizing everything for domination too quick.
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Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start?
I mean... you kinda quote your own answer. retakePirateMarkets allows invasion of select pirate worlds even if allowPirateInvasions is off.
Thus allowPirateInvasions must control whether you can invade a pirate market.
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Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start?
I mean... you kinda quote your own answer. retakePirateMarkets allows invasion of select pirate worlds even if allowPirateInvasions is off.
Thus allowPirateInvasions must control whether you can invade a pirate market.
1- Forgive me (I am playing a pirate-oriented playthrough I don't want to come across as annoying) so I assume that my solution is to enable allowpirateinvasions so that even from the start pirate colonies get invaded which is exactly what I wanted but am currently wondering why specifically the pirates have these allow invasions switch set to false? does the ludic path have one also or is it literally up to the player to invade pirate-only starting markets? I've noticed pirates never invaded colonies per se in my game they exclusively only raid systems it that intentional?
2- Also, can anyone confirm whether editing parameters in the config gets updated in a current save, or do I need to make a new game?
3- "countPiratesForVictory": false,
Does this mean that if allied to pirates (player) no victory can be achieved if set to false?
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Presumably because Pirates also have temporary markets in their raiding bases, and that temporary-ness doesn't go away when they're captured by another faction.
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Presumably because Pirates also have temporary markets in their raiding bases, and that temporary-ness doesn't go away when they're captured by another faction.
By temporary markets you mean the trading you can do on hidden pirate markets (for example bounty pirate colonies) last I checked strike missions and player military action destroys these "temporary raiding markets" are you saying NPC's can capture and make them permanent I've never seen that happen at all.
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allowPirateInvasions: Pirate-type factions* can launch invasions, and can themselves be targeted for invasions by NPC factions. (there are also a couple of other, related effects)
countPiratesForVictory: If false, pirate-type factions are not checked for the conquest or diplomacy victory types (i.e. you don't need to befriend pirates and their markets don't count towards the total pool for conquest threshold).
However, the player-commissioning faction always counts for victory, so for player with a pirate commission the pirate markets and relations are checked for the victory condition.
*this includes pirates, Luddic Path, and the Junk Pirates mod faction
Config changes are reflected in existing saves.
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allowPirateInvasions: Pirate-type factions* can launch invasions, and can themselves be targeted for invasions by NPC factions. (there are also a couple of other, related effects)
countPiratesForVictory: If false, pirate-type factions are not checked for the conquest or diplomacy victory types (i.e. you don't need to befriend pirates and their markets don't count towards the total pool for conquest threshold).
However, the player-commissioning faction always counts for victory, so for player with a pirate commission the pirate markets and relations are checked for the victory condition.
*this includes pirates, Luddic Path, and the Junk Pirates mod faction
Config changes are reflected in existing saves.
Thank you so much for this clear information! Do I need to worry about game breaking "related affects" or do pirates have other affects relating to normal invasion that I don't need to know about as I'm curious why pirate invasions are off by default.
TL DR what are the related affects when set to true? For allowpinvasion.
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The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
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I really don't like the "victory" conditions, at least for the AI.
Being told [Insert Hegemony alliance here] is too big and all other factions will fade into irrelevance is just... annoying. Especially when I know that if I keep playing that won't happen.
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The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
ahh I see thanks for that in-depth analysis and insight I was thinking about setting allowpinvasions to true because I wanted the pirates to be able to attempt capturing colonies after they have been completely wiped out by me or assisting them if I am allied with them. I am fearful that if I wipe them out they won't exist anymore to invade thus making them extinct in a way but I was curious how they respawned back if they can't invade anyhow.
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I really don't like the "victory" conditions, at least for the AI.
Being told [Insert Hegemony alliance here] is too big and all other factions will fade into irrelevance is just... annoying. Especially when I know that if I keep playing that won't happen.
This happened about a month into the game for me, lol. Pack it up boys, Hegemony wins.
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well, family IS always more powerful
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Yeah, while I like the Hegemony more than most people, the fact that they somehow allied with the Persean League and now all resistance is futile only a couple years into the game kinda kills the whole warring sector idea...
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I usually console command faction relations before they get silly.
Not just to prevent super coalitions that go against the lore but also to boost smaller mod factions.
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Experiencing a bug where I don't get a warning about incoming invasion fleets. I get a warning with a distinct sound for expeditions, but when another faction is attacking my colony in order to take it over I get nothing, so I have no opportunity to defend myself.
Its possible that there's a standard notification popping up, but given the sheer volume of notifications generated by unrelated activity its impossible to read them all.
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It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
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EDIT: add first point
TL DR what are the related affects when set to true? For allowpinvasion.
It lets pirates have ceasefires with other factions, and join alliances. Also a few minor things (like Nex raids will affect pirate markets in the target system).
The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
Yeah, pretty much this.
Yeah, while I like the Hegemony more than most people, the fact that they somehow allied with the Persean League and now all resistance is futile only a couple years into the game kinda kills the whole warring sector idea...
I think I'll tweak the diplomacy settings to make it harder (or outright impossible, if I get mad enough) for Hegemony and League to ally.
(If it does happen it would be pretty much a 'win condition' in lore terms, but there are reasons it has yet to actually happen in the Sector's history...)
Experiencing a bug where I don't get a warning about incoming invasion fleets. I get a warning with a distinct sound for expeditions, but when another faction is attacking my colony in order to take it over I get nothing, so I have no opportunity to defend myself.
Its possible that there's a standard notification popping up, but given the sheer volume of notifications generated by unrelated activity its impossible to read them all.
Hmm, it plays an extremely distinct sound (sounds/nexerelin/sfx_interface/alarm.wav, used only for invasions) when an invasion is pending against a player colony.
However, only the regular intel sound plays when the invasion is targeted at the player's commissioning faction. I should change that, probably to the vanilla expedition sound.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
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It is also worth noting that a few of the most popular mods help ablate this - Kadur Remnant gives the pirates a size six space megacity with light and heavy industry that gives them a lot of the production they need, and HMI includes a whole mess of Luddic planets that helps them out a lot. So it varies depending on the mods you use.
Still, for vanilla it might help, though even in VANILLA vanilla Chalcedon is always kind of a guaranteed moneymaker.
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Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
The fix for Sindria seems super easy (while also making them a little less paper-tiger-y for people playing Vanilla-ish): add an Alpha Core to their High Command.
It fixes the weird fuel idiosyncrasy, while also beefing up their single-system dictatorial microstate feeling.
(I know that this gives people another alpha core to steal, in theory, but that's already happened by adding them to Tri-Tach.)
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So just to be clear, the "story victory" is as definitive as any other victory, right? Like if I clear the story, conquest for victory et al. won't be tracked anymore?
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So just to be clear, the "story victory" is as definitive as any other victory, right? Like if I clear the story, conquest for victory et al. won't be tracked anymore?
Yep!
(note that you can remove any existing victory with the ResetVictory console command; conquest/diplomacy victories will be reapplied if their conditions are met, but story one won't)
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I have big problems with the Vulture Scavengers (which I believe are added by Nex, if I'm wrong, by bad)
I don't have problems with opportunistic scavengers trying to muscle me out of debris fields, etc.; my issues are:
1. Killing them hurts my rep with the independents. This is nonsensical. The independents are, by definition, an unaffiliated, misc. category of peoples. Why would they all care if I blow some random scavenger fleet? Also, they were going to kill me for the scavenge too! Why am I a bad guy for defending my own business and livelihood but when they do the same thing is "lawful."
2. It's "lawful" because neutral pickets will join the fights on the scavengers side. This is also nonsensical.
If this isn't making sense, let me tell you a story that happened to me this morning:
I'm TT and at war with the Heg. I joined a fight between a couple Sindrian fast pickets and a Heg invasion force and saved all the Sindrians' lives. A vulture scavenger fleet happened to be right there and claimed the debris field (literally the one from the battle I just won) and I had to fight them for it. This is already ridiculous and unfun. But then, the Sindarin pickets (whom I had just saved and were literally involved in the battle that created that debris field) all were willing to join the battle against me. That is absolutely ridiculous, irrational nonsense.
Anyway, they're all dead and I glassed Volturn for good measure. *** lobsters.
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Well, you are killing a bunch of independents, they're going to notice that even if they don't become insta-hostile. (It's the same penalty in terms of code and the rep loss amount, as when you kill some random smuggler)
I can see how other fleets joining the fight on the scavs' side would be annoying, yeah (though non-Independent fleets should only join the scavs if that faction likes indies more than you for whatever reason).
I have a notion to disable fleets from joining either side in a battle with scavengers, the idea being that if two groups of people want to kill each other over some debris that's a "them" problem that the third parties don't want to touch.
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I mean, the real problem here is that what it should really call for is a certain granularity that the current game engine isn't quite set up to do; if you and some vultures get into a fight over battle salvage in Hege space, for example, the response of the local Heggies should be to warn both combatants to knock it the f*** off or they'll be engaged, and then to enter a three-way battle if you and the other guy insist. But the current scripting doesn't support, well, a whole shedload of that, so Histidine has had to make do with what can be done in the current engine.
In general I understand the gameplay purpose of the vultures; they're there to make big fleet battles in which you are neutral less loot-pinata-y. Even as it stands it's possible to vulture scavenge your own way to some killer fleets without even having to explore much, and the NPC vultures just help provide some pressure and make you think a bit about how to best get your hands on some hardware (and potentially risk local po-po getting annoyed at you running silent or whatnot). I definitely understand the frustration of being there first and then the NPCs roll up and assert this is THEIR salvage, though, or your indep standing having no relation to how they react to you.
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I don't have problems with opportunistic scavengers trying to muscle me out of debris fields, etc.; my issues are:
1. Killing them hurts my rep with the independents. This is nonsensical. The independents are, by definition, an unaffiliated, misc. category of peoples. Why would they all care if I blow some random scavenger fleet? Also, they were going to kill me for the scavenge too! Why am I a bad guy for defending my own business and livelihood but when they do the same thing is "lawful."
Indies being mildly unhappy about you killing their buds is sensical, and it's only a reduced loss with no outright hostility. Just because their fellows are being a-holes in how they try to get their salvage doesn't mean they won't stick out for them, same as how people will help a friend in a fight outside a bar without thinking of whether their friend was in the right or the wrong. The writing also shows that many indies are one step removed from pirates and that they can have an "us VS them" mentality towards other groups.
Also, people act like it blocks them from salvaging their own battles, but you already salvage from your battle at the battle-end screen. The additional campaign debris is anyone's grab, same as how you can grab it from other factions' fights.
In general I understand the gameplay purpose of the vultures; they're there to make big fleet battles in which you are neutral less loot-pinata-y.
Besides making free easy loot less of a thing, it also creates emergent opportunities for battle which is good in a game focused on space combat. It also adds the crucially missing aspect of fighting over salvage and AI actually caring about salvage in the base game (vanilla only has this in some scripted events for missions) which contributes to making the game world alive.
You can still get plenty loot though, since scavs don't arrive immediately. You need to be quicker however, which sometimes leads to choices (beelining for a wreck that you really want restored for your fleet first over other wrecks even if they're closer).
I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
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I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.
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Let no one else tell you vulture scavengers are bad they are a major part of immersion. And I'm happy I'm not the only one scavenging ***! It's a necessary evil for the player whether they like it or not.
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1. Killing them hurts my rep with the independents. This is nonsensical. The independents are, by definition, an unaffiliated, misc. category of peoples. Why would they all care if I blow some random scavenger fleet? Also, they were going to kill me for the scavenge too! Why am I a bad guy for defending my own business and livelihood but when they do the same thing is "lawful."
I think the issue here lies more with the base game than anything, in how it handles Indies and your rep with them. I feel like people (and the game itself) forget their lore blurb:
"Not a unified faction as such, the Independents are a loose category of polities and free agents unified more by a lack of association with a major faction than any shared qualities. Independent worlds and the spacers who call them home often share data, trade generously among themselves, and will readily cooperate to perform short-term security and military actions to better protect what freedom they have maintained by working together. Equally likely, trust can break down, and Independents will suspiciously deny each other favors, compete viciously, and turn a blind eye to the misfortune of neighbours."
So while they do hold those "loose" bonds, that doesn't mean that they should function as a hive mind that keeps track of every single thing that happens to every single random individual claiming to be "independent". They even outright work against each other, as per the lore, on many occasions.
But this feels more like a limitation of how reputation functions in game, more than anything. How it realistically should function, is that if you're doing a lot of black market trades on a certain indie station, picking off their salvagers in the system, etc, that base should develop a negative opinion of you. But if you're on the other side of the sector, fighting scavengers over a debris field that you created, defending that claim absolutely should not have any correlation to what indies elsewhere think of you, at all.
But again, that would require the rep system to function on a much more specific basis, sort of like how you have rep with officers you might run into. If something like that could be applied to individual stations/planets, and then the station/planet's rep then applied to their affiliated officers and fleets, Independents would feel much more immersive, and not like just any other faction in the game (which is exactly how they function, outside of immediately hostilities from identified combat).
The way I work with it is just using the console to relations to try to emulate that behavior, and then placing limitations upon myself at times in not being chummy with indie stations that realistically wouldn't like me. It isn't really a fix, but it's something.
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I feel the same way about Independents, but I'd say that's a base Starsector issue and not anything special with Nexerelin.
I put a suggestion (https://fractalsoftworks.com/forum/index.php?topic=18511.0) (which probably won't be implemented), because Independents don't really make sense as being a group, and also not really interacting with the other big factions either.
It would be great to have truly Independent planets and groups so the Scavengers group could be *** off with your rightly, but the Smugglers, or Miners don't really care.
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On a separate note I have a Nexerelin question. If I play as a pirate does my actions on killing merchant fleets have any effect on the big powers in their battle over the sector? Like if I lower the accessibility of Kazeron will that stop Persean League sending big invasion fleets to other factions? I know I can intervene more directly by stopping invasion fleets, or killing defending fleets but just wondering if killing traders or mining fleets has any actual benefit to me other than improving colony export rates (if I had a colony)?
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On a separate note I have a Nexerelin question. If I play as a pirate does my actions on killing merchant fleets have any effect on the big powers in their battle over the sector? Like if I lower the accessibility of Kazeron will that stop Persean League sending big invasion fleets to other factions? I know I can intervene more directly by stopping invasion fleets, or killing defending fleets but just wondering if killing traders or mining fleets has any actual benefit to me other than improving colony export rates (if I had a colony)?
In regards to invasion fleets it does to some extent. I asked for some information on what impacts factions in what ways some time ago so let me quote the mod author here:
Invasion spawning depends on the supply of ship parts, fuel, supplies, marines and heavy armaments [...] It checks all colonies the faction has daily
[...] A bunch of things are affected by stability, including invasion spawning
Outside of that, destroying merchant fleets can have the usual effects like weakening colony defenses through shortages of commodities consummed by defensive structures and loss of stability from shortages of basic commodities.
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Sweet, thanks that is great to know! Appreciate the quick response and direct quote as well!
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Another amusing thing about Indies in game as they are that made me laugh... When you run across decivilized planets that hail you, there's a chance that they'll ask for the supplies they need to re-colonize their planet. What you do then, to this group of random individuals who have been eking out a living on a decivilized world for God knows how long, will affect Indies' opinion of you across the entire sector, or vice versa, even if they don't possess as much as a comm link.
Again, obviously just a limitation of their current implementation, but another detail that's a little funny, and a good example of why the current implementation is so flawed.
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Any chance that Nex could add 3-way of 4-way battles in the future?
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Any chance that Nex could add 3-way of 4-way battles in the future?
Not a chance in hell. That's what I was talking about earlier; there are scenarios where the real ideal would be a three-way fight, but the base engine itself does not support that and making Starsector support a feature of that scale is way more work than is reasonable to ask of Histidine. If Histidine wants to go for it, then super, but implementing battles beyond the two-side-with-allies version we have now would require huge rewrites to nearly every element of the combat code, including the AI.
Another amusing thing about Indies in game as they are that made me laugh... When you run across decivilized planets that hail you, there's a chance that they'll ask for the supplies they need to re-colonize their planet. What you do then, to this group of random individuals who have been eking out a living on a decivilized world for God knows how long, will affect Indies' opinion of you across the entire sector, or vice versa, even if they don't possess as much as a comm link.
Again, obviously just a limitation of their current implementation, but another detail that's a little funny, and a good example of why the current implementation is so flawed.
I mean, I can at least follow this one. They don't have hyperwave comms immediately, maybe, and it'll be a while before their ships get places, but sooner or later word will get around that you helped a new polity get off the ground, and you did it without conquering them or selling them out to one of the big factions. That'll mean a lot to indeps everywhere, and it makes sense that you get karma for that. It's just a bit cleaner to implement it immediately rather than on a delay.
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Hey, completely inept person here, been looking through the mod config file (provided I found the right one) and I'm just wondering, how to I stop factions taking over one another's planets and stations? Because I've run three different games so far and before too long I have the Persean League taken over the entire sector. And after getting the same results for third time I felt there was something unbalanced about it, dunno if they're stronger or just more aggressive than all others.
And while I don't mind the factions waging war against one another, I would like to either make their invasions weaker to make it harder for them to destroy one another completely or just turn territory conquest off completely.
Help much appreciated.
And again, I am very inept at this kind of stuff.
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In exerelin_config.json at the top of the Nexerelin folder, you're looking for the enableInvasions flag. By default that is set to true; edit the file so that it says false (the line should read "enableInvasions": true, ).
That said, invasions are a very big part of Nex, so disabling them disables a significant part of the mod's functionality. To address the other half of the question: in a game using only the vanilla factions, yes, the Hegemony and League are a good deal more powerful than everyone else and there's a good chance one or the other will win on their own if you don't intervene at all. Nexerelin is really meant to be played alongside multiple faction mods in order to flesh out the map and add more players to The Game™, so that conquest takes longer and the power balance is more complicated.
Take a browse through the mod index and see if any mod factions catch your eye!
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No option to just make invasions weaker? I have looked through it and all I find with certainly is the time it takes for invasions to build up.
I will be looking through the faction mods as well though.
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No option to just make invasions weaker? I have looked through it and all I find with certainly is the time it takes for invasions to build up.
I will be looking through the faction mods as well though.
So here are the relevant Nexerelin settings with some info. My comments in [here] though it's fairly self explanatory.
# if false, replaces NPC invasions (including revenge counter-invasion mechanic) with raids
# for now, also prevents player invasions
"enableInvasions": true, [if disabled no invasions, and can't invade as player either]
"legacyInvasions": true, # old invasion system before v0.10.3 revamp (if I haven't released v0.10.3 yet, this is a beta feature) [10.3 not released yet, no need to touch this]
"allowInvadeStoryCritical":false, # block NPC invasions from targeting story-critical markets
"allowPirateInvasions": true,
"retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at start of game, even if allowPirateInvasions is false
"fleetRequestCostPerFP": 400, # used for player-requested fleets
"fleetRequestCapMult":1,
"fleetRequestIncrementMult":1,
"invasionFleetSizeMult": 1, [this makes invasion fleets bigger or smaller depending on multiplier]
"responseFleetSizeMult": 1, [this makes response/defending fleets bigger or smaller]
"invasionGracePeriod": 90, # factions won't accumulate invasion points for this many days at start
"pointsRequiredForInvasionFleet": 27000, # bigger = longer delay between invasion fleets
# invasion points are added daily
"baseInvasionPointsPerFaction": 30,
"invasionPointsPerPlayerLevel": 1.5,
"invasionPointEconomyMult": 0.5, # multiplier for invasion point gains from economic assets
"creditLossOnColonyLossMult": 0.4,
"allowNPCSatBomb": true, # NPC factions can launch saturation bombardment missions in place of some invasions, raids and vengeance fleets
"allowRepeatBlueprintsFromRaid": false, # if false, each blueprint can only appear in raid loot once
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No option to just make invasions weaker? I have looked through it and all I find with certainly is the time it takes for invasions to build up.
I will be looking through the faction mods as well though.
You can make invasion forces weaker by setting "invasionFleetSizeMult" to something like 0.5.
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I'm not sure if I just missed it, but I haven't found a clear answer to this:
I know that, by default, colonies involved in story missions cannot be invaded by the Nexerelin AI. Once you complete the story quest, do the relevant colonies become available for AI invasions?
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Can gamestart options be added to the factions settings to allow Explorarium and [REDACTED] to spawn and otherwise act like Nex factions? I know the former is possible in Corvus mode but I'd like it in normal mode too.
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I'm not sure if I just missed it, but I haven't found a clear answer to this:
I know that, by default, colonies involved in story missions cannot be invaded by the Nexerelin AI. Once you complete the story quest, do the relevant colonies become available for AI invasions?
Yes. And it isn't just an update at the end of the main quest- colony flags will update dynamically when they are no longer story-relevant.
Can gamestart options be added to the factions settings to allow Explorarium and [REDACTED] to spawn and otherwise act like Nex factions? I know the former is possible in Corvus mode but I'd like it in normal mode too.
I suppose [REDACTED] could technically be made to act like a "normal" Nex faction...
Spoiler
But there's a very good reason why the Remnant is implemented differently and why you still track their rep when blowing them up. Consider stopping by Prism and checking your TriPad while getting a drink, sometime.
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Yes. And it isn't just an update at the end of the main quest- colony flags will update dynamically when they are no longer story-relevant.
This is very good news, thank you. This mod keeps on impressing me.
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It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.
I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.
Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:
Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.
This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.
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Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
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I just started a colony and then 2 days after I left the system it just switched over to another faction's control. No invasion mission, nothing. I jumped right back into the system and there was no fleet there or anything. I used console commands to instantly teleport there and loaded older saves from the day and checked. There's no reason, I just get an alert at the same time every time that my market is transferred to Legio Infernalis for no reason.
This is ridiculous design if it's not a bug.
They were sending a colony expedition there. They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design. If the colony expedition conquered my colony that I founded first, that's garbage.
Finally, despite them some how conquering my sovereign territory, we're not at war. Apparently, invasions are not hostile acts.
Seriously, WTF is going on in my game!?
I'm going to wipe them off the face of the sector incase the legio is the problem. Will report back.
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They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design.
While everything else in your post sounds like a bug (or maybe an oversight) I strongly disagree with this point.
Factions regularly send out colony expeditions to places I haven't explored at all. It would be "terrible design" if the AI had to wait for you to sell survey data to colonize anywhere outside the core worlds.
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Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.
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Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
You can request fleets at any point. A quality modifier would be nice though.
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You can request fleets at any point. A quality modifier would be nice though.
I found them interesting because special task groups can do a variety of tasks and are almost independent unlike defense or invasion fleets. I really hope Histidine adds an option where you can assemble one and order them around, But I'll leave it to Histidine and other veteran players to decide if they think that's a good idea.
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Was gonna go to v0.10.3 with this, but I found and fixed the last (known) hang in the decivilized planet encounter, and decided I couldn't hold it up for the couple of art assets I need for the planned 0.10.3 feature.
Nexerelin v0.10.2e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.2e/Nexerelin_0.10.2e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Compatibility note: Let me know if your operatives' current/queued actions are lost on loading save.
Spoiler
## v0.10.2e ##
* Fix broken fleet previews
* NPC colony expditions: Fix relationship requirement to invade a queue-jumping player colony (now needs inhospitable instead of neutral)
* Also reduce rep penalty for queue jumping (15 -> 10)
## v0.10.2d (Discord-only) ##
* Gameplay
* Rework recent unrest effect from player raids
* Now still in 1-3 range, instead of being directly based on raid strength ratio, it counts the number of marine icons used
* Every 3 icons adds one point of unrest
* Effect is also floored based on the danger level of the objectives, so hitting an Extreme danger target will always apply 3 points of unrest
* Player can request colony fleets and send them to any surveyed planet
* Revise/refactor conquest victory requirements and externalize thresholds to settings.json
* Now the largest faction must also be at least twice as big as the runner-up to win by market size
* Lower cooldown for NPC relief fleets
* Was 30 * size, now 20 * (size + 1)
* VIC mod support
* VIC can sometimes use regular sat bomb instead of virus bomb
* NPC markets will build relevant structures in response to viral contamination
* Random sector will generate VIC structures
* Rebellion suppression fleets' scaling changed; no longer become ridiculously large with the biggest markets
* Remnant contact mission 1 tries to pick markets within a certain range of ground defense strengths
* Player outposts now have spaceport (can be used for functions requiring a dock, like logistics hullmods)
* Does not affect existing outposts in saves
* Random sector tries to make factions which also spawn their own systems/markets less bloated
* Add a bit of random variance to vengeance fleet spawn times
* Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
* Hegemony and Persean League like each other less
* Fixes
* Fix remaining case of freeze on deciv planet encounter
* Fix a temporary memory leak in new game
* Fix automated ships not being storable at outposts or autonomous colonies
* Fix cloning merc officers by storing their ships
* Fix being able to buy colony governorship at negative price
* Fix Derelict Empire not knowing ships with Archean Order TC
* NPC colony expeditions don't target systems cut off from hyper, or planets marked as invalid targets for random mission locations
* Fix error messages when opening comm link with Remnant station while non-hostile
* Try to keep colony expedition fleets from getting distracted while in target system
* UI/Text
* Invasion intel nofification plays colony threat sound when commissioning faction is targeted
* Improve tutorial start's explanation of its bugs
* Tweak a Midnight dialog
* Update some credits
* Show the number of ships player will have after hiring a mercenary company (to help avoid going over the limit)
* Modding
* Add `nex_preferredAdmin` and `nex_preferredAdmin_factionId` memory keys (for PersonAPIs) to enforce specific admins on markets
I just started a colony and then 2 days after I left the system it just switched over to another faction's control. No invasion mission, nothing. I jumped right back into the system and there was no fleet there or anything. I used console commands to instantly teleport there and loaded older saves from the day and checked. There's no reason, I just get an alert at the same time every time that my market is transferred to Legio Infernalis for no reason.
This is ridiculous design if it's not a bug.
They were sending a colony expedition there. They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design. If the colony expedition conquered my colony that I founded first, that's garbage.
Finally, despite them some how conquering my sovereign territory, we're not at war. Apparently, invasions are not hostile acts.
If you try to queue jump by making your own colony on the target of a colony expedition, they can invade your new colony. (Although, as you'll note from the changelog, the relationship threshold for attempting this was bugged; fixed now).
NPC colony expeditions are intentionally not tied to selling survey data, for reasons including the one DownTheDrain describes :)
Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.
eventFrequency in data/config/exerelin/diplomacyConfig.json
Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
It's an idea I've been considering. The immediate concern is that players would expect to be able to order it around, so I'll have to implement a GUI for doing this.
Although this gives rise to a new issue, namely that a huge buddy fleet that can follow you around would be OP AF if it was free.
Maybe I'll make the task group cost money to create.
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.
I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.
Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:
Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.
This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
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Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
I would absolutely love this.
Not necessarily as a special task group, that could be tied to other mechanics or costs, but as a stop-gap measure for early or isolated colonies that can't rely on regular patrols. Might also be cool for invasions or difficult battles where you just want to throw quantity at the enemy without needing a massively bloated player fleet.
It probably wouldn't be very balanced but a lot of fun.
Also, thx for the update, much appreciated.
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Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
Absolutely this. If it were possible to put together and name your own AI controlled fleet/s out of ships you choose and set up, that would be amazing. Can't imagine it would be a simple thing to integrate, but that would be such a great addition to colony play.
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Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.
I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.
E.g.
"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"
"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"
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Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.
I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.
E.g.
"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"
"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"
better yet, what about increasing the rate at which the unrest recovers as well? terrorist groups IRL also seem to still function even though they are being attacked and killed/captured, probably because they do not really have a lot to lose to begin with
-
so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?
-
Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.
-
i apologize in advance but im trying to create a modded 91a because there are some cool mods that may or may not be updated any time soon (ever) and i have this annoying issue
thought maybe you could help
i get this error
Spoiler
386573 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
386806 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
at data.scripts.ApproLightModPluginAlt.initApproLight(ApproLightModPluginAlt.java:27)
at data.scripts.ApproLightModPlugin.onNewGame(ApproLightModPlugin.java:62)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
386994 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
386995 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
it happens in normal and in random sector
im using nex 9.5e, per the recommendation of royal azalea
any ideas?
-
Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.
setrelation all -100 as soon as the game starts
edit: do this (setrelation all [everyfaction one by one] -100
Separate from that, was wondering if a spawnexpedition/colonyfleet command was possible. My main reason being that I find vanilla exploration of the galaxy remarkably slow.
-
yea i tend to think that the expansion is slow as well. if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway
-
yea i tend to think that the expansion is slow as well. if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway
but then they would expand fast as *** is the problem. how long does it take for the player to expand? depends on how long it takes them to get to the point where they have colonies as after it is way easier. untill then the hegemony getting maybe 10 or more extra colonies. actually each faction might do that
having a setting that decides how a faction expands(more often trough warfare or colonization) and how often it does that would be kind of nice tbh
-
so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?
0.10.3 release will be whenever I decide it's feature complete, which in turn depends on when I feel like modding.
The beta feature in question is feature-complete but missing some graphical elements, and I found some bugs after the release. It's still accessible in config if you know what it is.
Separate from that, was wondering if a spawnexpedition/colonyfleet command was possible. My main reason being that I find vanilla exploration of the galaxy remarkably slow.
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Note: It may not find a valid colonization target for any particular run, so may have to be run multiple times before it triggers a colony expedition.
You can also lower colonyExpeditionInterval in exerelin_config.json and nex_expeditionDelayPerExistingColony in settings.json.
i apologize in advance but im trying to create a modded 91a because there are some cool mods that may or may not be updated any time soon (ever) and i have this annoying issue
thought maybe you could help
i get this error
Spoiler
386573 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
386806 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
at data.scripts.ApproLightModPluginAlt.initApproLight(ApproLightModPluginAlt.java:27)
at data.scripts.ApproLightModPlugin.onNewGame(ApproLightModPlugin.java:62)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
386994 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
386995 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
it happens in normal and in random sector
im using nex 9.5e, per the recommendation of royal azalea
any ideas?
0.9.5e is pretty old, try 0.9.8x2 (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8x/Nexerelin_0.9.8x2.zip) (the last release for Starsector 0.9.1).
-
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
-
thanks that solved my issue
-
Hello,
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
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Saboteurs are used to soften up a target before raiding them, by destabilizing or taking out structures that would otherwise improve ground defences(like patrol hqs, heavy batteries etc) so you dont need to bring as many troop transports/marines/heavy arms to a target for a successful invasion/raid
-
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
Hello,
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
-
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I find this extremely ironic because Askonia is far from even decently being a fortress system. Their best station is a battlestation, Volturn has only a midline orbital(solo-able with a Radiant), which is why they fall so quickly. Just thought it would be nice if the Diktat had at least other colonies to fall on if Askonia gets sliced up(as it so commonly is)
Hello,
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
That’s understandable, because sending saboteurs seems kinda cheesy for such missions. Yeah I got a mission to disrupt a highly guarded system but I could just send a saboteur for less risk/loss and only a modest sum for the job, when you are supposed to risk metric tons of marines to do the job.
-
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
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I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
Most colonization efforts made after game starts seem to be centered in or near the Core Worlds, unlike spawn-gen colonies which can spawn up to 20+ ly away from the Core Worlds
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I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
Most colonization efforts made after game starts seem to be centered in or near the Core Worlds, unlike spawn-gen colonies which can spawn up to 20+ ly away from the Core Worlds
I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
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I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
My only issue with colonization is primarily the pre-colonization option when generating sectors. Seems like every time you choose to allow pre-game colonization, this mod's colony "picker" always seem to generally target and choose available habitable planets (regardless of distance to core). Which would make sense, except a good portion of these habitable planets are in beaconed systems, where one would have expected [REDACTED] to have either killed the colony fleet or just bombarded the colony into oblivion. But since [REDACTED] can't or don't bombard/invade, instead there is this random cancer of humanity in a beaconed system. Even weirder, sometimes the colony is a Hegemony colony, who you would think would be the most likely faction to avoid a system with a beacon.
I guess would be nice to exclude planets in beaconed systems from whatever list in generated to determine which planets can get pre-colonized by this mod... plus maybe like a gaussian curve to measure likelihood of colonization vs distance to core (so planets closer to core get some priority, IE get placed closer to the center of the bell curve). Plus also the suggestion by the quoted post, so that there is some means of weighting colonization to more target planets in an already colonized system (or in a system chosen for pre-colonization) over some other random system.
Edit: forgot to reference DownTheDrain's quoted post and included suggestion.
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I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
My only issue with colonization is primarily the pre-colonization option when generating sectors. Seems like every time you choose to allow pre-game colonization, this mod's colony "picker" always seem to generally target and choose available habitable planets (regardless of distance to core). Which would make sense, except a good portion of these habitable planets are in beaconed systems, where one would have expected [REDACTED] to have either killed the colony fleet or just bombarded the colony into oblivion. But since [REDACTED] can't or don't bombard/invade, instead there is this random cancer of humanity in a beaconed system. Even weirder, sometimes the colony is a Hegemony colony, who you would think would be the most likely faction to avoid a system with a beacon.
I guess would be nice to exclude planets in beaconed systems from whatever list in generated to determine which planets can get pre-colonized by this mod... plus maybe like a gaussian curve to measure likelihood of colonization vs distance to core (so planets closer to core get some priority, IE get placed closer to the center of the bell curve). Plus also the suggestion by the quoted post, so that there is some means of weighting colonization to more target planets in an already colonized system (or in a system chosen for pre-colonization) over some other random system.
Edit: forgot to reference DownTheDrain's quoted post and included suggestion.
Maybe they’re doing what we players do, making bait colonies to farm remnant and get free AI cores to dispose of 8)
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I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
Hello,
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
ok, thank,
i just reinstalled starsector which i had stopped last year and i'm just disappointed on this point. in the old version, we could use the agents to do paid sabotage missions so it seemed logical to me that we could use the substile way with saboteurs or the hard way with marines to carry out the sabotage missions.
But afterwards, I don't know if it was Nexerelin which offered this kind of mission or another mod which for the moment is not updated.
Thank you for the answer
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Hey Everyone, so i'm trying to do an 'Own Faction' run where everyone starts off even but i've noticed Diable Avionics always starts with four markets in three systems. I started a random sector with 8 habitable planets (1 for each faction) and Diable just rolled everyone. I've increased the number of inhabited planets/stations accordingly but my own faction just starts off with one market every time. Is there anyway to increase the number of starting systems your own faction starts with? Or is it always one?
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Hey Everyone, so i'm trying to do an 'Own Faction' run where everyone starts off even but i've noticed Diable Avionics always starts with four markets in three systems. I started a random sector with 8 habitable planets (1 for each faction) and Diable just rolled everyone. I've increased the number of inhabited planets/stations accordingly but my own faction just starts off with one market every time. Is there anyway to increase the number of starting systems your own faction starts with? Or is it always one?
Some mods (Diable included) add their non-random star systems to a random sector as well, so they can get a pretty big size advantage as a result. I'm assuming next Diable update will fix this.
Own faction start gives player faction only one planet yeah, there's no way to change this and I don't intend to add a way to.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
Don't know if I want to enable colonization for Diktat specifically, but colony expeditions can already have a range limit set in their faction configs.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
Hmm, I'll need a more complex algorithm if it's going to pick targets by system instead of by individual planets. Would probably also make more sense for colonization to be a per-system affair more generally in that case (found seed colony on one planet in system, then that colony expands to other planets in system without need for fresh expeditions from the core worlds). I might try this at some point.
My only issue with colonization is primarily the pre-colonization option when generating sectors. Seems like every time you choose to allow pre-game colonization, this mod's colony "picker" always seem to generally target and choose available habitable planets (regardless of distance to core). Which would make sense, except a good portion of these habitable planets are in beaconed systems, where one would have expected [REDACTED] to have either killed the colony fleet or just bombarded the colony into oblivion. But since [REDACTED] can't or don't bombard/invade, instead there is this random cancer of humanity in a beaconed system. Even weirder, sometimes the colony is a Hegemony colony, who you would think would be the most likely faction to avoid a system with a beacon.
I guess would be nice to exclude planets in beaconed systems from whatever list in generated to determine which planets can get pre-colonized by this mod... plus maybe like a gaussian curve to measure likelihood of colonization vs distance to core (so planets closer to core get some priority, IE get placed closer to the center of the bell curve). Plus also the suggestion by the quoted post, so that there is some means of weighting colonization to more target planets in an already colonized system (or in a system chosen for pre-colonization) over some other random system.
It already prefers closer systems, though the effect isn't very strong (a planet at zero range is weighted twice as much as one at maximum colony range). Also systems owned by the faction get twice the weight.
Though it's also already meant to avoid Remnant systems, and it apparently isn't doing that? I'll have to test.
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In my game, the Sindrian Diktat is still whole because I've been defending their system and retaking any planets they have lost. And it cost me more than 6 million credits just to protect their sovereignty. And now that they don't have my back anymore because my own faction is occupied dealing with other threats, It's only a matter of time before they are completely dominated. An alliance with the Hegemony might give them a chance though.
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Is there a way to disable vengeance fleets? I don't really enjoy them, especially when I end up with multiple giant pirate fleets that could take on Hegemony and win just because I'm running around doing bounties.
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I've been playing this mod for a while, and I've done some small modifications here and there to make the game harder but I'm struggling to figure out a way to get the hardest possible start in Nex as I can't seem to find the relevant files.
I'm basically trying to start the game with the Spacer scenario with no money or supplies and only fuel and with the max number of d-mods on the starting Shuttle while aligned with the Pirate faction with everyone else (including Luddic Path) as vengeful against me with no possibility of the other factions improving relations with me (save for Independents).
I've managed to get some combination of those with just a lot of console command fiddling and pretty simple ejection of the supplies at start and throwing money away by buying useless stuff and jettisoning it, but I can't quite get the very hard scenario that I laid out there.
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Is there a way to disable vengeance fleets? I don't really enjoy them, especially when I end up with multiple giant pirate fleets that could take on Hegemony and win just because I'm running around doing bounties.
In exerelin_config.json, set enableRevengeFleets to 0. You could also tweak the other settings directly below it to make them less common or threatening, for instance.
I've been playing this mod for a while, and I've done some small modifications here and there to make the game harder but I'm struggling to figure out a way to get the hardest possible start in Nex as I can't seem to find the relevant files.
I'm basically trying to start the game with the Spacer scenario with no money or supplies and only fuel and with the max number of d-mods on the starting Shuttle while aligned with the Pirate faction with everyone else (including Luddic Path) as vengeful against me with no possibility of the other factions improving relations with me (save for Independents).
I've managed to get some combination of those with just a lot of console command fiddling and pretty simple ejection of the supplies at start and throwing money away by buying useless stuff and jettisoning it, but I can't quite get the very hard scenario that I laid out there.
Well the rules of the Spacer start itself are set in code, so it's pretty hard for a user to add/modify a script to handle those things.
Console's AddCredits command takes negative values to reduce player credits (and won't go below a credit balance of zero), so you could just run that at start.
For capping relations, you could try creating a maxRelations table in data/config/exerelinFactionConfig/player.json like so:
"maxRelationships":{ "default":-0.76, "pirates":1, "independent":1 },
(Note that you can't set starting relationships in the same way, since that setting is only used in random sector, have to do it the old-fashioned way with console. Also this will affect other savegames.)
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I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
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Well the rules of the Spacer start itself are set in code, so it's pretty hard for a user to add/modify a script to handle those things.
Console's AddCredits command takes negative values to reduce player credits (and won't go below a credit balance of zero), so you could just run that at start.
For capping relations, you could try creating a maxRelations table in data/config/exerelinFactionConfig/player.json like so:
"maxRelationships":{ "default":-0.76, "pirates":1, "independent":1 },
(Note that you can't set starting relationships in the same way, since that setting is only used in random sector, have to do it the old-fashioned way with console. Also this will affect other savegames.)
Thanks, this actually gets me close enough to the desired start without needing to fiddle too much with starting console commands. The only commands I needed to do with this setup is the one to drain my cash and set pirates to non-hostile.
The thing about the inability to set starting relations is that it actually snaps to their value limits once you use the SetRelations command on any faction, so by setting pirates to neutral, it automatically snapped the rest of the faction relations to -76, so getting started was surprisingly quick.
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I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
Ah yes, the old 6 cap suppression fleets, the bane of all rebellion conspirators
Seriously what the hell, why are you sending a fleet bigger than 90% of your task forces and/or invasion/raid forces to suppress a puny rebellion? It’s like these fleets were made specifically to spite players who try to help rebellions since they’re basically unbeatable without insane effort.
Anyways, rebellions are just backdrops for eventual invasions for me. They soften the target with the base -5 stability and/or disruption of industries that can help a lot if they down a military one, paving the way for an invasion fleet.
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I have an idea; I love using derelict empire, but I havent experienced the new story because I have to use random sector to use derelict empire.
Thus my idea: a seperate custom scenario wherein the derelict (and possibly a quarter or sixth of them redacted) colonies ONLY spawn in the absolute fringes, with everything that goes along with that; there would be invasions going to and from the core worlds, and perhaps the colonies spawned by the ai factions would have special world bonus/detrimental affects a la being inhabited by automated systems (the derelict "colonies" do they have humans or is it all automated? Are the facilities even designed for any direct human interaction?)
Anyway, feel free to use or not use my ideas.
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I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
Thanks for the feedback! I think I can make some tweaks, at least.
Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
I've also doubled the average interval of suppression fleets in dev; the old value of 60 days seems too short now, particularly since rebellions last longer than they used to. (Note: the very first fleet for a rebellion event only takes 25-30% of the normal time)
Next major version, invasions will also be harder and more expensive (but having an ongoing rebellion makes it easier), so that's another consideration in terms of instigating rebellions vs. invading.
I have an idea; I love using derelict empire, but I havent experienced the new story because I have to use random sector to use derelict empire.
Thus my idea: a seperate custom scenario wherein the derelict (and possibly a quarter or sixth of them redacted) colonies ONLY spawn in the absolute fringes, with everything that goes along with that; there would be invasions going to and from the core worlds, and perhaps the colonies spawned by the ai factions would have special world bonus/detrimental affects a la being inhabited by automated systems (the derelict "colonies" do they have humans or is it all automated? Are the facilities even designed for any direct human interaction?)
Hmm. The idea behind Derelict Empire is that the human factions initially have to expand by taking derelict worlds; if they're functionally just robo-Pirates+ that's arguably not interesting enough for me to want right now.
On having humans: The fact that human factions can use and produce from the derelict markets immediately after taking them sort of implies an already existing human population. But lorewise, there's no reason for humans to be there while it's under derelict control. So, uh, this is just a gameplay-ism.
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the only reason i asked was because i thought story wouldnt work unless you were in corvus mode
turns out story works in random sector lol
now i have another question: if you have factions not present at start can respawn turned on does that mean faction mods added at a later date will spawn colonies?
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Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
This was indeed on 10.2d. Now, granted, Sivie and Fuyutsuki are fairly big markets (both are 6+), but in 10.2d it still felt a bit silly.
Honestly, it sounds like just doubling the suppression fleet interval would help; the "six fleets" thing came from the sheer number of them that spawned, and if it's every four months instead of every two, that'd help and give the rebellion more chances to make a success check. (Intercept initial fleet + intercept response fleet = that's 240 days of uninterrupted rebellion time, baby!)
Also really interested to see those invasion changes; I know you've been looking at that for a while.
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Hello, I'd like to report a bug with the [Redacted] contact. The dialogue that you get at "welcoming" stage. The "I beg your pardon" option does not go anywhere, you just press it a number of times and recieve no reaction from the game. The second option works just fine. I've looked through the log but it didn't show anything about the dialogue.
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now i have another question: if you have factions not present at start can respawn turned on does that mean faction mods added at a later date will spawn colonies?
Respawn works through invading (or sometimes causing rebellion on) an existing colony; it won't make any colonies that don't already exist.
Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
This was indeed on 10.2d. Now, granted, Sivie and Fuyutsuki are fairly big markets (both are 6+), but in 10.2d it still felt a bit silly.
Honestly, it sounds like just doubling the suppression fleet interval would help; the "six fleets" thing came from the sheer number of them that spawned, and if it's every four months instead of every two, that'd help and give the rebellion more chances to make a success check. (Intercept initial fleet + intercept response fleet = that's 240 days of uninterrupted rebellion time, baby!)
Also really interested to see those invasion changes; I know you've been looking at that for a while.
:thumbs up:
Hello, I'd like to report a bug with the [Redacted] contact. The dialogue that you get at "welcoming" stage. The "I beg your pardon" option does not go anywhere, you just press it a number of times and recieve no reaction from the game. The second option works just fine. I've looked through the log but it didn't show anything about the dialogue.
Yeah, noticed that yesterday! It's really odd since the rules entry involved looks like it really should work, but anyway I've changed it in dev so it does work.
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Just wanted to say how much I enjoyed the recent changes. The polish and balance seems to have improved quite a bit.
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just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
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just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Sure is, in fact it's the default.
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just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Sure is, in fact it's the default.
Uh, no?
You can, but the default skips the tutorial entirely.
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Got some questions about mining fleet generation.
From poking around files, I found out (if I'm not wrong) that AI mining fleets rely on "addMiningShipToFleet" for ensuring that mining ships are part of the composition and that the only one listed as such in "NexUtilsFleet" is the Sheperd's Frontier variant (with the option of adding a "miningVariantsOrWings" line to faction config files).
1. Is this the only way that "miner" ships are selected for mining fleets (meaning any "mining" ship that's not a Frontier Sheperd or something listed under "miningVariantsOrWings" in the given faction's config is actually just there as a random spawn) ?
2. If it's the only way, is there a way to list ship variants as miners game-wide (making them valid miners from any faction that has access to the hull/variant) or does "miningVariantsOrWings" have to be set for each faction?
Thank you in advance.
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just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Go into "Custom Stars" and pick the Tutorial Start option. Be warned, starting at level 1 is a bit buggy due to how this start holds a skill point back (and this makes Nex freak out a little); start at level 2, and when the game tries to "level you up" to 2, you'll still have the right amount of skillpoints and still remain at level 2, and everything else will proceed normally.
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Got some questions about mining fleet generation.
From poking around files, I found out (if I'm not wrong) that AI mining fleets rely on "addMiningShipToFleet" for ensuring that mining ships are part of the composition and that the only one listed as such in "NexUtilsFleet" is the Sheperd's Frontier variant (with the option of adding a "miningVariantsOrWings" line to faction config files).
1. Is this the only way that "miner" ships are selected for mining fleets (meaning any "mining" ship that's not a Frontier Sheperd or something listed under "miningVariantsOrWings" in the given faction's config is actually just there as a random spawn) ?
2. If it's the only way, is there a way to list ship variants as miners game-wide (making them valid miners from any faction that has access to the hull/variant) or does "miningVariantsOrWings" have to be set for each faction?
Thank you in advance.
Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.
I've considered switching to using entries in default_ship_roles.json before, but I'm not sure how to do this in a reverse-compatible way.
Maybe I'll make it use the miningVariantsOrWings lists by default, but a faction that doesn't have it uses the default ship roles file. Then modders can remove their miningVariantsOrWings over time.
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Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.
I've considered switching to using entries in default_ship_roles.json before, but I'm not sure how to do this in a reverse-compatible way.
Maybe I'll make it use the miningVariantsOrWings lists by default, but a faction that doesn't have it uses the default ship roles file. Then modders can remove their miningVariantsOrWings over time.
Thank you for the fast answer. I think the current implementation is fine (it allows even more precise control than I used to think, which is great), but I wanted some info since I'm a noob at anything involving code lol.
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bar : carefully approach the angry man/woman in the expensive suit
dialogue typo/error: look at $dcom_hisOrHer tripad
love the mod.
edit: woke up and realized this is likely just a quest that came with the new update. IDK. :-[
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I'm guessing this is Nex code but I don't know for sure, regarding bonus admins for population size. To get past 6 admins you need a population of 80, but with 3+6 colonizes all size 6, that's a soft limit of only 54. I believe this was setup on the old system where planets could get past six, but now they can't so the requirements should be drastically reduced.
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My assumption is that that is unintentional, though it might just be a mechanic used to coerce the player into putting alphas into admin roles
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So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?
Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
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I'm guessing this is Nex code but I don't know for sure, regarding bonus admins for population size. To get past 6 admins you need a population of 80, but with 3+6 colonizes all size 6, that's a soft limit of only 54. I believe this was setup on the old system where planets could get past six, but now they can't so the requirements should be drastically reduced.
I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.
So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?
Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
Spoiler
You still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.
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So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?
Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
Spoiler
You still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.
Awesome. That works for me.
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I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.
Ah, autonomous colonies also count, well that's good, could stand to be lowered though. ;D Thanks for the answer.
Also, I don't know if it's possible or if I'm the only guy with this opinion but the Nexus blueprint thing is a huge pain the ass with too many mods installed, I've been looking to buy some vanilla blueprints for years like Paragon, I don't have a solution for this problem except to make seperate lists for like "big", "medium","small ships", "weapons" or just another page or something IDK. ;D
love Nex forvever. ;)
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So I've been messing around with the mod, and apparently, if you hire from AIM, then either sell the ship(s) or store them, when you terminate their contract and refuse to pay (or pay with a 80% discount) you GET the ship AND its captains.
Also, the captain can be removed when you assign a new captain, be it yourself or someone else, to replace him/her. In that case, him/her would get deleted. Idk if they even count towards maximum captain numbers.
So was pretty funny when I found out about this. And if you can find some time, can you fix it? It seems silly to be able to do something like this >.<
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With the alliances intel function you can tell the market sizes of a faction. Is there any way to tell the size of a faction that isn't in an alliance?
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Well, here it is, the special new feature I've been wanting for a while.
(although it hasn't been new on Discord for a week now)
(https://i.imgur.com/W3wpfnQ.jpg)
(https://i.imgur.com/iyZdqXU.jpg)
(https://i.imgur.com/ii9DwY4.jpg)
(if it turns out you dislike it, look for the legacyInvasions setting in Nexerelin/exerelin_config.json)
Nexerelin v0.10.3b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3b/Nexerelin_0.10.3b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.3b (2021-09-11) ##
* Vengeance changes
* Vengeance fleets required to next vengeance level 3 -> 2
* Reduce vengeance generation from raids (now uses market size instead of square of size)
* Level 1 vengeance fleets slightly stronger
* Don't use vengeance greeting in comm link for special task groups
* Rebel ground battle strength 0.8 -> 0.5
* Stolen merc ships have their merc officer (if any) removed when contract ends
* Change Persean League's morality value from good to neutral
* Improve placement of ground battle industries
* Add more help info on ground battles
* Fix player tracker null pointer on some invasions
* Fix ground battle arrow drawing on station-only maps
## v0.10.3 "SpaceLand Battle" (Discord-only, 2021-09-08) ##
### Gameplay
* Add new invasion system, as a turn-based tactical minigame
* It's quite complex, so read the help panel in the intel item and consult the tooltips for help; don't be afraid to explore
* Old invasion system can be enabled with `legacyInvasions` setting in exerelin_config.json
* Currently NPC invasions use the old system regardless
* Allow own faction start in non-random sector (will try to find a decent starting planet for player in/near core worlds)
* Rebellion suppression fleet interval size 60 -> 120
* Invasion fleet target priority uses inverse square distance (previously just inverse distance)
* Offensive fleets have fewer tankers/freighters; mining fleets have fewer freighters
* Don't spawn response fleets from hidden markets (e.g. popup pirate bases)
* Agents have an "internal security mode" toggle that lets them automatically clean up Pather cells and find pirate bases when idle
* Add a rare type of high-level military bounty
* Replace 25% of starting supplies in super ship starts with heavy machinery
* Derelict Empire markets transfer their invasion point output to human factions (specifically the market's "original" owner)
* Factions wait 25% longer on average before sending expeditions against pirate/Pather bases
### Fixes
* Don't target hyperspace markets for invasions etc. (can cause a CTD)
* Fix operative's repeat action creating a 'ghost' action that doesn't appear in operative intel
* Fix response fleets never being afraid of player
* Fix Low Profile trait not actually having an effect on invasion targeting
* Fix merc fleet sizes being affected by market fleet size mult, no more easy huge merc companies for you
* Increase `extraFP` value of merc companies that use them, to compensate
* Fix merc officers potentially being stuck on a player ship forever when contract ends, if they lost their original ship and were reassigned
* Fix cases of player potentially getting stuck when interrogated by special task group
* Raids don't do anything to markets that were captured by a friendly faction just before the raid fleet does its thing
* Fix Heavy Industry own faction starting bonus not upgrading existing HI to Orbital Works
* Relief fleet only triggers rep gain if unrest removal was not zero
* Try to prevent a case where raid condition sticks around a bit longer than it should
* Fix merc ship tooltips not being visible in company list panel
* Fix the Midnight Dissonant dialog bug
### Text
* Change synchrotron's "no planet" limitation text to "standalone station"
### Modding
* Add Monstrous diplomacy trait
* 'Z key' campaign menu now uses rules.csv (allows third-party additions if needed)
With the alliances intel function you can tell the market sizes of a faction. Is there any way to tell the size of a faction that isn't in an alliance?
The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.
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looking at the images i feel like I've been shown EU4/heart of iron :laugh:. well, let's see how it plays out when I'll play the game again
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Is the update name a reference to Wargame: AirLand Battle?
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Is there a way to disable all the mining content from Nexerelin? I want to limit the content to TaSC
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(https://i.imgur.com/W3wpfnQ.jpg)
(https://i.imgur.com/iyZdqXU.jpg)
The madlad does it again.
And what a glorious UI. This feels like a new milestone.
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:o :o :o :o :o
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Nexerelin v0.10.3b
Oh damn, that looks impressive.
Almost seems wasted to use that whole new system just for player invasions.
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Is the update name a reference to Wargame: AirLand Battle?
The aforementioned game is a reference itself to the AirLand Battle doctrine, created by the US at the end of the Cold War.
(https://en.wikipedia.org/wiki/AirLand_Battle)
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The new update looks amazing. You are our hero Histidine!
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Got a pair of questions after getting myself used to this amazing system:
Is there a downside to sailing away from the planet during the real time battle other than being unable to use certain abilities? Do response fleets do something special (besides obstructing certain abilities) ?
By the way, it just hit me that these are actually the ground battles that people have been clamoring for almost 10 years now. This blows vanilla's raids out of the water, and I love how the planet wrap-around texture is used to create a planetary battle map, very smart and elegant.
This was worth the wait.
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Thanks for the praise, everyone!
[skipping over questions that were answered by me or others on Discord]
Is there a downside to sailing away from the planet during the real time battle other than being unable to use certain abilities? Do response fleets do something special (besides obstructing certain abilities) ?
You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.
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You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.
I didn't even realize the enemy could use those abilities too. This really ties the campaign layer and any space battle above to the whole operation, it's even better than I thought.
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The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.
Thanks!
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Every time I step away from the game waiting for an Alex update (insert skeleton.gif here), folks like you update and keep me sticking around.
Love the addition!
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:thumbs up:
Anyway the last version could crash under certain circumstances related to ground battles, so here's an update:
Nexerelin v0.10.3c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3c/Nexerelin_0.10.3c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.3c ##
* Ground battle:
* Military-type structures will not be disrupted by fire support
* NPCs can't use fire support ability on invalid targets
* Militia being "unleashed" (able to move to other industries) now reported in intel popup and log, reduce turns needed (now market size×2, was 15 + size×4)
* Agents display info on the local garrison in their intel item
* Fix CTD when rebel units don't have a faction defined
* Don't play combat sound on turn update if no combat occurred the last turn
* Mercenaries:
* Increase average S-mods of most merc companies by 1
* Theft prevention: Merc ships can't be sold (transaction will be reversed immediately), and will disappear at contract end if placed in storage
* Add a historian offer for finding coronal hypershunts
* Add a "surprise" for finding a shunt (with or without historian)
* If sat bombing leaves a market over its max industry count, the cheapest industry will be removed
* Add "Militia Power" rule for Unofficial New Game Plus
* Don't launch faction respawn invasions if `enableInvasions` is false in config
* Ceasefire offers can be handled directly from the popup dialog
* Victory state can be removed from the intel item; removed the old console command to do this
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I've got another pair of questions regarding "miningVariantsOrWings":
Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?
Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?
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I've got another pair of questions regarding "miningVariantsOrWings":
Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?
Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?
You can add miners to the player faction config, yeah.
You can also add miners to a faction and it'll spawn them despite it not knowing those hulls/wings (another reason I ought to migrate to using ship roles, welp).
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A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.
I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
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Guys, I have a problem here, If I press the "Consider Military Opt."
The game Crash
Mods that I'm using
Trailer Moments
A new level of confidence
Adjustable skill threshold
Autosave
beyond the sector
captain log
combat chatter
Console commands
DIY planets
detailed combat result
Diable avionics
fluffy ship pack
furry portrait pack
Industrial evoulation
Nexerelin
oculian armada
oculian pirates
Planetary shield: access control
portrait pack
SAD
Scy Nation
Supply forge
Terraforming and station construction
transfer all items
unknown skies
unofficial new game plus
ZZ audio plus
ZZ graphic lib
Description
I moved to engage a pirates plant, there is no station around it, I destroyed the surrounding fleet, once I click consider military option, the game crash
planet type is a metallic moon.
the planet does not have any Industrial evolution building so I don't think it's the cause.
I tried attacking another colony which is a water world "Vanilla Type World", the game didn't crash
I tested that again by attacking another metallic-type planet "unknown skies world" and the game crashed.
the only mod I think that can change the military options is Nexerelin and the one that adds those planets is unknown skies, I think there is a conflict between them.
I noticed that Nexerelin added maps for ground battles in his newest update, I suspect that the problem is that Nexerelin is crashing the game once I attack a planet that was added by unknown skies.
I really want to play the game but this holds me back, as I'm already advanced in the game, and I can't remove unknown skies...
I'm trying to upload the 32Mb log to pastbin.com but the internet is so slow, going to edit once it's completed. edit. it said it was to long so here is the last lines
Spoiler
44899 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:377)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:140)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
EDIT: Thanks to Histidine, Updating the game to the latest release solved the problem...
duo to the nature of this mod, This MOD needs the latest game version + MagicLib + LazyLib
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A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.
I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
Hmm. I feel like the point of insurgency warfare is that the insurgents don't typically come out in the open where they're exposed to the full strength of the standing army, which is the sort of warfare the land battle minigame models. (And if rebellions worked this way, the player forces would probably pulp them easily in the minigame, either that or players start wondering why the rebels didn't appear during the actual invasion)
That said, I'm now imagining a concept where a ground battle is indeed the "climax" of a rebellion, where large numbers of rebel units spawn against a weakened planetary garrison, and the player has to intervene using their own forces to prevent them from taking over the colony. If the government wins here, the rebellion ends right away with some lingering unrest.
On the approval idea: Rebellions are already added tied to stability (low stability planets are likely to see rebellions, and low stability makes rebels stronger in an ongoing rebellion). I could add an effect from the atrocity counter, if I decided I want to punish people who sat bomb the core worlds into extinction. That'd be funny.
More generally, if I ever get around to doing faction social policies (like Civilization and such) that'd most likely influence rebellions.
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Regarding that, there are, in the real world, governments that got kicked out and still managed to eventually claw back their power through guerilla warfare(see contemporary affairs in the middle east), so it seems more likely than it seems. There are also governments that had their roots in rebellion movements.
More or less, it just seems quite unnatural that all rebellions flop immediately if the player doesn’t help them, and as well as the effort of helping rebellions massively overshadowing the effort needed to just retake the planet themselves.
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I love this mod so much! It has added so much to my current playthrough I'm not ever sure how I could have done without it.
My favorite current activity is sending maxed invasion fleet after fleet to Hegemony worlds and then giving them to the Independents after I seize them. It's nice that the Independents won't be the subject of invasions or wars. Thank you Independents for never raiding or invading my colonies!
I love how you can send colonies to other factions. It makes me feel like I'm freeing the sector from the Hegemony menace without saturation bombing them out of the history books or becoming a tyrant over these colonies myself.
Also, the "Special Task Groups" are such a cool idea, and are very scary before the endgame. I got a 3 S-mods Legion out of one after a brutal fight and it was the most amazing feeling. Another Special Task Group randomly managed to intercept and ruin an invasion fleet of mine just by pure chance. Emergent things like this make Nex such an awesome mod! Thanks for making it and sharing it with us!
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Hey, Histidine. I'm getting a CTD when trying to invade a luddic church planet after deploying a unit. I haven't had any problems invading anyone else. If I don't deploy, the raid is cancelled. Thank you, and everyone involved for all your hard work o>
here's the pastebin: https://pastebin.com/U0kZLFej
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Has anyone been able to find operatives at the bar? I've been to like 50 different bars and haven't seen the prompt for a single one. Hurts a bit now that they can get rid of Luddic Cells in your colonies.
Edit: Found one after about 60 planets visited. Just bad luck, maybe?
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hello,may I put this mod on fossic.org(this it a Chinese community for Starsactor) to let more Chinese know it?
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I love this mod so much! It has added so much to my current playthrough I'm not ever sure how I could have done without it.
My favorite current activity is sending maxed invasion fleet after fleet to Hegemony worlds and then giving them to the Independents after I seize them. It's nice that the Independents won't be the subject of invasions or wars. Thank you Independents for never raiding or invading my colonies!
I love how you can send colonies to other factions. It makes me feel like I'm freeing the sector from the Hegemony menace without saturation bombing them out of the history books or becoming a tyrant over these colonies myself.
Also, the "Special Task Groups" are such a cool idea, and are very scary before the endgame. I got a 3 S-mods Legion out of one after a brutal fight and it was the most amazing feeling. Another Special Task Group randomly managed to intercept and ruin an invasion fleet of mine just by pure chance. Emergent things like this make Nex such an awesome mod! Thanks for making it and sharing it with us!
Glad you enjoy :D
Hey, Histidine. I'm getting a CTD when trying to invade a luddic church planet after deploying a unit. I haven't had any problems invading anyone else. If I don't deploy, the raid is cancelled. Thank you, and everyone involved for all your hard work o>
here's the pastebin: https://pastebin.com/U0kZLFej
Looks I missed the Church plugin when I fixed the issue elsewhere. This should fix it (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (download and place in Nexerelin/jars).
Is there a way to disable Academy storyline (so I start with gate tech) without enabling random core worlds?
Use the skip story option, it's in the "other options" menu in the new game dialog (random sector must be turned off).
hello,may I put this mod on fossic.org(this it a Chinese community for Starsactor) to let more Chinese know it?
Oh, is it not already on Fossic? Well, you don't really need my permission since Nexerelin is open source, but sure, go ahead :)
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Thank you! That did the trick 8)
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A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.
I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
On the approval idea: Rebellions are already added tied to stability (low stability planets are likely to see rebellions, and low stability makes rebels stronger in an ongoing rebellion). I could add an effect from the atrocity counter, if I decided I want to punish people who sat bomb the core worlds into extinction. That'd be funny.
More generally, if I ever get around to doing faction social policies (like Civilization and such) that'd most likely influence rebellions.
On this: It doesn’t actually affect anything at all. With how rebellions are structured, I’d be more concerned about the profit drop-off of a Low-stability planet than 30 rebellions popping up because every one of them will be crushed by 13 capital suppression fleets coming in every other month or so. It should be a real risk of losing your planet to rebellions if you have Low stability, rather than spamming many failed rebellions that die on impact instantly. Quality over quantity basically.
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Possibly Nex-related question as I try to fix something:
I went into Galatia.java in the base game's data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines.
However, when starting a new game in Nexerelin with default settings, the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) spawn instead of the newly specified ones from the modified Galatia.java file.
Am I correct to assume that it is Nex that overrides those settings somewhere? If so, can they be changed easily?
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I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem. I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.
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I might give rebellion handling another look when I return to Nex work.
Possibly Nex-related question as I try to fix something:
I went into Galatia.java in the base game's data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines.
However, when starting a new game in Nexerelin with default settings, the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) spawn instead of the newly specified ones from the modified Galatia.java file.
Am I correct to assume that it is Nex that overrides those settings somewhere? If so, can they be changed easily?
Current versions of Nex use the vanilla system generator files (mod used to include its own copies), so I don't know why the changes aren't applying, sorry. Could try making other changes to the star system (or a different system like Corvus) and see if they appear correctly.
I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem. I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.
If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.
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If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.
Yeah that's the other odd thing, it says I can either engage them (and warns me I'm neutral with them and going to loose rep) or I can use a storypoint. feelz bad man.
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I might give rebellion handling another look when I return to Nex work.
Just to add my two cents: my experience with them is limited, since my current one is my first really long campaign with Nex so take this with a mandatory grain of salt, but I've definitely had a few rebellions that won in my sector. Mostly in newly founded colonies at the fringes of the sector (where suppression fleets might have some troubles getting in time/safely), but I've even seen Oasis flip because of one (in my game Oasis has a tendency of rebelling because of a Kadur Remnant pretty severe stability malus).
Personally, I would not want to see rebellions succeed more often than this without player intervention. I actually like my Nex universe to be slower than it currently is (not necessarily more static, but surely slower in developing and flipping colonies left and right), which is why I've myself edited it to have weaker and fewer invasion fleets, slower colonization etc. This is because I like having the chance of being somewhat in control of the sandbox (so, for instance, I can take my sweet time in the early game without having to run everywhere to save some weaker faction that would get swallowed in the first cycle etc), which is impossible with the default settings. So, fewer rebellions that might have a bit more chances of winning? Maybe, but sure enough I wouldn't simply want them to only have more chances. Or, at least, I'd ask to have a corresponding value to tweak in the config file, so I could tone them down to my playing pace.
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first thank for having found a way to increase the number of colonized planets from the start. It's a pleasure to play with about twenty faction which has about twenty planets spread over a huge map
but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :
"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,
The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.
is there a way to force this bonus to 0 ?
I thought that putting "colonyOverMaxPenalty" to 0 desactivated this bonus but the bonus is still there
Does I miss anything in nexerelin setting ?
thank
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but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :
"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,
The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.
is there a way to force this bonus to 0 ?
Changes to the main settings.json appear to be applied in alphabetical order by mod (directory) name. So I dealt with this by creating a mods/zzCustom directory for my personal customizations, and then zzCustom/data/config/settings.json will overwrite changes made by nex (or any other mod, until a modder decides to use a zzzSomething directory name).
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It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
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What about giving Independents something interesting politics wise? Like they would once in a few cicles assemble to take a political talk about some decisions. Player with a colony, good relations with indies and no commission could also participate in it if they arrive at person. They could decide to embargo major faction they don't like (basically they turn inhospitable), attempt to pacify a minor pirate market (essentially invading it to turn it Independent) and some other things. Maybe if the player sat bombs other faction they would also no longer immediately turn hostile and have an emergency summit or something. Which player could turn to their favour by agents, story points or bribes.
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i believe that the point of the independants is to have a faction of unorganized planets and governances. If they start to be organized they wont be independant of -each other- and of others factions anymore. So technically, it is faction which doesnt behave as a faction.
theorically we could have a lot of small factions for each independant planets with different behaviours and relations but it's just a pain in the ass to code and a performance killer.
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It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
What about giving Independents something interesting politics wise? Like they would once in a few cicles assemble to take a political talk about some decisions. Player with a colony, good relations with indies and no commission could also participate in it if they arrive at person. They could decide to embargo major faction they don't like (basically they turn inhospitable), attempt to pacify a minor pirate market (essentially invading it to turn it Independent) and some other things. Maybe if the player sat bombs other faction they would also no longer immediately turn hostile and have an emergency summit or something. Which player could turn to their favour by agents, story points or bribes.
Well that's already more complex diplomacy than currently exists between the major factions :)
The idea is interesting though, might look at it again if I ever get around to doing that advanced diplomacy system.
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Here is a video I made on the new ground combat system with strategy and tips.
https://www.youtube.com/watch?v=eQNmw3Bgn5A
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Cool!
Comment I left on the Reddit thread, crossposting here because others might find the background of the feature interesting:
Anybody feeling the EU4 combat's influence on this? From the morale and health with the unit low on morale refusing your order, organizing infantry units with armaments = death stack/army composition, military district = forts, rebellion from conquered planets = rebellion on provinces, are few things i recognize.
Incredible job Sir Nexerelin!
Thanks!
I haven't actually played EU4 (or any Paradox game, besides a bit of fiddling with CK2 that one time). I'd say similarities with the Nex invasion system are due mainly to both being based (loosely, in my case) on real life warfare.
The morale mechanic was the result of reading Bret Devereaux's blog (you may know it from his series on topics like EU4 (https://acoup.blog/2021/04/30/collections-teaching-paradox-europa-univeralis-iv-part-i-state-of-play/), Lord of the Rings (https://acoup.blog/2020/05/01/collections-the-battle-of-helms-deep-part-i-bargaining-for-goods-at-helms-gate/), Game of Thrones (https://acoup.blog/tag/game-of-thrones/), but also real-world topics like ancient farming (https://acoup.blog/2020/07/24/collections-bread-how-did-they-make-it-part-i-farmers/) or Sparta (https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/)). Little fun fact: wanting to incorporate morale was the reason I created the unit-based system, rather than the very early draft (https://fractalsoftworks.com/forum/index.php?topic=18025.msg282414#msg282414) which had simple per-industry stacks of marine/heavy arms commodity units.
The 'reorganizing' state (when units with low morale refuse to move) in particular was cribbed from The Operational Art of War ( hyper-realistic strategic wargame (https://store.steampowered.com/app/792660/The_Operational_Art_of_War_IV/)).
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Ooof. Current version of ground combat implementation is.... a bit wonky. Moved in on a size-7 world after their starbase was destroyed by a failed hegemony invasion fleet. Brought in thousands of marines and supplies, millions of credits worth, as well as plenty of heavy weaponry and some ships with ground support mods. Actually had greater firepower than the defenders, yay! But.... the amount of troops I could deploy each day? Insignificant. Each location on the ground had more troops than I could deploy in a day; so many that my max per day would often be entirely wiped out before I could deploy further.
Interesting, and clearly had quite a bit of work put into it... but nonfunctional. Will be backtracking to the oldest version that still works with 0.95.
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I mean, congratulations, it's actually much harder to invade a planet that has tens of millions of people on it all by yourself. If anything, the new version is doing its job, in my opinion; taking super-markets was far too easy previously.
If you want to take a market that big, you are going to need to consider using a *lot* of bombardment and leadership skills.
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Ooof. Current version of ground combat implementation is.... a bit wonky. Moved in on a size-7 world after their starbase was destroyed by a failed hegemony invasion fleet. Brought in thousands of marines and supplies, millions of credits worth, as well as plenty of heavy weaponry and some ships with ground support mods. Actually had greater firepower than the defenders, yay! But.... the amount of troops I could deploy each day? Insignificant. Each location on the ground had more troops than I could deploy in a day; so many that my max per day would often be entirely wiped out before I could deploy further.
Hmm, which planet was this? Did you disrupt the ground defenses/heavy batteries present (with an operative or a tactical bombardment)?
I don't think I've encountered a scenario where you can't drop more strength on turn 1 than any particular industry has defending it. The EW ability helps too (reduces all enemy attack power by 30%, and keeps them from moving reinforcements from other industries, for 1-2 turns).
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The first time I ran into that sort of issue was a modded world, one of the Diable Avionics worlds; then later I ran into the same situation on Gilead. Over 9000 marines on my fleet, each enemy location had over a thousand troops; it wouldn't let me deploy more than a few hundred in a day; my available move points would drop into the negative at a point where the enemy outnumbered my forces still by better than 3:1. On the plus side, apparently turning on auto-move can resolve it; I tried that and on day 2 was at around -3000 move points and wouldn't be able to issue any commands until the invasion was over but enough troops had deployed to get the job done.
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When asking to list all mining ships and weapons ingame, I get a nullpointer error line on the UI (no game crash) where the usual list normally appears. It was working before, so I figure that some recent change in a mod is responsible, but none of the mining_ships/mining_weapons.csv files seem incorrect (same with lines in modSettings.json for the few mods that use that instead) and disabling recently modified/added mods hasn't fixed it.
Listing mining strength of ships currently in player fleet works fine.
Here is the relevant part on the log:
Spoiler
445474 [Thread-3] WARN com.fs.starfarer.campaign.rules.super - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo: null
java.lang.NullPointerException
at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(MiningHelperLegacy.java:525)
at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(MiningHelperLegacy.java:520)
at exerelin.campaign.MiningHelperLegacy.getVariantMiningStrength(MiningHelperLegacy.java:511)
at exerelin.campaign.MiningHelperLegacy.getShipMiningStrength(MiningHelperLegacy.java:545)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(Nex_PrintMiningInfo.java:203)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(Nex_PrintMiningInfo.java:60)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.Stringsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If someone can figure any sort of pointer (pun non-intended) towards what broke I'd be grateful.
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Judging from the log, a ship variant somewhere in the game has a fighter wing that doesn't exist (note that neither the hull nor the wing need to be defined as mining-capable). Don't know which one (though it's not in vanilla or Underworld, since I just tested with those two).
Copy and paste this into console mod to find the offender:
runcode for (String variantId : Global.getSettings().getAllVariantIds()) {
ShipVariantAPI variant = Global.getSettings().getVariant(variantId);
for (String wing : variant.getWings()) {
FighterWingSpecAPI wingSpec = Global.getSettings().getFighterWingSpec(wing);
if (wingSpec == null) {
Console.showMessage(String.format("Fighter wing %s on %s does not exist", wing, variantId));
}
}
}
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Judging from the log, a ship variant somewhere in the game has a fighter wing that doesn't exist (note that neither the hull nor the wing need to be defined as mining-capable). Don't know which one (though it's not in vanilla or Underworld, since I just tested with those two).
Copy and paste this into console mod to find the offender:
That command was perfect, found the affected files instantly! Is there a list/compendium of other useful troubleshooting commands like this one somewhere (couldn't find one in modding articles on Starsector wiki) ? This is a godsend.
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Hey does anybody know how economies work with AI factions?
Like if i give a dope ass planet to my allies, would they even benefit in any tangible way? Likewise, does a high hazard rating even matter for AI factions?
Cheers
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Hey does anybody know how economies work with AI factions?
Like if i give a dope ass planet to my allies, would they even benefit in any tangible way? Likewise, does a high hazard rating even matter for AI factions?
Cheers
As far as I am aware very much so yes. Every planet requires and produces commodities, if the requirement for upkeep isn't met the colony suffers for it, AI or not. But since high hazard ratings only affect the credit upkeep I'm not certain how that affects an AI faction.
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Availability of production resources in particular is absolutely relevant to AI players; it's why the Hege and the League are such gorillas, because they have so much heavy industry and each has access to a Pristine Nanoforge. Market size also helps.
It's why Hege invasion fleets are always enormous at first, while someone like Sindria or a number of more conservative mod factions struggle to put big invasions together.
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That command was perfect, found the affected files instantly! Is there a list/compendium of other useful troubleshooting commands like this one somewhere (couldn't find one in modding articles on Starsector wiki) ? This is a godsend.
Avanitia on the Discord server maintains a pastebin of a few console commands here (https://pastebin.com/aF5VqHxm).
I have some runcodes written down for my own use, though I often write new ones from scratch if I need to debug a new thing (for myself or someone else).
Hey does anybody know how economies work with AI factions?
Like if i give a dope ass planet to my allies, would they even benefit in any tangible way? Likewise, does a high hazard rating even matter for AI factions?
Production of ship parts, supplies, fuel and marines help NPC factions for generating some fleets in Nex (invasions in particular).
Also shortages on specific planets can cause local problems, usually a stability loss.
NPCs don't use credits though. (Maybe they should, for some purposes at least)
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Hi Histidine!
What's next for the mod?
Do you have any current plans, new mechanics, or something similar in mind?
(Btw very pleased to play your mod, excellent work)
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Hi Histidine!
What's next for the mod?
Do you have any current plans, new mechanics, or something similar in mind?
(Btw very pleased to play your mod, excellent work)
Hi and thanks!
The immediate next update will bring NPC invasions into the new ground battle mechanic, and do a bunch of other smaller changes.
After that, I haven't decided what big-ticket item I want to do next. A detailed diplomacy system (with things like player bargaining directly with the factions) is one of the candidates, but it seems really complicated right now, and I may wait to see what Alex does with late game colonies.
I might just put that stuff off and clean up the smaller things on that long list of ideas that me or others have come up with over the years)
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On the topic of NPC invasions, I've had some trouble with assisting them in-system, especially when the target planet has no orbital station. They always try to go for a cloud of tiny fast pickets that don't have enough total power to actually start an engagement, so they sort of just spam emergency burn and distract the invasion fleets. Maybe it would be better to make invasion fleets drop everything and beeline for their target?
Also, I find it pretty strange that they go dark once they get close. There's just about no point to this except delaying the start of the space battle (which i suppose is a good thing if you're defending... but then again, with NPCs getting land battles too there's gonna be a considerable window to stop them anyway)
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Hi Histidine!
What's next for the mod?
Do you have any current plans, new mechanics, or something similar in mind?
(Btw very pleased to play your mod, excellent work)
Hi and thanks!
The immediate next update will bring NPC invasions into the new ground battle mechanic, and do a bunch of other smaller changes.
After that, I haven't decided what big-ticket item I want to do next. A detailed diplomacy system (with things like player bargaining directly with the factions) is one of the candidates, but it seems really complicated right now, and I may wait to see what Alex does with late game colonies.
I might just put that stuff off and clean up the smaller things on that long list of ideas that me or others have come up with over the years)
Perhaps instead of dealing with a better/more complex diplomacy system (which is sorely needed, but seems like something Alex gonna deal with eventually anyway), you could adapt the ground battle mechanic into just normal raid system, so stealing stuff has a more in-depth feel. But then again, procedure-generating random "smallish" map "mazes" for raids could have issues attempting to assign more localized defenses using the abstract planetary defense stats (how much of any part of the defenses is assigned to one industry might be prioritized by importance of industry, which game already basically does, but assigning custom levels of defenses to one-off raid quests that aren't against faction owning planet might be hard to determine how much defense to use). But using the security codes option to skip part of the "maze" would be cool (and/or player or officer can use certain random skills to get around certain obstacles, like Electronic warfare gives a chance of hacking anyway but you might get caught, while Helmsmanship reduces pre-mission detection so raid not on high alert when player "arrives," etc.).
Then again, maybe just allowing a player to raid a planet (with caps for max amount gained without rep loss or something) but skip fighting space station battle if fleet has small sensor profile AND/OR isn't too big might be faster and easier... although without some sort of alternative mini-game, skipping space station battle would effectively neuter a significant portion of the game experience (hence why caps are suggested).
Mostly just want an actual use for buying security codes option (which, unrelated, seem weirdly underpriced most of the time. Be cool to sometimes have the underpriced security codes sometimes backfire on player, but overpriced backfires generate a mission to track down the wretched scum that sold you bum codes).
Edit: Thought of this after posting, but seems better to add here than repost. Alternatively, you could try expanding bounty system to more include player as a possible bounty, which seems right now to only to generate bounty hunters to hunt player after failing certain missions or not repaying loans. Basically, bounty hunters would be a bridge between player's low faction rep levels; so before having vengeance fleets spawn, factions that don't like you can put a bounty on you. Would be cool to see a more centralized bounty listing that you can climb up or down on (a la Big Shots TV show from Cowboy Bebop), but conversely whatever bounties that are generated by contacts give MUCH more rep for faction (since bounty generating system is weird, tiered generation so player always has a challenge). Dunno how much of a memory issue would result from maintaining a bounty list (prolly no more than Top 10 or Top 20, 100 bounties plus fleets to keep track of might be a real memory hog).
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On the topic of NPC invasions, I've had some trouble with assisting them in-system, especially when the target planet has no orbital station. They always try to go for a cloud of tiny fast pickets that don't have enough total power to actually start an engagement, so they sort of just spam emergency burn and distract the invasion fleets. Maybe it would be better to make invasion fleets drop everything and beeline for their target?
Also, I find it pretty strange that they go dark once they get close. There's just about no point to this except delaying the start of the space battle (which i suppose is a good thing if you're defending... but then again, with NPCs getting land battles too there's gonna be a considerable window to stop them anyway)
Invasion fleets try to go straight for the target, but I'm guessing this isn't entirely working. If I get the chance later, I'll examine what they're doing more closely.
The going dark is indeed odd behavior, though it hasn't been significant enough for me to want to track down.
Perhaps instead of dealing with a better/more complex diplomacy system (which is sorely needed, but seems like something Alex gonna deal with eventually anyway), you could adapt the ground battle mechanic into just normal raid system, so stealing stuff has a more in-depth feel. But then again, procedure-generating random "smallish" map "mazes" for raids could have issues attempting to assign more localized defenses using the abstract planetary defense stats (how much of any part of the defenses is assigned to one industry might be prioritized by importance of industry, which game already basically does, but assigning custom levels of defenses to one-off raid quests that aren't against faction owning planet might be hard to determine how much defense to use). But using the security codes option to skip part of the "maze" would be cool (and/or player or officer can use certain random skills to get around certain obstacles, like Electronic warfare gives a chance of hacking anyway but you might get caught, while Helmsmanship reduces pre-mission detection so raid not on high alert when player "arrives," etc.).
Then again, maybe just allowing a player to raid a planet (with caps for max amount gained without rep loss or something) but skip fighting space station battle if fleet has small sensor profile AND/OR isn't too big might be faster and easier... although without some sort of alternative mini-game, skipping space station battle would effectively neuter a significant portion of the game experience (hence why caps are suggested).
You can already raid a market with the station up, as long as no fleets try to join the battle (although the station significantly increases ground defenses, so it's not recommended for any kind of high-difficulty operation). I also don't intend to do the work needed to change how raids work, they're frequent enough that I don't want to add significant complexity to them.
Edit: Thought of this after posting, but seems better to add here than repost. Alternatively, you could try expanding bounty system to more include player as a possible bounty, which seems right now to only to generate bounty hunters to hunt player after failing certain missions or not repaying loans. Basically, bounty hunters would be a bridge between player's low faction rep levels; so before having vengeance fleets spawn, factions that don't like you can put a bounty on you. Would be cool to see a more centralized bounty listing that you can climb up or down on (a la Big Shots TV show from Cowboy Bebop), but conversely whatever bounties that are generated by contacts give MUCH more rep for faction (since bounty generating system is weird, tiered generation so player always has a challenge).
Bounties on the player have already been implemented in Vayra's Sector :) (not officially updated for 0.95a, but a semi-official bootleg is circulating on the Discord server)
The idea of a bounty ladder is interesting, but right now there's not much in the modiverse to put it on except throwaway names. Though the Vayra's version could have a lifetime bounty record at least (number of times a bounty has been placed on the player, and their lifetime total).
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Perhaps instead of dealing with a better/more complex diplomacy system (which is sorely needed, but seems like something Alex gonna deal with eventually anyway), you could adapt the ground battle mechanic into just normal raid system, so stealing stuff has a more in-depth feel. But then again, procedure-generating random "smallish" map "mazes" for raids could have issues attempting to assign more localized defenses using the abstract planetary defense stats (how much of any part of the defenses is assigned to one industry might be prioritized by importance of industry, which game already basically does, but assigning custom levels of defenses to one-off raid quests that aren't against faction owning planet might be hard to determine how much defense to use). But using the security codes option to skip part of the "maze" would be cool (and/or player or officer can use certain random skills to get around certain obstacles, like Electronic warfare gives a chance of hacking anyway but you might get caught, while Helmsmanship reduces pre-mission detection so raid not on high alert when player "arrives," etc.).
Then again, maybe just allowing a player to raid a planet (with caps for max amount gained without rep loss or something) but skip fighting space station battle if fleet has small sensor profile AND/OR isn't too big might be faster and easier... although without some sort of alternative mini-game, skipping space station battle would effectively neuter a significant portion of the game experience (hence why caps are suggested).
You can already raid a market with the station up, as long as no fleets try to join the battle (although the station significantly increases ground defenses, so it's not recommended for any kind of high-difficulty operation). I also don't intend to do the work needed to change how raids work, they're frequent enough that I don't want to add significant complexity to them.
Ah, is the logic behind raids bypassing station battles from your Nex mod, or is that actually vanilla and I never realized it? Either way, clearly I haven't been raiding nearly as much as I could have been... perhaps that explains why I generally always gravitate towards smuggling in early game. But I guess that if pickets and patrols around planets are necessary to trigger a space station battle, even more of a reason for some sort of decoy ability to be added to the game (although if not balanced properly, prolly would make game way 2 EZ!).
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Hi Histidine!
Thanks for your answer. I've been thinking about a possible feature for a few months, and as far as I know, others have already mentioned it.
The feature in question is the Player Empire Special Task Groups.
If I recall it correctly, you've already said, that you like the idea, and the discussion was about the implementation.
Like we can only use ships we personally own and are in storage, and we have to pay upkeep for it.
I think this would be a nice little addition and a good way to emphasize that we are a part of the Sector, and playing by the same rules as others...
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Seems like Peace Treaty event added the reputation TWICE here.
[attachment deleted by admin]
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trying to do a planetary invasion just opens the intel screen. its broken the planetary conquest mechanic entirely
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okay.... so invasion is now a game of dropping off troops and waiting... interisting...
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When trying to compile locally I get these errors in intellij
java: package de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.highvaluebounty does not exist
java: cannot find symbol
symbol: class HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
java: cannot find symbol
symbol: variable HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
Any advice on what I can do would be greatly appreciated! Thank you ;D
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When trying to compile locally I get these errors in intellij
java: package de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.highvaluebounty does not exist
java: cannot find symbol
symbol: class HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
java: cannot find symbol
symbol: variable HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
Any advice on what I can do would be greatly appreciated! Thank you ;D
You'll need to add the Bounties Expanded mod as a library. It's currently Discord-exclusive, can be found in the server's #mod_updates channel.
(future commits will likely also add a requirement for Lombok (https://projectlombok.org/))
(I should update the readme.md accordingly)
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What is the chance of releasing the next version of Nexerelin before 0.95.1?
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Regarding further suggestions, can the Negotiator get either a "negotiate ceasefire" or "negotiate peace" option? I hesitate to suggest this since some sort of political system will prolly eventually be either added to the vanilla game or the mod, but seems kinda odd that my negotiator can't stop a war from being declared (silly me, that'll teach me to have a slightly negative rep). Balance could be achieved by giving saboteurs a special option for during war to do extra operations/damages (like sabotaging all sensor arrays simultaneously in a faction or something equally useful), while hybrids get the penalty of being a jack of all trades, master of none...
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Hi
i have a question....LUV your mod, but i am getting more troubles with invading, and i would like to discover what i am doing wrong, or maybe it is caused by other's code
Invading went good for a while, i think. But lately, at a certain point my battles always got cancelled at turn 1. Now, i started a new game, and now it is even worser....when i want to invade java.exe hangs and keeps hanging. Is there a way for me to discover what is causing it? I don't have the impression the logs do help me to determine what goes wrong. Using a lot of mods, so that probably makes it worser.
*edit*
updated java to 8 u261, and my first invasion seems to work, so far
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What is the chance of releasing the next version of Nexerelin before 0.95.1?
I was going to make a release this current weekend, but there's still a feature I haven't tested yet and may not for a while, and there's one more small thing I might sneak in too. So it'll have to wait.
No idea when 0.95.1 is coming out, although based on precedent I expect to release before it does anyway!
Regarding further suggestions, can the Negotiator get either a "negotiate ceasefire" or "negotiate peace" option? I hesitate to suggest this since some sort of political system will prolly eventually be either added to the vanilla game or the mod, but seems kinda odd that my negotiator can't stop a war from being declared (silly me, that'll teach me to have a slightly negative rep). Balance could be achieved by giving saboteurs a special option for during war to do extra operations/damages (like sabotaging all sensor arrays simultaneously in a faction or something equally useful), while hybrids get the penalty of being a jack of all trades, master of none...
Well there's already the raise relations action, though it's not quite the same thing.
I'll probably put ceasefire offers (like the ones NPC factions make to the player) in the proposed diplomacy update, although they might go into negotiators as an interim measure (not in the immediately coming update, but maybe the one after).
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VIC satbombing still causes viral contamination even if nex_vicVirusBombChance is set to 0. I'm guessing the VIC mod is checking if Cresil-class is present in the fleet and nex can't really stop that check from happening or something.
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Regarding further suggestions, can the Negotiator get either a "negotiate ceasefire" or "negotiate peace" option? I hesitate to suggest this since some sort of political system will prolly eventually be either added to the vanilla game or the mod, but seems kinda odd that my negotiator can't stop a war from being declared (silly me, that'll teach me to have a slightly negative rep). Balance could be achieved by giving saboteurs a special option for during war to do extra operations/damages (like sabotaging all sensor arrays simultaneously in a faction or something equally useful), while hybrids get the penalty of being a jack of all trades, master of none...
Well there's already the raise relations action, though it's not quite the same thing.
I'll probably put ceasefire offers (like the ones NPC factions make to the player) in the proposed diplomacy update, although they might go into negotiators as an interim measure (not in the immediately coming update, but maybe the one after).
Cool cool. The war declaration itself likely only occurred because Heg and Persean League were allied at the time, so having such a large alliance prolly triggered the war declaration parameter. But the war itself was pointless, basically nothing happened and eventually a ceasefire offer was sent while the invasion fleet was en route. Some Andrew Jackson level nonsense. And of course the lower relations option can always be used to break up an alliance (which I did), although it does beg a question. Is it intentional that only one operative works per faction (ie, can't have two operatives running missions against same faction), or is this due some code limitation? Not that it matters, since at least for breaking up alliances a player can still "double dip" by having an operative do a "lower relations" mission from the side of each faction, but seems odd that multiple operatives can't work on a single faction at once. Perhaps you already answered this earlier, I vaguely remember something about this on this thread like 40 pages back, but faster to just re-ask...
And finally, although likely again this would end up only being added whenever diplomacy gets added/expanded, but could you add a current war screen option in the intel screen? Seems the only way to verify who is currently at war with whom is by using the faction options in the intel screen (and just normal intel faction screen, but that only seems to inform a player which factions are hostile with each other, although not literally who is also at war with each other), although dunno whether those are added by vanilla, this mod, or another mod. Not that it really seems to matter since whoever is at war with whoever right now doesn't matter much (mostly just seems to generate invasion request missions and sector wide bounties offered by some faction), but seems like the main source of info for a player regarding the war and peace declarations are just the normal intel updates that quickly disappear, and also go away after checking recents options in intel screen. Hopefully easily doable, since the Stellar Networks mod author had to add a bunch of custom code for generating and parsing additional buttons and stuff on intel screen.
Alternatively, I guess would be cool to use the new API stuff being added to allows screens within screens (https://twitter.com/amosolov/status/1420431929736933378) to add TVs and a TV news service to the bars, but pretty sure that was already suggested. Even funnier if you can yell at the bartender to change the channel, but that might not be worth adding directly to this mod (ie, maybe better as separate mod, or a sub-mod). At least the news service code would basically just restate whatever recent intel exists anyways, other TV channels may vary. But, seems little point in coding beyond entertainment purposes if a player can check their intel screen anyway (ie, only would be useful if intel update has to come from hearing news story in a bar, but just like with contacts currently, it would become very tedious to have to check bars and hopefully get lucky; just less tedious than having to fly to a specific planet for a contact, but one gets the idea).
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Thanks, @Histidine for your answer!
I think I have a suggestion, you might find interesting.
It's not a big deal, only builds on a mechanic already part of the game.
Currently, when you explore a planet with decivilized subpopulation there is a chance, that they hail you asking for help, stating that if you give them some stuff they can form a government and rejoin the interstellar community.
I've always felt, that this is a very underused mechanic. Currently, if we lose a planet due to decivilization, we have basically no means to interact with or influence them, not counting the first hail events. Similarly, these planets are permanently absent for the rest of the playthrough, portrayed as actors not having any interest in "re-civilizing".
I would like to think, that IRL any such planet would likely have groups striving to establish a government and reconnect with the interstellar community.
So it would be a nice addition if a planet with decivilized subpopulation (I don't know whether this should work with any such planet or just with player explored ones.) had the chance of reemerging as a new colony after a while. This chance could be slim enough not to occur too often, yet robust enough to make the sector feel more alive.
Colonies re-establishing themselves could be pirate and pather worlds, not just independents, representing the fact that a potential unifier could be (and often should be) a warlord and/or a main driving force behind reemergence is the desire to loot and seize the property of others.
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I had some thoughts on NPC invasions that I wanted to share, although if there is already a roadmap for changing NPC invasions then perhaps this isn't super relevant:
Spoiler
I quite like the new invasion mini-game, as I feel like invasions taking time feels much better than the legacy instant invasion resolution.
As an example, I was playing the other day and I had just finished an invasion liberating Maraith when a pair of large Hegemony special forces fleets arrived and forced me to retreat. This made me think about what might've happened if they had appeared earlier, perhaps forcing me away during the invasion itself.
From there, I started thinking about NPC invasions and how it would be neat if they also took some time to complete, rather than being resolved instantly.
This would provide an opportunity for other fleets in the system that had initially been out of position, or the player, to disrupt an invasion even after the invasion fleets had arrived and defeated any initial defenders.
Rather than have the NPC invasions use some form of the new mini-game, simply putting the invasion resolution on a timer based on a calculation involving market size, the defensive forces, and the attacking force, might be sufficient.
For example, invading a size 3 market with 100 defence might only take a day, but invading a size 6 market with 3000 defence could take weeks, unless the attacker had a an overwhelming force advantage.
This could be expanded by granting an advantage to the defenders if the invasion fleet(s) were destroyed or forced to retreat during the invasion timer, with an increased advantage based on quickly the invasion was disrupted.
For example, if the invasion will take 10 days and the invasion fleet is forced to retreat on day 9, then the defender would only get a minimal advantage. However, if the invasion fleet was destroyed on day 1 then the defender would get a significant advantage, enough to turn a closely contested invasion into a defensive victory.
I feel that a system similar to what I've described here could improve the verisimilitude of NPC invasions and also provide more opportunities for cool space battles around NPC invasions.
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I had some thoughts on NPC invasions that I wanted to share, although if there is already a roadmap for changing NPC invasions then perhaps this isn't super relevant:
Spoiler
I quite like the new invasion mini-game, as I feel like invasions taking time feels much better than the legacy instant invasion resolution.
As an example, I was playing the other day and I had just finished an invasion liberating Maraith when a pair of large Hegemony special forces fleets arrived and forced me to retreat. This made me think about what might've happened if they had appeared earlier, perhaps forcing me away during the invasion itself.
From there, I started thinking about NPC invasions and how it would be neat if they also took some time to complete, rather than being resolved instantly.
This would provide an opportunity for other fleets in the system that had initially been out of position, or the player, to disrupt an invasion even after the invasion fleets had arrived and defeated any initial defenders.
Rather than have the NPC invasions use some form of the new mini-game, simply putting the invasion resolution on a timer based on a calculation involving market size, the defensive forces, and the attacking force, might be sufficient.
For example, invading a size 3 market with 100 defence might only take a day, but invading a size 6 market with 3000 defence could take weeks, unless the attacker had a an overwhelming force advantage.
This could be expanded by granting an advantage to the defenders if the invasion fleet(s) were destroyed or forced to retreat during the invasion timer, with an increased advantage based on quickly the invasion was disrupted.
For example, if the invasion will take 10 days and the invasion fleet is forced to retreat on day 9, then the defender would only get a minimal advantage. However, if the invasion fleet was destroyed on day 1 then the defender would get a significant advantage, enough to turn a closely contested invasion into a defensive victory.
I feel that a system similar to what I've described here could improve the verisimilitude of NPC invasions and also provide more opportunities for cool space battles around NPC invasions.
seconded
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Finally got around to releasing the update. The main feature in this one is that NPCs now also use the new ground battle system (and you can join their battles under the right circumstances).
I like the ideas of having decivilized planets rebuild on their own (maybe not the ones that were already that way at the start of the game, though) and a better GUI for displaying ongoing wars. That'll have to wait till after my break from Starsector, though!
Nexerelin v0.10.3d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3d/Nexerelin_0.10.3d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Ground battles
* Implement ground battles for NPC invasions
* These will obey the legacyInvasions setting as well
* Also change invasion marine counts to use a total figure (across all fleets) instead of per-fleet
* This also affects legacy mode; please inform me if invasion success rate changes significantly
* Add a sneak attack bonus if player reached the target undetected and without combat
* Reduce defence bonus of most military structures slightly
* EW ability reduces effect of ground defenses/heavy batteries by 30% (was 25%)
* AI adjustments
* Add a tutorial/story mission
* New game stuff
* Start with a contact on starting planet
* Non-random sector: Hegemony starts hostile to League, and Tri-Tachyon to Luddic Church (to mimic vanilla starting hostility events)
* Random sector/own faction start: Optimize core system finder a bit, don't pick systems with plaguebearer
* Use a couple more station images in random sector
* Skip story option starts with the three potential story contacts available
* Also sets up academy properly, if player should choose to visit
* "Solo frigate" start renamed to "Frigate (classic)", now includes vanilla tutorial starting frigate pairs
* Rebellion improvements
* Increase initial strength of rebellions (except those caused by successful invasion)
* Reduce and cap effect + heavy arms cargo of suppression fleets
* Instigate rebellion action gets bonus chance of success in 'liberation' cases
* Initial rebel strength mult for rebellions by market's original faction also applied (with smaller mult) when current faction is not original faction, and rebel faction is a third party
* Reduce total agent level required for information by 1 for each detail level
* Now sponsor faction is known at level 1, strength colors at level 2, strength values at level 4
* Add a station construction mission for pirates and Remnants
* Bounties no longer a priority mission for Remnant contact
* Operatives' destroy commodity action stacks between multiple operatives
* Deciv colony 'revival' event is now permanent until accepted; adds an intel event for player to find it again
* Player-requested colony fleets are always from player faction, even if launched from commissioning faction's market
* Get story point refund if officers (mentored and/or with elite skills) are lost
* Add handling for special task groups that have lost their faction
* Hypershunt special encounter has Remnant faction, to avoid some weirdness
* If not killed, hypershunt special encounter will try to hang around the shunt instead of despawning
### GUI ###
* New, improved faction directory
* Can search for planets with certain industries (heavy industry, fuel production, military base, and IndEvo's academy and restoration docks)
* Ground battle
* Defence modifiers are shown on unit card
* Add a settings.json option to include estimated fleet support effect in unit strength display (default off)
* Operatives can show enemy morale levels
* Fix text wrapping for some really big numbers
* Rebellions: don't report disruption failure unless event is important to player in some way
* Some image+text elements that had a tooltip for the text now have it applied to the image as well
* Add a continue/leave screen after confirming fleet request, to make it clearer and avoid accidental request stacking
* Put victory intel in story tab instead of its own intel tab
### Text ###
* Fix broken string in agent garrison estimate
* Adjust/fix various bits of dialog
* Remove some bits of debug logging
* Don't print credit loss text on buying governorship, if price is zero
* Fix chance of using predefined alliance name (it claims to be 1 in config but was actually functionally hardcoded to 0.5)
* Dead officer lists are sorted by date of death
### Bugfixes ###
* Ground battles
* Fix morale effects of hazard rating breaking if any units were undeployed
* Fix a crash experienced by some users with ground battles on Luddic Church market
* Fix NPC abilities sometimes breaking
* Fix colonies from colony expedition fleets becoming huge instantly
* Fix VIC using virus bomb when event claims to be a regular sat bomb
* Fix Derelict Empire crash on startup due to heavy industry raiding anti-exploit
* Fix Pather cell infiltrations from internal security mode not actually costing any credits
* Remnant surplus ship offer won't pick non-recoverable ships (e.g. Timeless)
* Alliance sharing of array/buoy effects also applies to player commissioned with an alliance member
* Can't abandon story-critical markets (can cause missions to silently fail to generate)
* Can be overriden with the `allowInvadeStoryCritical` setting
* Fix the A-Team milestone not being awarded if any player officers are below max level
* Civilian capitals don't count for the 'kill a capital' milestone
* Fix player getting free industries due to queued NPC construction
* Fix CreateAlliance console command not working on player faction
### Modding ###
* Add a `noStartingContacts` setting to faction configs
* New method for how ground battle plugins read defence bonuses (old one is deprecated)
* Prism Freeport checking for HVB completion with Bounties Expanded
* Fix faction config data being duplicated if another mod (i.e. Vayra's Sector) reloads it
Is it intentional that only one operative works per faction (ie, can't have two operatives running missions against same faction), or is this due some code limitation? Not that it matters, since at least for breaking up alliances a player can still "double dip" by having an operative do a "lower relations" mission from the side of each faction, but seems odd that multiple operatives can't work on a single faction at once. Perhaps you already answered this earlier, I vaguely remember something about this on this thread like 40 pages back, but faster to just re-ask...
IIRC this was a balance measure to keep player from too freely jacking up their relations with a faction by spamming raise relation actions.
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As a new modder on the scene I have some small idea and a huge amount of appreciation of the amount of work that was put into this and I just wanted to thank you.
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Thank you for the update! :)
I like the ideas of having decivilized planets rebuild on their own (maybe not the ones that were already that way at the start of the game, though) and a better GUI for displaying ongoing wars. That'll have to wait till after my break from Starsector, though!
I think that you should let the core worlds re-civilize but make it a Setting so the player can choose how many cycles it takes to even get started.
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Pretty sure this update broke Yunru's Hullmod expansion - which is unfortunate because built in mod benefits were great
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You should probably remove the "Traded with enemy" penalty when the said enemy you traded with is your commissioning faction. Because that's just silly - you are supposed to be a member of said faction and your relation score is synched up with theirs. Why would a faction become angered by you and your superiours trading with each other?
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Pretty sure this update broke Yunru's Hullmod expansion - which is unfortunate because built in mod benefits were great
That's surprising to hear. Is it a crash or just something not working?
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Pretty sure this update broke Yunru's Hullmod expansion - which is unfortunate because built in mod benefits were great
That's surprising to hear. Is it a crash or just something not working?
I stand corrected, not this update - it's the new ship set mod Kyeltziv Technocracy. Which is unfortunate because Yunru's Hullmods is pretty much mandatory for me since they ad a ton of depth to the hullmods. Also, do you guys work with Yunru at all? Can't locate his content on the forums here anymore, which is weird.
As for what it did, it didn't crash - but when I would load in, only the Navigation hull mod would have its built in bonuses. All other Hullmods would just have their vanilla effect. When I disable the faction pack and load the same save, those build in bonuses or maluses are back. Quite odd given that some mods, such as HMI have their own hull mods which don't benefit from Yunru's build in effects, but the vanilla/supported mods still work fine. Must be something that's getting over ridden.
Long story short, not ya'lls problem lol.
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Hotfix for a freeze occurring in games started with previous Nex versions.
Nexerelin v0.10.3e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3e/Nexerelin_0.10.3e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Fix hang on generating fleet for an invasion intel that was started in previous version
You should probably remove the "Traded with enemy" penalty when the said enemy you traded with is your commissioning faction. Because that's just silly - you are supposed to be a member of said faction and your relation score is synched up with theirs. Why would a faction become angered by you and your superiours trading with each other?
IIRC, the last time I looked into it, it was too deep in vanilla code for me to want to change. Now I'm not even sure where the code is, though.
Will probably look into it, the rep penalty is indeed silly.
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I've noticed that compared to 0.10.3c, starting new games as your own faction in 0.10.3e is now much more likely (seemingly 100%) to have you start within the core worlds itself, rather than a random system in a constellation adjacent to the core worlds with a fairly hospitable starting planet. Given the severe lack of habitable but uncolonized core worlds left in the default map, this means you're now much more likely to start with your first colony on an extremely hazardous world, such as a toxic, cryovolcanic, or even gas giant planet. You can then add farmland to your deathly inhospitable world with your starting picks, which is weird.
I preferred the old method of spawning where you could roll the dice on system composition but was mostly guaranteed to start on a fairly decent planet, rather than this version where you're much more likely to start off somewhere harsh, already with hundreds of thousands or even millions of colonists present, while being locked into a small handful of starting systems with known layouts even if random starting location is picked. I'm not sure if this was intended behavior, but I'm hoping in the future, spawn distance from the central cluster might be made into a new game toggle.
Anyway I didn't want to sound too harsh since your mod overall is amazing. I'm really glad to see you working hard to update an awesome project ;D
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Hotfix for a freeze occurring in games started with previous Nex versions.
Nexerelin v0.10.3e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3e/Nexerelin_0.10.3e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Fix hang on generating fleet for an invasion intel that was started in previous version
You should probably remove the "Traded with enemy" penalty when the said enemy you traded with is your commissioning faction. Because that's just silly - you are supposed to be a member of said faction and your relation score is synched up with theirs. Why would a faction become angered by you and your superiours trading with each other?
IIRC, the last time I looked into it, it was too deep in vanilla code for me to want to change. Now I'm not even sure where the code is, though.
Will probably look into it, the rep penalty is indeed silly.
Ah yes, the most painful part of a Nexerelin update... trying to figure out all the changes you made to the config file to transfer over. :P
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Having a real Vayra moment these days
(https://i.imgur.com/12NymJ7.png)
Nexerelin v0.10.3f
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3f/Nexerelin_0.10.3f.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Fix invasions not autoresolving if player is far away
* Try to fix misleading invasion intel title if ground battle succeeds before invasion success notification is sent
I've noticed that compared to 0.10.3c, starting new games as your own faction in 0.10.3e is now much more likely (seemingly 100%) to have you start within the core worlds itself, rather than a random system in a constellation adjacent to the core worlds with a fairly hospitable starting planet. Given the severe lack of habitable but uncolonized core worlds left in the default map, this means you're now much more likely to start with your first colony on an extremely hazardous world, such as a toxic, cryovolcanic, or even gas giant planet. You can then add farmland to your deathly inhospitable world with your starting picks, which is weird.
I preferred the old method of spawning where you could roll the dice on system composition but was mostly guaranteed to start on a fairly decent planet, rather than this version where you're much more likely to start off somewhere harsh, already with hundreds of thousands or even millions of colonists present, while being locked into a small handful of starting systems with known layouts even if random starting location is picked. I'm not sure if this was intended behavior, but I'm hoping in the future, spawn distance from the central cluster might be made into a new game toggle.
Probably a not (entirely) intended effect of changes I recall making to how it picks the player starting planet. Thanks for bringing it up! I expect to look into it before the next major release.
Ah yes, the most painful part of a Nexerelin update... trying to figure out all the changes you made to the config file to transfer over. :P
It might be a good idea to make your own mod (with a name like "ZZ personal changes") so it loads last, and put a config file in that mod containing (only) your changes. So you know everything that's been modified, and they aren't lost when updating/reinstalling the mod.
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After either installing e or f, my marines started losing xp. I can gain exp, but it slowly goes to 0. Theres a bunch of mods, but this is the only one I have updated. No changes to the config.
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Something weird happened when I sent out some colonisation fleets to a nearby system.
Sent out three separate fleets to colonise all three planets at the same time. The first and third fleet just produced a normal Size 3 Colony, but then...
The second one of them instantly hit Size 6! How did that happen I wonder?
https://imgur.com/a/2RuAzS4
I'm not complaining, but I wonder how I managed to fit 1 million people inside that fleet?
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.... It might be a good idea to make your own mod (with a name like "ZZ personal changes") so it loads last, and put a config file in that mod containing (only) your changes. So you know everything that's been modified, and they aren't lost when updating/reinstalling the mod.
Eh, it's more a minor bit of tedium comparing the old config to the new one and changing some numbers.
Mostly just making things like colonizing and wars take longer to build up (I play with a lot of mod factions, it gets a bit too chaotic too quickly under the defaults).
I'm not really bothered that much, it just means a few minutes of scrolling while checking notes.
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After either installing e or f, my marines started losing xp. I can gain exp, but it slowly goes to 0. Theres a bunch of mods, but this is the only one I have updated. No changes to the config.
...wow, I managed to completely fail to notice in an entire playtest run :-X
For the time being:
Place this fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) in Nexerelin/jars
Use this console command to get back your XP:
runcode import com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker;
PlayerFleetPersonnelTracker.getInstance().getMarineData().addXP(1000f); /* The XP amount is such that 200 marines having 50 XP means a 25% XP bonus */
PlayerFleetPersonnelTracker.getInstance().update();
(For those wondering how this was happening, NPC ground battle units were stealing the player XP when generated)
Something weird happened when I sent out some colonisation fleets to a nearby system.
Sent out three separate fleets to colonise all three planets at the same time. The first and third fleet just produced a normal Size 3 Colony, but then...
The second one of them instantly hit Size 6! How did that happen I wonder?
https://imgur.com/a/2RuAzS4
I'm not complaining, but I wonder how I managed to fit 1 million people inside that fleet?
The bug should be fixed in 0.10.3d and later, have you updated?
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I noticed something a bit odd very shortly after I started up a new run. I was hanging around a market waiting for it to refresh, then a ground battle was started without any fleets around that were hostile to that market. After a day or 2, it then said the invasion was successful, which it was actually not. After that, it finally said the invasion force arrived in-system. For reference, it was the Luddic Church invading Hiigara. Not sure why this would happen, but it has only happened once. I will try to see if I can get it to happen again and pay more attention next time.
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Something weird happened when I sent out some colonisation fleets to a nearby system.
Sent out three separate fleets to colonise all three planets at the same time. The first and third fleet just produced a normal Size 3 Colony, but then...
The second one of them instantly hit Size 6! How did that happen I wonder?
https://imgur.com/a/2RuAzS4
I'm not complaining, but I wonder how I managed to fit 1 million people inside that fleet?
The bug should be fixed in 0.10.3d and later, have you updated?
Ahh my bad, I only started playing two or three weeks ago, I'm on 0.10.3c. It did not even occur to me that the mod could have been updated/patched multiple times since I started playing.
Updating doesn't break your save right?
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Updating doesn't break your save right?
Yeah, Nex versions (unless otherwise specified, and I don't think I've had to do this except for the first 0.95a release) are save-compatible with the immediately previous version, and usually several versions afterwards.
(0.10.3d does have a hang bug with invasions from 0.10.3c and older, but the e/f updates fix it)
(For other mods, check the description in the update post, it'll usually say if it breaks saves)
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After either installing e or f, my marines started losing xp. I can gain exp, but it slowly goes to 0. Theres a bunch of mods, but this is the only one I have updated. No changes to the config.
...wow, I managed to completely fail to notice in an entire playtest run :-X
For the time being:
Place this fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) in Nexerelin/jars
Use this console command to get back your XP:
runcode import com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker;
PlayerFleetPersonnelTracker.getInstance().getMarineData().addXP(1000f); /* The XP amount is such that 200 marines having 50 XP means a 25% XP bonus */
PlayerFleetPersonnelTracker.getInstance().update();
(For those wondering how this was happening, NPC ground battle units were stealing the player XP when generated)
Thanks!
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Howdy, been doing some mining recently and have noticed pirate/derelict fleets have a tendency to spawn and then beeline for me while having either emergency or sustained burn active. Normally this is fine and I can deal with it.
Recently, I mined in my own system I've recently settled (Might as well do something while I babysit), and the game threw a Remnant fleet with multiple cruisers at me, which is much less ok, as the only cruisers I have in my fleet right now are an Apogee and a bunch of Atlas' made for cargo hauling.
Is this an intended feature?
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Howdy, been doing some mining recently and have noticed pirate/derelict fleets have a tendency to spawn and then beeline for me while having either emergency or sustained burn active. Normally this is fine and I can deal with it.
Recently, I mined in my own system I've recently settled (Might as well do something while I babysit), and the game threw a Remnant fleet with multiple cruisers at me, which is much less ok, as the only cruisers I have in my fleet right now are an Apogee and a bunch of Atlas' made for cargo hauling.
Is this an intended feature?
If you're mining in a system that has/had Remnants in them, then Remnants are a likely faction for the mining 'harassment' fleet. But the fleet may be too strong in this case.
In the upcoming hotfix the fleet will have a 30% smaller base size if it picks Remnants.
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Ah! Thought it was this mod but wasn't certain since I didn't start mining until very recently.
As for Remnant... there's a low level warning beacon nearby and I've occasional seen Remnant in systems near systems with beacons, so that might be it.
Thanks for the quick response.
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Dear diary, today i lost in a land battle tutorial... damn i trash at this mod XD
Now i'm in war with independet
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Hopefully this is the last fix update.
Nexerelin v0.10.3g
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3g/Nexerelin_0.10.3g.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Mining harassment fleets are 30% smaller when they're Remnants
* Fix NPC ground units stealing player's marine XP when generated
* Fix crash after purchasing governorship of a market with scheduled NPC construction
* Fix a minor GUI issue with unofficered merc ships
Also, check out my fanfic (https://fractalsoftworks.com/forum/index.php?topic=23041.0)! It was inspired by one of my ground battles.
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Just to be sure, Histidine, the recent updates are cool to install into saves that were previously using 10.3's older versions, yeah? I know NPC invasions are a big deal but I'm not sure if that'd break "older" saves.
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Yeah, they'll work.
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Hello everyone!
So I have a small... issue. Not sure if it is intended mechanic or can actually be considered some sort of an exploit but... I was able to send Defense fleet to hostile colony.
As you can guess it technically results with orbital blockage. Target's defensive fleets get eliminated, their station gets disabled and the trading convoys either keep running away or get destroyed.
At the same time, it isn't seen as any sort of hostile act (compared to sending invasion fleets) even if it does result with colony being basically left defenceless for few weeks/months, and thus ready to be easily invaded or raided by basically anyone (who isn't hostile toward the "defensive" fleet).
I would like to apologize in advance if someone has already pointed out this issue/feature before
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is it intended that nexerelin spawns a dorito hunter seeker fleet just for spotting a hypershunt? kind of makes all giant star planets extremly unappealing for early to midgame exploring
and seems kind of odd too, considering you dont need to interact with the shunt to have said fleet spawned?
please rework the spawning conditions
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Hello everyone!
So I have a small... issue. Not sure if it is intended mechanic or can actually be considered some sort of an exploit but... I was able to send Defense fleet to hostile colony.
As you can guess it technically results with orbital blockage. Target's defensive fleets get eliminated, their station gets disabled and the trading convoys either keep running away or get destroyed.
At the same time, it isn't seen as any sort of hostile act (compared to sending invasion fleets) even if it does result with colony being basically left defenceless for few weeks/months, and thus ready to be easily invaded or raided by basically anyone (who isn't hostile toward the "defensive" fleet).
I would like to apologize in advance if someone has already pointed out this issue/feature before
It's sort of intended in that I decided not to restrict targeting to non-hostile markets, but may not be balanced (too cheap to do, or perhaps too effective against weaker colonies?) in the current state.
is it intended that nexerelin spawns a dorito hunter seeker fleet just for spotting a hypershunt? kind of makes all giant star planets extremly unappealing for early to midgame exploring
and seems kind of odd too, considering you dont need to interact with the shunt to have said fleet spawned?
please rework the spawning conditions
It's a deliberately added feature, though not necessarily a good one.
The fleet does scale to yours (up to a point), so it should be beatable at least sometimes, and if it isn't, story point evade + e-burning will allow an escape.
Still I may need to think of better spawn conditions. Perhaps just make it not spawn for sufficiently small player fleets?
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why not make interacting with the thing a spawning condition? would acutally make sense then considering what the fleet is saying to you when they catch you
or, in the same vein as some wrecks in remnant sectors can activate dormant remnant fleets, make the doritos dormant until provoked? like, place those fleets in the gravity wells in hyperspace, so you know the system contains a hypershunt?, OR put unique warning beacons there
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Still I may need to think of better spawn conditions. Perhaps just make it not spawn for sufficiently small player fleets?
Seems a reasonable compromise. Enjoying my game as is right now, but am still interested in trying out the souped up dram explorer run at some point after new game update drops. Kinda not worth it if almost guaranteed death from finding the hyper shunts... but perhaps base it on DP (or whatever that hidden fleet stat is) instead of ship count, having it just not spawn for a fleet of 5 or smaller seems likely to just result in exploitation by those that know (bring 6 kickass ships!) and complaints by those who don't...
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i just discovered something funny:
the faction traits of hegemony and tri tachyon regarding ai use are swapped
tri tachyon now dislikes ai, and the hegemony really LOVES others using ai cores apparently XD
probably an oversight?
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Sounds like a random relations thing. By default Hegemony has "dislikes AI" and TT has no AI-related traits.
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Sounds like a random relations thing. By default Hegemony has "dislikes AI" and TT has no AI-related traits.
oh ye, that must have been it
didnt know it would affect traits aswell lol
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Is it just me or does the invasion tooltip in the intel screen always say that the attacker's and defender's ground forces are "evenly matched", regardless of their actual relative strengths?
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Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.
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Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.
I couldn't say tutorial, but with the addition of a supply requirement to deploy troops (which has kind of a weird growth factor, though that should be balanced eventually), player is basically forced to always raid for supplies first before deploying troops. So raid for supplies before invading! System in general will prolly need some more balancing, it is very new. But yes, I invaded another faction's planet in my system but didn't bother to bring over enough supplies to hang out in orbit after deployment (which mod basically kinda requires), lost all troops in time it took to fly back to my planet and back. Only occurred to me after that one just needs to always raid for mo' supplies before invading. I guess if anything, invading needs some sort of scout function to nominally estimate supply invasion cost; more likely just use operatives instead (since operatives ARE a huge part of this mod), but since scouts are a military thing and player gets so few operatives:
https://youtu.be/aXQ2lO3ieBA?t=112
I mean, could literally make a scout commodity unit like crew or marines to accomplish this, but adding commodities is a surprisingly controversial sell on this forum, plus up to Histidine anyways. So maybe just the abstract concept of scouts are necessary (even though theoretically future BS fleet sensors in orbit should basically do the trick, and/or too close to Star Wars probe droid). However, since operatives would likely be more preferable, info player gets when deploying an operative to an invasion target would likely include an estimated total supply cost for invading, which then gets modified if player has operative soften target up (although would also modify if enemy faction AI makes certain improvements to planet or more marines appear, it would go both directions).
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Is it just me or does the invasion tooltip in the intel screen always say that the attacker's and defender's ground forces are "evenly matched", regardless of their actual relative strengths?
The invasion's ground strength (in terms of raw marine numbers) scales partially to the target's expected garrison size (before the fleet does its tactical bombardment on arrival thing), so the estimate should start out about even. Though it doesn't take into account the admin's Ground Operations bonus (if any), and while it considers the drop attrition effect of ground defenses/heavy batteries I don't expect it's very good at it.
Next time I'm working on the mod, I should probably look at a breakdown of the estimate calculation and see how it can be improved.
Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.
I couldn't say tutorial, but with the addition of a supply requirement to deploy troops (which has kind of a weird growth factor, though that should be balanced eventually), player is basically forced to always raid for supplies first before deploying troops. So raid for supplies before invading! System in general will prolly need some more balancing, it is very new. But yes, I invaded another faction's planet in my system but didn't bother to bring over enough supplies to hang out in orbit after deployment (which mod basically kinda requires), lost all troops in time it took to fly back to my planet and back. Only occurred to me after that one just needs to always raid for mo' supplies before invading.
Also, when invading a large colony, neutralize the Heavy Batteries first (if they have any, but they almost always will for the really valuable targets) with operatives or a tactical bombardment. Attacking into the face of operational HB will result in a bloodbath at best.
On raiding for supplies: You can do it mid-invasion if you suddenly find you don't have enough supplies (I've done it before). Disband a currently deployed unit and use the marines it returns to cargo. There won't be many of them, but with the stability penalty and (presumably) nonfunctional ground defenses/heavy batteries due to the ongoing invasion, the enemy's ground defense rating won't be so hot either.
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I... appreciate the replies so far, but there are unfortunately what I already do. I always bring about 10K supplies with me and always do a tac bombardment before I start combat. The issue I'm running into Is I can't seem to deploy troops fast enough to counter the non-militia ground troops already present on the world. Tartarus for example can, and has, redeployed up to 10k troop power onto a single industry, and with me being about to only deploy about 2.4k per turn most of my guys just get turned to gristle.
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The invasion's ground strength (in terms of raw marine numbers) scales partially to the target's expected garrison size (before the fleet does its tactical bombardment on arrival thing), so the estimate should start out about even. Though it doesn't take into account the admin's Ground Operations bonus (if any), and while it considers the drop attrition effect of ground defenses/heavy batteries I don't expect it's very good at it.
Next time I'm working on the mod, I should probably look at a breakdown of the estimate calculation and see how it can be improved.
Hmm... so I played around with it a bit more.
Requesting 100 FP, 100 marine invasion on Lucifron (1804 space, 39312 ground)
Results: space forces outmatched, ground forces outmatched
Requesting 1500 FP, 16000 marine invasion on Garnir (16 space, 77 ground)
Results: space forces superior, ground forces "evenly matched", outcome is uncertain
It seems like no matter how much ground superiority you have over the target, the scaling that you mentioned makes it so that your ground forces can never be listed as superior to the target's. This means that the tooltip will never say that an invasion is likely to succeed, which can be frustrating when an enemy faction is invading your colony and you don't know if "evenly matched" really means evenly matched, or if they actually have 100x your ground forces.
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I... appreciate the replies so far, but there are unfortunately what I already do. I always bring about 10K supplies with me and always do a tac bombardment before I start combat. The issue I'm running into Is I can't seem to deploy troops fast enough to counter the non-militia ground troops already present on the world. Tartarus for example can, and has, redeployed up to 10k troop power onto a single industry, and with me being about to only deploy about 2.4k per turn most of my guys just get turned to gristle.
just have more raw marines and ground supports
from what i have noticed, having just a LOT of marines and a few ground supports allows you to deploy more marines during invasions too
i guess its a %tage you are allowed to use for invading?
also heavy weapons
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ah HA, YES!
ground supports allows you to deploy more marines during invasions
This is what I was missing. Swapping out some ships for ones with GSP allowed for a massive increase in the supply pool. I wish this was mentioned somewhere in the Help tooltip for the invasions as that seems a pretty important thing to mention.
Thanks Maethendias!
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ah HA, YES! ground supports allows you to deploy more marines during invasions
This is what I was missing. Swapping out some ships for ones with GSP allowed for a massive increase in the supply pool. I wish this was mentioned somewhere in the Help tooltip for the invasions as that seems a pretty important thing to mention.
Thanks Maethendias!
again, dont quote me on that, i just noticed that when doing those steps i never have problem deploying en mass
so could be one, could be both things, could be neither and just something entirely unrelated thats happening
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I figured people would bring ground support ships to an invasion as a matter of course (in which case, the bonuses would have been displayed in the invasion's info tab and the movement points tooltip). Welp.
Hmm... so I played around with it a bit more.
Requesting 100 FP, 100 marine invasion on Lucifron (1804 space, 39312 ground)
Results: space forces outmatched, ground forces outmatched
Requesting 1500 FP, 16000 marine invasion on Garnir (16 space, 77 ground)
Results: space forces superior, ground forces "evenly matched", outcome is uncertain
It seems like no matter how much ground superiority you have over the target, the scaling that you mentioned makes it so that your ground forces can never be listed as superior to the target's. This means that the tooltip will never say that an invasion is likely to succeed, which can be frustrating when an enemy faction is invading your colony and you don't know if "evenly matched" really means evenly matched, or if they actually have 100x your ground forces.
Thanks for testing!
The Garnir case is so obviously wrong, I checked and there's indeed the bug I suspected: the invasion intel is overriding the number of marines specified in the fleet request with its own auto-calculated figure. And it looks like this bug has been there forever.
:-X :-X :-X
Fixed for next version, thanks! This makes the 16k marines vs. Garnir case actually work correctly.
I'll check if the estimates are still being weird in other places afterwards.
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i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
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i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
Whenever an attacking faction takes over a market, the previous faction (defenders) will always spawn a rebellion on-planet.
If left unattended, they can (from my experience) wreck havoc on the market's structures/industries.
I've never seen it devolve into a depopulization event though (if I'm reading you correctly).
Every time you take over a market, make sure to comms the market administrator/governor NPC afterwards, and ask about how you can contribute to quashing said rebellion before it gets out of hand.
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i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
Whenever an attacking faction takes over a market, the previous faction (defenders) will always spawn a rebellion on-planet.
If left unattended, they can (from my experience) wreck havoc on the market's structures/industries.
I've never seen it devolve into a depopulization event though (if I'm reading you correctly).
Every time you take over a market, make sure to comms the market administrator/governor NPC afterwards, and ask about how you can contribute to quashing said rebellion before it gets out of hand.
it didnt acutally do a depop event, it straight up bombed out after they won
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Does anyone know which parameters I need to adjust to make Raids more common and invasions less so (but not stopping them entirely)? ???
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i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
Conquest always spawns a rebellion of the immediately prior owner if possible, unless the conquering faction is the 'original owner' (or the previous owner was the Derelict Empire).
(I'll expand this to allies of the original owner)
Does anyone know which parameters I need to adjust to make Raids more common and invasions less so (but not stopping them entirely)? ???
Can't be done at present, raids always alternate with invasion/satbomb events.
I've had a proposal on the back burner for some time, where factions have a defined chance of raid/invasion/sat bomb that gets rolled every time the offensive action event comes up. Probably not going to happen any time soon though.
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... Does anyone know which parameters I need to adjust to make Raids more common and invasions less so (but not stopping them entirely)? ???
Can't be done at present, raids always alternate with invasion/satbomb events.
I've had a proposal on the back burner for some time, where factions have a defined chance of raid/invasion/sat bomb that gets rolled every time the offensive action event comes up. Probably not going to happen any time soon though.
Unfortunate, guess I'll have to stick with just lengthening the delay before everything descends into chaos (lots of faction mods. lots).
Do you foresee the 0.95.1a update (which I believe may have dropped today) giving you many compatibility problems?
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It's running fine for me.
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Im having a crash related to the vulturefleetAI
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist: "pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
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Alpha update; fixes the one known incompatibility with 0.95.1a, plus whatever changes I happened to be working on recently.
Barely tested, use at own risk.
Nexerelin 0.10.3g2 (https://www.dropbox.com/s/ewa2jffkwouny4c/Nexerelin_0.10.3g2.zip?dl=1)
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Nexerelin 0.10.3g3 (https://www.dropbox.com/s/3pfmomw85xxegru/Nexerelin_0.10.3g3.zip?dl=1)
Fixes various new Starsector features likely not working, including slipstreams and sensor array false signals.
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Okay weird core sector planet generation error - verified it does not happen in Vanilla, then activated the 2 libs and Nex, used the same seed, and it happens again - several core gas giants (The one I check is Typhon in Samarra, right near Sphinx) lost all attributes except Volitles deposit - both high gravity and toxic atmosphere were gone, leaving the hazard at 100%. I only noticed because the mining hazard dropped 8-)
Not an urgent priority and no clue what might be doing this, but thought you might want to put it on the list 8-)
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Im having a crash related to the vulturefleetAI ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist: "pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
ran into the same error as this guy, I hope a bugfix for this is available soon :(
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The fix is on this very page...
Okay weird core sector planet generation error - verified it does not happen in Vanilla, then activated the 2 libs and Nex, used the same seed, and it happens again - several core gas giants (The one I check is Typhon in Samarra, right near Sphinx) lost all attributes except Volitles deposit - both high gravity and toxic atmosphere were gone, leaving the hazard at 100%. I only noticed because the mining hazard dropped 8-)
Not an urgent priority and no clue what might be doing this, but thought you might want to put it on the list 8-)
Thanks for the report!
Typhon does have high gravity in my current game (while most of the other core system giants I checked didn't, but did have extreme weather or toxic atmosphere), so it's not just a matter of yeeting the negative conditions. But I feel like Nex shouldn't be changing seed results on its own (barring random sector) as much as possible, so I'll see if I can make it stop. Hopefully it's just in the one place I've found.
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Generation is touchy enough that simply having DevMode on will drastically alter what a given seed produces.
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Generation is touchy enough that simply having DevMode on will drastically alter what a given seed produces.
I did wonder about that (given the earlier dev mode on for jump points issue), but the same seed with no other changes in vanilla had the high gravity - It might have been gone elsewhere and I was just unlucky with Typhon, though. It could be a Vanilla problem that just manifested differently in Nex for this particular seed. Hmm. Might do a random seed or two, do a survey and reveal all, sort the plantet list by type and take a look at the general poulation of gas giants - they *should* all have high gravity, it was unavoidable before, but might be worth looking at the stats.
Thanks 8-)
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i'm sure this probably has already been reported but version 0.10.3g of nex stops hyperspace slipstreams from spawning
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Update: The attempt to quick-fix seed consistency failed, perhaps spawning Prism Freeport at all breaks the RNG sequence. Welp.
i'm sure this probably has already been reported but version 0.10.3g of nex stops hyperspace slipstreams from spawning
Use the v0.10.3g3 alpha release for 0.95.1a, that's what it's for.
(Official release later this week)
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Was using 10.3g and got the VultureFleetAI crash. Was able to reproduce this crash from my last save. Switched to the 10.3g3 version and it solved the crash. Been playing some hours and so far have had no problems with 10.3g3.
Note that 10.3g3 is on Nexerelin and not on github.
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So when I go to invade a planet, it takes me to "intel" not sure why. Then when I quit the menu to in-system I can see the battle happening then it just says "canceled" and nothing happens, no losses on either side. What am I doing wrong? Is this a Nex change or a 9.5a change? It's been a few months but it used to be straight forward.
Ah now I see it says go to "military tab" on intel screen but there is nothing there.
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You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg
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You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg
Interesting. When I initiate it, it would bring me to the "factions" part of the intel screen. Soooo i'll have to try again and see if that works.
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Okay, official release for 0.95.1a is out.
TBH I wasn't expecting Starsector to update when it did, but at least that means you get some fixes to Nex earlier than would have happened otherwise.
Nexerelin v0.10.3i
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3i/Nexerelin_0.10.3i.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.3i ##
* Electronic Warfare ground battle ability's base cost 40 -> 30
* Fleets currently in a space battle can't support ground battles
* Agents give an estimate of ground battle unit drop costs
* Fix ground battle allies using the player's abilities for them
## v0.10.3h (private beta only) ##
Update for Starsector 0.95.1a
### Gameplay
* After player is targeted by an invasion or military raid, don't target player again for 60 days
* Disabled in Starfarer mode
* Don't spawn post-invasion rebellions if conqueror is ally of original owner
* Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
* Bonus XP from hiring an AIM mercenary company 25% -> 75%
* More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
* Story skip sets flag needed for new 0.95.1a secret quest
* enableInvasions setting no longer affects player's direct invasions
### GUI
* Update some contact missions to use the map display feature
* Faction directory allows showing preview map for specified market
* When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
* Don't mark ground battle intel as important when it involves commissioning faction
* Only player-initiated battles are important now
* Skip story option adds a fleet log intel with the Alpha Site's location
* Bonus picker in own faction start has larger window
### Text
* Player can rename alliances they are a member of
* Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
* Fix typo in Omega surprise dialog
* Remove tutorial start bug warning (no longer needed)
* Tweak ally victory texts
* Add a new tip
### Fixes
* Fix requested invasion fleets not obeying marine count setting
* Fix a crash when loading Nex into an existing save
* Fix Remnant raids always failing due to having no crew space
* Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
* Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
* Fix ordering of dead officer lists
### Modding
* Colony expeditions don't go to `THEME_UNSAFE` systems, unless already inhabited
* Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
* Fix remaining cases of non-externalized strings
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Afraid it might become off-topic in the 0.95a.1 thread, here's my old posts about your question to Alex.
https://fractalsoftworks.com/forum/index.php?topic=22515.msg338721#msg338721
https://fractalsoftworks.com/forum/index.php?topic=22918.msg345633#msg345633
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Wow I forgot all about those posts! Thanks.
(I recently thought of ground defense bonus from Tactical Drills because with Andrada and Daud losing their Ground Operations, their planets might have become rather easier to take than I wanted, and Phil already has Tactical Drills in his character creation. Then things went from there...)
-
Don't be discouraged, you might convince him if you try :P
Jokes aside, feel free to use any idea from the suggestion thread.
-
Hi. Can you help with this error?
Spoiler
1063647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at data.scripts.weapons.tahlan_TaffetaOnHitEffect.onHit(tahlan_TaffetaOnHitEffect.java:98)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Hi. Can you help with this error?
Spoiler
1063647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at data.scripts.weapons.tahlan_TaffetaOnHitEffect.onHit(tahlan_TaffetaOnHitEffect.java:98)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Seems like this has more to do with Tahlan Shipworks mod than Nex?
-
I didn't know where to ask) I'll try to update it, maybe it will help. Thank you, friend.
-
Im having a crash related to the vulturefleetAI ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist: "pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
ran into the same error as this guy, I hope a bugfix for this is available soon :(
Same for me, happened when entering a system being invaded (the faction getting invaded was diable)
list of same mods as the guy who posted: (not many, so that might help hint if its an imcompatibility)
magic and lazy libs
Diable
audio plus
chatter
console
automated commands
-
Are you using the right versions?
Nexerelin 0.10.3g only works with Starsector 0.95. Nexerelin 0.10.3i only works with Starsector 0.95.1. I'd recommend updating both.
-
Thanks for the update, and Merry Christmas!
-
Could you possibly add some patrol interractions with Automated Ships the player uses? Would make sense for Hegemony or luddites to identify them, though with a story point you could possibly convince them your Radiant is not in fact an AI ship but a repurpoused hull designed for humans, Alfonzo already added one that is actually just that. And maybe diplomatical traits that detect AI core use should also account for automated ships in your fleet.
-
That's a little outside of the scope of Nex, though ever since Alex added the ability to do it, it has been extremely weird that no one you encounter in space gives a *** that you're carting around an illegal vessel that sparked two hell-wars, especially if an AI core is plugged into it, and you only get static for trying to sell it at a legal market.
-
If you lose your home planet with all your stuff and take it back is it gone gone?
-
If you lose your home planet with all your stuff and take it back is it gone gone?
Resources in stockpile are probably gone but ships and weapons in storage are still there. You would probably need come here with transponder off though if they are still hostile to you.
-
If you lose your home planet with all your stuff and take it back is it gone gone?
Resources in stockpile are probably gone but ships and weapons in storage are still there. You would probably need come here with transponder off though if they are still hostile to you.
Oh ok because i'm about to put everything in my home planet and I swear I lost everything one time.....
-
Potential bug when starting with a custom player faction ("Own Faction").
The window for picking your planet/faction additions extends off the edges of the screen. This pushes the buttons to complete the process, as well as most of the selectable options, off the edge of the screen. Example shown below as a spoiler.
Issue seems persistent, occurred for 3 test characters.
I did not encounter this issue in v0.10.3h.
Spoiler
(https://i.ibb.co/6WtHNQc/Starsector-Nex-bug-20211218.png)
-
That's a little outside of the scope of Nex, though ever since Alex added the ability to do it, it has been extremely weird that no one you encounter in space gives a *** that you're carting around an illegal vessel that sparked two hell-wars, especially if an AI core is plugged into it, and you only get static for trying to sell it at a legal market.
Yeah on both points; it's weird, but also I don't have plans to add dialog for that right now.
Potential bug when starting with a custom player faction ("Own Faction").
The window for picking your planet/faction additions extends off the edges of the screen. This pushes the buttons to complete the process, as well as most of the selectable options, off the edge of the screen. Example shown below as a spoiler.
Issue seems persistent, occurred for 3 test characters.
I did not encounter this issue in v0.10.3h.
Spoiler
(https://i.ibb.co/6WtHNQc/Starsector-Nex-bug-20211218.png)
Oops, probably from not taking into account UI scaling.
Can you try this .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (put in Nexerelin/jars) and see if that resolves the problem?
-
on the topic of the own faction start, i'm sure this is just a problem with the base core system but you basically only get cyro planets. would it be possible to give the player a selection of planets to choose from instead?
-
Oops, probably from not taking into account UI scaling.
Can you try this .jar (put in Nexerelin/jars) and see if that resolves the problem?
Tested. This UI issue seems to be resolved now.
-
Out of curiosity: Is there another update planned before christmas/end of the year?
-
I am having a weird crash running random core worlds and derelict empire. just says "4 fatal" and poof if I move my ship after a save. I'm only running industrial evolution, starship legends, and archean order in addition to nex. here's the paste: https://pastebin.com/wCbk6run
The only variation so far is the "Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Luddic Path" line will be faction: Independent instead. Thank you in advance o>
*edit: I guess it's that system. I reloaded an earlier save and only crashed in that one system [independent, derelict, persean league colonies.]
-
Out of curiosity: Is there another update planned before christmas/end of the year?
Not unless there's some breaking bug I need to fix.
I am having a weird crash running random core worlds and derelict empire. just says "4 fatal" and poof if I move my ship after a save. I'm only running industrial evolution, starship legends, and archean order in addition to nex. here's the paste: https://pastebin.com/wCbk6run
The only variation so far is the "Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Luddic Path" line will be faction: Independent instead. Thank you in advance o>
*edit: I guess it's that system. I reloaded an earlier save and only crashed in that one system [independent, derelict, persean league colonies.]
Looks like the same bug as the one here (https://fractalsoftworks.com/forum/index.php?topic=23212.0), although that one's attributed to Vayra's Ship Pack.
It might well be an Archean Order bug, since the mod appears in both lists (IndEvo does too, but a crash in battle autoresolve unrelated to what IndEvo does).
Might be good to ask Morrokain in the AO thread to look into any modular ships that have improperly defined modules? That's my best guess from looking at the log trace.
-
Out of curiosity: Is there another update planned before christmas/end of the year?
Not unless there's some breaking bug I need to fix.
Ok, thanks. Then I'll give it a go and see how well it works with 0.95.1.
-
Looks like the same bug as the one here (https://fractalsoftworks.com/forum/index.php?topic=23212.0), although that one's attributed to Vayra's Ship Pack.
It might well be an Archean Order bug, since the mod appears in both lists (IndEvo does too, but a crash in battle autoresolve unrelated to what IndEvo does).
Might be good to ask Morrokain in the AO thread to look into any modular ships that have improperly defined modules? That's my best guess from looking at the log trace.
Ah, thanks! If I see it again I definitely will.
-
Is it normal for the Hegemony to win the game instantly and then remain completely dominant no matter how long the game goes on?
Is it better to start in a randomly generated sector instead of the vanilla map?
-
Is it normal for the Hegemony to win the game instantly and then remain completely dominant no matter how long the game goes on?
It's a unintentional and arguably unfixable side effect of mod (I guess would require changes to vanilla). Histidine has stated basically this much on prior occasions (prolly should add something like a dropdown in OP explaining this). Best solution is to add a few extra faction mods, should cancel out the Heg size bonus for game win if Heg makes alliance with League or Church... I complained about this very issue not six months ago! But if you RMB click on the win condition in the intel screen, player should be able to cancel it. Just pointless without extra faction mods to balance sector power determination function, since Heg will immediately win again as soon as a player cancels the win condition.
-
Hi! Sorry if this issue has been addressed, but I don't see a direct reference to it anywhere.
I am getting crashing at random intervals, almost always when flying through the core. I tried stripping out most of my mods, still does it.
Here is the error log.
Spoiler
3302775 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Laicaille Habitat to Culann
3302846 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Trying vulture fleet for market Gilead
3302846 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Dangerous fleet count: 6
3302846 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Dangerous fleet count: 6
3302848 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Spawned vulture scavengers of size 68
3302848 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [vulture scavengers] at hyperloc Vector2f[-15500.0, -8600.0]
3302881 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path watchers] at hyperloc Vector2f[-9200.0, -7900.0]
3303443 [Thread-3] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Olinadu
3304104 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Thulian Raider Base to Nachiketa
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Tibicena: day 51
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 1.0
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 169.14418, 204.0936
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 14.013654
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 12.979362
3304546 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 168.54692, 203.3412
3304547 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 29.540756
3304750 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gibidigi, faction: Persean League
3305465 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Prism Freeport to Jangala
3307188 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for pirates considering options
3307188 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking war for faction pirates
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Asher: day 5
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 0.0
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 237.14558, 204.04391
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 18.910318
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 15.758185
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 236.51527, 202.9408
3307746 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 26.3676
3309131 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetAI - Vulture Scavengers salvaging Derelict Ship
3309132 [Thread-3] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
3309133 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
3309409 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Question about Slipstreams: Where's the "OFF" switch?
-
They are a core game feature and thus do not have a no-spawn mod yet.
-
Question about Slipstreams: Where's the "OFF" switch?
In the immortal words of Deadpool, right next to the prostate. Or is that the On switch? But more seriously, I don't understand why peeps having so much trouble with slipstreams. It has a learning curve, and certainly they prolly a bigger obstacle early game depending upon fleet composition. But didn't they play enough Oregon Trail 3 (you know, the one where you actually had to do marginal steering when fording/floating rivers)? Wide is slow, narrow is fast, it's just rivers in space... although more jet streams than rivers, analogy isn't really perfect.
-
stupid question how do i figure out which ship the vulture ai is trying to salvage that is causing a fatal null log below
Spoiler
2401897 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetAI - Vulture Scavengers salvaging Derelict Ship
2401898 [Thread-3] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2402126 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
first time running into this after updating things rather new error mods used
Spoiler
adjustable_skill_thresholds - stormbringer951
armaa - shoi
raccoonarms/Arsenal Expansion - Inventor Raccoon
beyondthesector - Kentington
BSC/BigBeans Ship Compilation - BigBeans
HMI_brighton - King Alfonzo
lw_console - LazyWizard (to get the one bellow after beating up a mothership... and for when i screw around and experiment with stuff)
domain_mship_controllable/Control Domain Mothership - Biohazard041
forge_production - Ontheheavens
GrandColonies - SirHartley
HHE: Fighter Expansion - Adapted for 0.95 by Retry, Original author MrHoon
Hazard Mining Incorporated - King Alfonzo
High Tech Expansion - theDragn
Hullmod Barratry - Nextia
Industrial.Evolution - SirHartley
LTA - Yui
lw_lazylib - LazyWizard
Machina Void Shipyards - Unit9461
MagicLib - Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp...
maintenence_rebalancers - Nextia (woops acidently left this one on after screwing around did not relise till after i saved and found some shineys...)
Missing Ships - Scarface,Nautilus81,Archaeon
Modern Carriers - Sutopia
Nexerelin - Histidine (original by Zaphide)
Old Hyperion - stormbringer951
Ore Refinery - Dazs
Practice Targets - Created by Tartiflette. Based on an idea from Foxer360
Starship Legends - Sundog
Stellar Networks - Jaghaimo
Stop Gap Measures - MajorTheRed
Supply Forging - Techpriest
Sylphon_RnD - Nia and Nicke (unofficial, was called a bootleg in thread)
Terraforming and Station Construction - boggled (old version jurry rigged to work i like the archology worlds too much to let em go...)
The Star Federation - Sleepyfish
UNSC - AppleMarineXX
Unusually Gullible Hullmods - Protonus and special credits to whoever discovered that armor-cell script
vayrashippack - Vayra
WhichMod - theDragn
Yunru's Unpack Blueprints - Yunru
ZZ Safety Override mod - no credits listed (yes its gross but man is it fun to smash things face in with a big ol brick at ramming speed)
ZZ_Modified Industry Requirements - no pollution - Fokka (i get enough problems from hegmony and tri trach sat bombing followed by geting raided by pirates and insane blue ai this is basicly asprin)
asteroid ship pack - Liam556 (sometimes you just wanna rock)
zz GraphicsLib - DarkRevenant
I Think thats every last one of them gonna try disabling vara ship pack and see if thats the issue will edit this if it was
here's hoping this dont ping a buncha people...
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Hi! Sorry if this issue has been addressed, but I don't see a direct reference to it anywhere.
I am getting crashing at random intervals, almost always when flying through the core. I tried stripping out most of my mods, still does it.
stupid question how do i figure out which ship the vulture ai is trying to salvage that is causing a fatal null log below
Make sure you're using the right version of Nexerelin for your version of Starsector (0.10.3g with 0.95a, or 0.10.3i with 0.95.1a).
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Perfect, that was the problem. I didn't realize that there was a letter upgrade :D
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Is it normal for the Hegemony to win the game instantly and then remain completely dominant no matter how long the game goes on?
Is it better to start in a randomly generated sector instead of the vanilla map?
Got the same *** happen to me.They wiped out the purple faction pretty fast and then dominated perseon league pretty fast.
Any mod that might keep a check on them?
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Got the same *** happen to me.They wiped out the purple faction pretty fast and then dominated perseon league pretty fast.
Any mod that might keep a check on them?
Sindrian Diktat always gets rolled first, Nex logic for faction's choosing targets is kinda brutal like that (seriously, make sure to have enough money for multiple colonies or at least defenses, or player's colony might get rolled as soon as it hits Pop level 4). But mod author Histidine has stated before on multiple occasions that some of the issues underlying the aggression relate to vanilla stuff he can't change. His primary/only suggestion for this is add a few faction mods to balance out power equation, since small factions will band together/ally in order to not get rolled. In my current game, TT is in a triple alliance with some mod factions, they basically ate Luddic Church so far and are on verge of giving Heg a run for all marbles (originally was 4 way alliance with Diktat, but Diktat was finally conquered after about 20 years in game). Quite an interesting game so far (although I helped a little with killing Church, they just had to invade one of my colonies).
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Hello folks, can I suggest some options which be neat to include?
One about relationships, there is option for random relationships between faction, but how about option which makes reputation between all non-hostile factions be zero between each other? I just noticed what when you play with alot faction mods, alliances often become same in several play-trough, since some mod factions have already high starting rep with each other, they will form same Alliance in several playtrough. Good example is Tri-Tachyon, without faction mods they can make alliance with League or Diktat, but if you have for example Sylphon, they will always make Alliance with them because they already have high enough reputation, 70 or so. Suggested option might make Alliances more random in such situations, since now they will depend on diplomatic events.
And another one, is option to add multiplier for random diplomatic events on how much reputation loss or gain they cause.
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Relatively new to the mod, so sorry if this question seems trivial. Tried doing a search but no hits turned up.
Is there a setting that I can change to raise the max number of operatives I can have?
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Yes. The should be a Nex settings file... Somewhere? From memory I think it's in the root folder, but unsure.
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Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
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Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Pretty sure that's not a thing (Histidine I'm sure will correct me if I'm wrong), but if other faction(s) like player enough and player has colonies, it is just a normal alliance instead... although if in alliance with multiple factions, the other factions of course also have to like each other!
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Hey guys here to report a bug. Not sure its with nexerelin as im using multiple mods but this is the only one that could cause it. Basically if i assign an alpha core as administrator they disappear on reloading a game and are replaced by a secretary. The comm directory is also filled with secretaries.
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Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Pretty sure that's not a thing (Histidine I'm sure will correct me if I'm wrong), but if other faction(s) like player enough and player has colonies, it is just a normal alliance instead... although if in alliance with multiple factions, the other factions of course also have to like each other!
Just to clarify:
It's not about the situation when you have your own faction, but when you start as a free spacer without a colony.
Also, the most factions have a home-planet, where you can find the faction leader to talk about joining them, if I'm not mistaken. But how about the pirates? Or do they also have a pirate-leader?
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Hello folks, can I suggest some options which be neat to include?
One about relationships, there is option for random relationships between faction, but how about option which makes reputation between all non-hostile factions be zero between each other? I just noticed what when you play with alot faction mods, alliances often become same in several play-trough, since some mod factions have already high starting rep with each other, they will form same Alliance in several playtrough. Good example is Tri-Tachyon, without faction mods they can make alliance with League or Diktat, but if you have for example Sylphon, they will always make Alliance with them because they already have high enough reputation, 70 or so. Suggested option might make Alliances more random in such situations, since now they will depend on diplomatic events.
And another one, is option to add multiplier for random diplomatic events on how much reputation loss or gain they cause.
Interesting ideas, I'll probably put the relationship zeroing one in next version.
Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Pretty sure that's not a thing (Histidine I'm sure will correct me if I'm wrong), but if other faction(s) like player enough and player has colonies, it is just a normal alliance instead... although if in alliance with multiple factions, the other factions of course also have to like each other!
Just to clarify:
It's not about the situation when you have your own faction, but when you start as a free spacer without a colony.
Also, the most factions have a home-planet, where you can find the faction leader to talk about joining them, if I'm not mistaken. But how about the pirates? Or do they also have a pirate-leader?
Currently there isn't an invitation, the player only joins by specifically asking.
(Also you don't need a faction leader, most officials on the comm directory of any planet or station will work)
Hey guys here to report a bug. Not sure its with nexerelin as im using multiple mods but this is the only one that could cause it. Basically if i assign an alpha core as administrator they disappear on reloading a game and are replaced by a secretary. The comm directory is also filled with secretaries.
That's a really strange bug (and one I haven't encountered in my own game).
Can you provide a zip of the save? I might be able to figure out from there what's causing it.
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Question about Slipstreams: Where's the "OFF" switch?
They're not nex, they're base game.
If you find one moving in a direction you don't like, you're just gonna have to be blown off course.
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Question about Slipstreams: Where's the "OFF" switch?
They're not nex, they're base game.
If you find one moving in a direction you don't like, you're just gonna have to be blown off course.
Or just don't take it... storm surfing strategy still alive and well. Or come back after the switch!
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now here's a minor bug you probably never expected:
on the revanchist claims line in the diplomatic profiles tab, there's a minor issue with the text color. if the faction name has part of one of the market's names in it, the faction name will be colored and not the market name. in this example: the luddic church has a claim on a planet named chu. so, it's colored as luddic church.
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Do you guys take suggestions?
The beginning selection for this mod is fantastic. Buuuttt... I think with a little tweaking it could be indispensable!
Remember the last photo or few photos the player chose.
Remember the name the player last chose.
Already remembers settings in the same session... but maybe remember them between loads?
And here's the big part: Separate the character / universe generation from the planet/faction generation.
A player getting ready to generate a new game may not want their first planet, etc. Even just remembering those initial choices would save a lot of repeatative motions.
Bonus points if My Faction remembers your name, flag, prefix, etc.
And THEN generate my new faction, new character fleet location, or whatever.
And if it sucks.... keep as many of those choices as possible to generate a new one.
... 'Cause I just want to start PLAYING!
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Does anyone know if there's a save transfer/game plus mod that works with nex?
Current system has no decent planets and I don't feel like starting over again with my fleet.
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Get TASC and make them decent.
Or lower your standards. Any planet's a profit eventually.
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Get TASC and make them decent.
Or lower your standards. Any planet's a profit eventually.
Was there like another Sseth video or something? Seems to be a lot of new peeps on forums, all complaining about game difficulty, just wanna skip straight to the profitable colony or whatever. Don't get me wrong, I prolly complained a year ago, but still... getting kinda ridiculous.
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Got the same *** happen to me.They wiped out the purple faction pretty fast and then dominated perseon league pretty fast.
Any mod that might keep a check on them?
Sindrian Diktat always gets rolled first, Nex logic for faction's choosing targets is kinda brutal like that (seriously, make sure to have enough money for multiple colonies or at least defenses, or player's colony might get rolled as soon as it hits Pop level 4). But mod author Histidine has stated before on multiple occasions that some of the issues underlying the aggression relate to vanilla stuff he can't change. His primary/only suggestion for this is add a few faction mods to balance out power equation, since small factions will band together/ally in order to not get rolled. In my current game, TT is in a triple alliance with some mod factions, they basically ate Luddic Church so far and are on verge of giving Heg a run for all marbles (originally was 4 way alliance with Diktat, but Diktat was finally conquered after about 20 years in game). Quite an interesting game so far (although I helped a little with killing Church, they just had to invade one of my colonies).
I turned on random sector generation and then turned off the default power balancing and now the game is fine. All factions started equally and conduct diplomacy in a normal manner. Once they all teamed up the diplomatic side has ground to a halt though, but it seems to be working as intended! The hegemony still has an edge - but now I'm fifty cycles in and no one faction is a complete victor.
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I turned on random sector generation and then turned off the default power balancing and now the game is fine. All factions started equally and conduct diplomacy in a normal manner. Once they all teamed up the diplomatic side has ground to a halt though, but it seems to be working as intended! The hegemony still has an edge - but now I'm fifty cycles in and no one faction is a complete victor.
Cool, but that requires random sector generation. Which usually spreads factions out... but wow 50 cycles?! Most people either win or start a new game by then. Wonder if there is a max time limit for game (112 cycles maybe?).
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Cool, but that requires random sector generation. Which usually spreads factions out... but wow 50 cycles?! Most people either win or start a new game by then. Wonder if there is a max time limit for game (112 cycles maybe?).
I left the game running just to see how the diplomacy would run with these settings. I think maybe 3 were actual playtime.
I kept populated systems at 12 and basically each faction started with 2 planets all in the core systems.
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Edit: I've finally found some good loot, I think I just have a very desolate sector. I've pretty much already conquered the whole sector, I just kept exploring to see what was up with this game. Despite exploring 5 neutron stars and 4 black holes, pretty much nothing in the entire western half of my sector, which is where I built my colonies. I finally found some remnants in the eastern half, and as soon as I found them some good loot started to appear.
Anyone get this possible bug? Random core worlds enabled, no mods other than nexerelin enabled, along with needed libraries.
I've explored about 20% of the galaxy and have found mostly domain probes, and I've "exhausted" their loot since the last 10 probes have only given me fuel/supplies/normal loot. No more blueprints or otherwise special colony items like a synchotron. I've found zero equipment/technology caches, and only 1 research station the whole time. I explore every planet and ruin, and basically I've gotten nothing useful except normal vendor items. I thoroughly explore all planets, the center black hole / sun, and each hyperspace exit. Just tons of probes, no caches, and very rare research stations.
Was there a loot table change in .95.1a? I feel like great loot was easily obtainable in .91, where the good stuff was everywhere and I couldn't look through 2 systems without being showered in wealth.
Also, I notice that there are no REDACTED enemies anywhere to be found, so there's not even a place to farm cores. Does anyone else also notice the lack or rare loot now? Maybe there was a balance change by Alex and now the rare stuff is actually rare.
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I get a weird crash when choosing the tutorial start with Nex. Once the bar gets to full, it just crashes.
I don't actually have a log, because- and this is what makes it weird- loading the game again works fine. Same character, no crash.
Just thought I should mention it, least no-one do so.
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I get a weird crash when choosing the tutorial start with Nex. Once the bar gets to full, it just crashes.
I don't actually have a log, because- and this is what makes it weird- loading the game again works fine. Same character, no crash.
Just thought I should mention it, least no-one do so.
I thought that was a known bug, basically have to skip tutorial if using Nex IIRC. Or maybe start tutorial at lvl 2? But I guess maybe that got changed since you seem to have been able to load the game again without issue...
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I get a weird crash when choosing the tutorial start with Nex. Once the bar gets to full, it just crashes.
I don't actually have a log, because- and this is what makes it weird- loading the game again works fine. Same character, no crash.
Just thought I should mention it, least no-one do so.
I thought that was a known bug, basically have to skip tutorial if using Nex IIRC. Or maybe start tutorial at lvl 2? But I guess maybe that got changed since you seem to have been able to load the game again without issue...
I thought Starsector 0.95.1a fixes that issue (and indeed it didn't appear in my test just now).
(I took Nex's warning of the bug out from 0.10.3i, but it should still be in 0.10.3g)
Anyone get this possible bug? Random core worlds enabled, no mods other than nexerelin enabled, along with needed libraries.
I've explored about 20% of the galaxy and have found mostly domain probes, and I've "exhausted" their loot since the last 10 probes have only given me fuel/supplies/normal loot. No more blueprints or otherwise special colony items like a synchotron. I've found zero equipment/technology caches, and only 1 research station the whole time. I explore every planet and ruin, and basically I've gotten nothing useful except normal vendor items. I thoroughly explore all planets, the center black hole / sun, and each hyperspace exit. Just tons of probes, no caches, and very rare research stations.
Was there a loot table change in .95.1a? I feel like great loot was easily obtainable in .91, where the good stuff was everywhere and I couldn't look through 2 systems without being showered in wealth.
Also, I notice that there are no REDACTED enemies anywhere to be found, so there's not even a place to farm cores. Does anyone else also notice the lack or rare loot now? Maybe there was a balance change by Alex and now the rare stuff is actually rare.
Nex doesn't touch that stuff. But yeah, I vaguely recall some discussion on things being rarer since 0.95, especially pristine nanoforges.
Might be good to follow up the probe -> survey ship -> mothership breadcrumb trails, if you've picked up any. Also neutron stars should still have fairly common research stations next to the star.
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Maybe I haven't done a tutorial start in 0.95.1? Huh.
Huh, guess I really haven't. No crash for me either.
Apologies for the waste of time.
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Nex doesn't touch that stuff. But yeah, I vaguely recall some discussion on things being rarer since 0.95, especially pristine nanoforges.
Because .95 added a bunch of extra colony items to rare pool, it has led to some "inflation," for lack of a better term. Plus, certain mods (specifically Kentington's terraforming mod off top of my head, but prolly others also) also further inflate said rare item pool, so currently player basically has to raid factions in core for for some things... plus also harder to use colony items now, darn synchrotron core needs no atmosphere instead of just giving pollution! But here's hoping Kentington fixes their mod soon!
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(forgot to reply to this post earlier)
Remember the last photo or few photos the player chose.
Remember the name the player last chose.
Already remembers settings in the same session... but maybe remember them between loads?
And here's the big part: Separate the character / universe generation from the planet/faction generation.
A player getting ready to generate a new game may not want their first planet, etc. Even just remembering those initial choices would save a lot of repeatative motions.
Bonus points if My Faction remembers your name, flag, prefix, etc.
And THEN generate my new faction, new character fleet location, or whatever.
And if it sucks.... keep as many of those choices as possible to generate a new one.
... 'Cause I just want to start PLAYING!
All this stuff is for vanilla (so maybe suggest to Alex if you haven't already), except the Nex start settings. I might implement persistence for those (with a reset button) at some point, maybe not right away.
Though personally I create a new (as in different name, appearance and faction identity) character for each run anyway.
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Question about Slipstreams: Where's the "OFF" switch?
They're not nex, they're base game.
If you find one moving in a direction you don't like, you're just gonna have to be blown off course.
Or just don't take it... storm surfing strategy still alive and well. Or come back after the switch!
Doesn't help when you're trying to get to somewhere on the opposite side of the slipstream and it's one of the ones that coves one third of the sector.
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I gifted a planet to a faction thinking that it would help it. But unfortunately even after a year in-game, the factions hadn't built a single thing in it. Is that expected?
It would be great if factions build security and other economy buildings according to the planet resources
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I actually gifted a faction a planet with Heavy Industry (Sindria to Scalartech, to be precise) and they actually dismantled the heavy industry for some reason, thus yeeting the CForge into the aether. Was sort of wondering what was up with that.
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I gifted a planet to a faction thinking that it would help it. But unfortunately even after a year in-game, the factions hadn't built a single thing in it. Is that expected?
It would be great if factions build security and other economy buildings according to the planet resources
NPCs check whether to build stuff when receiving the colony from player, or when it grows in size. They can choose not to build anything when the check takes place, though.
I actually gifted a faction a planet with Heavy Industry (Sindria to Scalartech, to be precise) and they actually dismantled the heavy industry for some reason, thus yeeting the CForge into the aether. Was sort of wondering what was up with that.
If a faction already has a heavy industry somewhere, and the new one isn't adequately defended, they'll dismantle it; this is protection against an exploit for easy BP raids.
Though in the current dev version I've fixed it so the nanoforge doesn't vanish forever when this happens (it'll be put on a submarket for sale).
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Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
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Hello,
Just downloaded this mod and my game crashed at the loading screen. Any fixes?
11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
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When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?
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Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
Sadly, there isn't a general manual for most things :(
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
Hello,
Just downloaded this mod and my game crashed at the loading screen. Any fixes?
11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
Make sure you're not using Nexerelin v0.10.3i (or any other mods made for Starsector 0.95.1a) with Starsector version 0.95a.
(Last version of Nex for 0.95 is v0.10.3g, available earlier in this thread or on the GitHub releases page)
When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?
Most Nex-spawned fleets require disrupting both the spaceport and (if any) military base to prevent spawning.
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Spoiler
Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
Sadly, there isn't a general manual for most things :(
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
I assume its intended to give them autonomy OR play it with mods(like maxsize 8?past that i dont think its reasonable) or use ai cores but aint a fan of that
i am pretty sure that about [50] is the soft cap then if you have vanilla max cap of 6 and [80] with a cap of 8
will probably have get to know what that autonomy gonna do or mess around and change it in config,the idea is something like Spoiler
floor((personal cap+admin cap-x)*max colony size*0.9),making it so you should get +x free admins as long as majority of your colonies stay near-maxed and x+1 if all of them are maxed(ES2-inspired mechanic,in there you could add +1 admin cap as a lategame structure on colony as long as it was level 4(max) allowing you to scale as long as you develop what you have)
not sure if that sounds broken or even doable to change in settings and if its out of scope to suggest for you as a author,but that is something i will do for myself probably
and another little question,raid as a another mission type for fleet request?or scrapped idea
Thanks for the info anyways
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Would it be possible to require active player agency/effort to defeat factions? As in adding an optional setting requiring player aggressive activity in the faction's homeworld system before it can be taken over, maybe a timer or destroyed fleet number as the final required step. Loved the mod for years but sometimes I just miss whole factions before they're conquered and certain campaigns I just want at least some fight with most of them. The main character in a book feeling
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Hello I have an issue with my game, it's not really related to Nexerelin, but I don't know where to ask... Sorry (if you can tell me where to ask that, for the next time, it would be nice)
My game is crashing due to an administrator I've leave at the academy and apparently he can but shoudn't get a 3rd level because the game can't find " JSONObject["adminSalaryTier3"] ", so I would like to know how to put in a salary value so I can get my administrator out of there, or if I could just delete him of my save in-game or throught the codes.
Please help
There is the starsector.log:
Spoiler
211310 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
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Hello I have an issue with my game, it's not really related to Nexerelin, but I don't know where to ask... Sorry (if you can tell me where to ask that, for the next time, it would be nice)
My game is crashing due to an administrator I've leave at the academy and apparently he can but shoudn't get a 3rd level because the game can't find " JSONObject["adminSalaryTier3"] ", so I would like to know how to put in a salary value so I can get my administrator out of there, or if I could just delete him of my save in-game or throught the codes.
Please help
There is the starsector.log:
Spoiler
211310 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more
This is a problem related to Industrial Evolution (hence the IndEvo in your error log).
Perhaps this post (https://fractalsoftworks.com/forum/index.php?topic=18011.msg351816#msg351816) could help address your error.
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Is there an exact doc of sorts on how player faction works?apart from this
Spoiler
Quick help
Alliances link
Mining link
Faction config files link
i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of play
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
Sadly, there isn't a general manual for most things :(
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
Hello,
Just downloaded this mod and my game crashed at the loading screen. Any fixes?
11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
Make sure you're not using Nexerelin v0.10.3i (or any other mods made for Starsector 0.95.1a) with Starsector version 0.95a.
(Last version of Nex for 0.95 is v0.10.3g, available earlier in this thread or on the GitHub releases page)
When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?
Most Nex-spawned fleets require disrupting both the spaceport and (if any) military base to prevent spawning.
First of all, happy new year Histidine!
Second, I think the bonus admin system could use some slight buffs. When it was introduced the player could have 2 more colonies (iirc) in vanilla and the size limit was 10. Now in vanilla, we can only govern 5 colonies, with a maximum size of 6, each. That translates to 7 (each being size 6) colonies without stability penalty, or 11 (because (5+3)*6+(3*6)=66<80) with 3 stability penalty, for personally managed colonies.
Compare that to the previous state, where the 7 vanilla colonies resulted in a theoretical limit of 70 total market size, plus the bonus admins gave another 5 worlds for an additional 50 market size (unlocking the 10,25,50,80,120 bonus admins).
Additionally, the old skill system buffed stability with ground operations, so going over soft cap wasn't that big of an issue.
Moreover, the new system could seriously hinder our perception, that the player faction is an equal one. With the new skill system, you can't control a state as big as the Hegemony or in fact, you can't take over the Hegemony (total market size with size 6 planets, plus the two outliers (7,8) is 75 (6*10+7+8), but with only 5+3 (bonus) admins, you have to suffer a stability penalty of 4). This breaks Nex's 4X immersion because by definition, managing the Hegemony should be possible, building an empire with this size should be OK, if we suppose the player is an equal actor.
My suggestion to remedy the situation is to alter the bonus admin system, so it could support a faction with the size of the Hegemony without autonomous colonies, penalties, or AIs. Basically what I'm saying is that the player should be able to become the Hegemony using the same policies as the Hegemony, if we respect the in-universe rules.
One concrete example for an altered bonus admin system:
*The Hegemony at the start has a 65 total market value, with 12 worlds.
*Playe could govern 5 colonies without admins.
*The theoretical maximum size of these worlds using starting Hegemony population sizes is: 8+7+6+6+5 (Chicomoztoc, Eventide, Jangala, Yama, pick one size 5) = 32.
*It should be possible to govern the other 7 colonies with bonus admins, without penalties.
*It is possible to go over the cap to unlock one additional bonus admin.
*That means 65-(smallest market size for the Hegemony) should unlock 6 admins. That's 61 (Tigra City or Citadel Arcadia is size 4).
*Similarly 57/5 bonus, 52/4 bonus, 47/3 bonus, 42/2 bonus, 37/1 bonus as a minimum, if we suppose, that the Hegemony is a math problem that is a stable polity at every possible step during expansion ( :P ), expanding first to larger worlds. Of course, no one stated this, but it would make the player's life easier. :P
*The only hard criteria is to unlock the 7th bonus admin at size 65.
*From the above calculations, if I didn't mess up, we could derive numerous [size/bonus admin unlock] series.
*For eg.: 5/1, 10/2, 25/4, 50/7 ...
*Another one 1/1, 2/2, 4/3, 8/4, 16/5, 32/6, 64/7... using the powers of 2
*Basically every combination works if it results in a stable expansion at least up until the size of the Hegemony.
I know that this is a pretty radical proposal, significantly altering the status quo. However, the base game changed significantly when it comes to colonies, so I think we must adapt to meet the new environment.
I hope what I laid down, makes sense and even if you won't adopt it you find my thoughts helpful/interesting. I know we can alter the numbers ourselves, but I think changing the default makes this already wonderful mod even more realistic, without a lot of hard work on your part.
So I'm hoping you found this useful and didn't mind reading through this long post.
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Just one quick note:
5/1, 10/2, 25/4, 50/7 wors for the League, too.
However the League is a lot less centralized polity in the lore, so it doesn't have to check the "no autonomous colony" criteria.
It has a market size of 51 at the start, but still with 12 worlds, so it's a bit harder to find good series for it...
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I keep getting this error with version "0.10.3g" (i am still on version 0.95a)
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - HVB not completed for Xhan_vukan_bounty
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - Trying boss ship XHAN_Goggergeck
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - IBB/HVB ships available: 18, 3
242481 [Thread-3] INFO sound.oo0O - Cleaning up music with id [Stellar_Rust.ogg]
242482 [Thread-3] INFO sound.oo0O - Cleaning up music with id [Stellar_Rust.ogg]
242780 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:151)
at stelnet.board.query.provider.MarketProvider.updateMarket(MarketProvider.java:55)
at stelnet.board.query.MarketUpdater.advance(MarketUpdater.java:23)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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sorry about the late reply i fixed my issue by deleting nex and reinstaling guess something went wrong on umpack
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Hmm, I don't think there ought to be an assumption that the player can replicate what the Hegemony (formed from a pre-organized military unit, with an established bureaucracy/chain of command/all that jazz) does, in contrast to being on the level of one of the smaller powers like Tri-Tachyon or Luddic Church.
But I may increase the supply of bonus admins all the same.
I keep getting this error with version "0.10.3g" (i am still on version 0.95a)
Open SWP's data/config/prism/prism_boss_ships.csv, and change the line with "swp_boss_wasp_wing" to "uw_boss_wasp_wing".
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Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.png
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Open SWP's data/config/prism/prism_boss_ships.csv, and change the line with "swp_boss_wasp_wing" to "uw_boss_wasp_wing".
Thank you!
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Is there a way to change the speed of the ground battle resolution? Perhaps an option that changes turn resultion to happen every week instead of everyday? As it is, it seems to resolve far too quickly, and it seems that AI fleets aren't even able to respond to the invader fast enough before their planet is taken.
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How long does it take for faction to respawn if you choose the option to do so?
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Probably the wrong place to ask for this but I recently started the game and even more recently started this mod, I was wondering if any one has any decent seeds they might be willing to share? Looking to see what colonization is like with the mod.
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Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.png
The war weariness mechanic wasn't really meant for hostile-to-all factions like Legio. I could implement a new trait to negate this effect like Timid suggested elsewhere, assuming I don't find another solution.
(On that note, are they already hostile to the target of the war vote? I probably ought to make this situation an automatic yes vote)
How long does it take for faction to respawn if you choose the option to do so?
The check is done every 60 days on average, although only one faction can be picked for respawn at a time, and that faction may use up its "turn" spawning the base to launch the invasion from.
Is there a way to change the speed of the ground battle resolution? Perhaps an option that changes turn resultion to happen every week instead of everyday? As it is, it seems to resolve far too quickly, and it seems that AI fleets aren't even able to respond to the invader fast enough before their planet is taken.
There isn't such an option right now; maybe I'll add one later.
Probably the wrong place to ask for this but I recently started the game and even more recently started this mod, I was wondering if any one has any decent seeds they might be willing to share? Looking to see what colonization is like with the mod.
Seeds are pretty difficult to share since they're very sensitive to changes (adding or removing any faction mods changes the output, in particular). But if anyone has a Nex+vanilla-only seed they'd like to share, feel free to chime in :)
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A lot to say about this mod obviously - being the game changer that it is. I'll spare you with all the niceties and get straight to the latest point :
Ground battles are a fantastic and more than welcome addition for mid to late game. There was nothing. Almost nothing. And now I tend to keep on playing late into the nothing-more-to-do-but-war phase. Thanks to you. Still balancing and various QOL I suppose on your end. But already a staple of any interesting playthrough.
I've been dying to say this recently and to thank you for all you do for this game. I've been a quiet lurker since SS 0.8 and seeing all you modders did and still do for this weird little niche software keeps blowing my mind. Thank you for hundred of hours of fun.
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A lot to say about this mod obviously - being the game changer that it is. I'll spare you with all the niceties and get straight to the latest point :
Ground battles are a fantastic and more than welcome addition for mid to late game. There was nothing. Almost nothing. And now I tend to keep on playing late into the nothing-more-to-do-but-war phase. Thanks to you. Still balancing and various QOL I suppose on your end. But already a staple of any interesting playthrough.
I've been dying to say this recently and to thank you for all you do for this game. I've been a quiet lurker since SS 0.8 and seeing all you modders did and still do for this weird little niche software keeps blowing my mind. Thank you for hundred of hours of fun.
Thank you for the praise! I'm confident that all of us modders are happy when someone gets value from the work we put out there.
The new ground battles are probably the single heaviest feature (in terms of code volume and time spent) in Nexerelin, but I'd been meaning to do something along those lines since the raid update in Starsector 0.95, and making invasions more interesting has been requested a couple of times in the past too. I like how it turned out, and it seems a good number of people do too :)
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Let me put it like this :
Reach the system for an invasion. Take care of a couple of fleets while reaching the planet itself. Then blow up the station and it's last remaining fleet. Here ends "vanilla" and you work begins. Vanilla would have a text only management of the attack and that's it. You win or you lose, but the event ends here. Couple minutes, tops.
So here is what you added :
On a custom tactical screen based on the intel menu you launch the invasion and manage the troops (resize some units, move them to engage, use a commander skill). Give the order to attack and back to space view.
Then you have to hold. Other planets in the system are gonna launch some space enforcers too and they'll be coming your way on full burn. The invasion is progressing nicely (tactical screen again to assess and manage the troops and use skills) but you need to hold this space or the other guys will counter invade (I suppose ? Never got to actually see it so maybe I'm extrapolating too much). And anyway having space superiority lets you unleash skills to help the invasion. You need to hold. While still taking care of the ground pound you manage to repel a couple more fleets by the skin of your teeth : CR keeps going down fight after fight and can't max back before the next so space battles become harder and harder. And not only does that wreck your supplies but you also use a lot of it for the ground skirmish. So supplies start running out. This is becoming tense.
After a couple minutes waiting for that big fleet that'll terminate your endeavor (and it's coming, you know it's coming), after a last round of guerilla warfare you hear a powerful cheer from the surface and the planet is yours.
You can land for R&R and look at the spoils of war. And at the casualty count. It took around 20 minutes of nail biting successive fights and army management.
I know I'm explaining his mod to a modder. But I really clicked with your mechanics lately, and wanted to share how it feels. And it feels great.
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Hello, I keep getting this null error when I load back into a save file, using Nexerelin v0.10.31 with the most recent Starsector Patch. Is the save file caput or is there something I can do? It occurs about 10 seconds after I load into the save. I already tried uninstalling and reinstalling the game as well as my mod list. Thanks!
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.invasion.InvActionStage.performRaid(InvActionStage.java:273)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$3.run(BaseAssignmentAI.java:463)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hello, I keep getting this null error when I load back into a save file, using Nexerelin v0.10.31 with the most recent Starsector Patch. Is the save file caput or is there something I can do? It occurs about 10 seconds after I load into the save. I already tried uninstalling and reinstalling the game as well as my mod list. Thanks!
Looks like it's crashing in a strange place, I'm not sure how it can happen.
One temporary workaround is to teleport to the invasion target (using devmode Ctrl+click teleport, or the console mod's jump and goto commands). Then use the console kill command to delete the invasion fleets.
If it still happens after this, you could upload the save somewhere and I can try debugging it from there.
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Looks like it's crashing in a strange place, I'm not sure how it can happen.
One temporary workaround is to teleport to the invasion target (using devmode Ctrl+click teleport, or the console mod's jump and goto commands). Then use the console kill command to delete the invasion fleets.
If it still happens after this, you could upload the save somewhere and I can try debugging it from there.
Killing the ships worked! Thanks so much Histidine love your mod.
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How come the marines disappear instead of returning to the ship after a successful invasion?
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They go into the storage of the planet.
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The ground battle looks like a different alien game at a glance - but then you actually do it, and realize it's tied into all the best parts of Starsector and success directly depends on your fleet's history and combat efficiency and logistics capacity and stealth and...
The fact that invasions actually take time and you might or might not want to stick around is awesome. There's room both for planet-crushing capital invasion fleets filled with tankers and cargo vessels, and upstart frigate wolf packs hiding in asteroids while a group of marines recruited in a bar tries to put the next Warlord Kanta in power. Very cool.
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I did want to provide a little feedback wrt the tutorial invasion: it's possible for it to spawn the "pirate" invasion fleet (which seems to use the mercenary faction) with several Phantoms. That's... kind of a lot of raid/invasion power to hand to a player in their first cycle! Sadly it's also random, so you can end up with anywhere between the multiple Phantoms and a single crappy Valkyrie.
I dunno if there's much you can do to influence that or if it's even really that potentially imbalanced, but it did stick out to me.
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How exactly are you supposed to invade late game?I keep throwing 1000s of soldiers but they keep winning with barely any soldiers in their slots.
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How exactly are you supposed to invade late game?I keep throwing 1000s of soldiers but they keep winning with barely any soldiers in their slots.
Bring some ships with ground support hull mod package, mostly. Using ECM or other invasion abilities added by mod also helps, although the one ability that requires a single SP to use is crazy overpriced since SP generation at endgame kinda wonky.
Also, unfortunately mod invasions kinda seem to require a tactical bombardment for success, which does appear to be a possible balance issue. But since no real solution to this, gotta live with it for now...
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How exactly are you supposed to invade late game?
You can do it multiple times in a row wilting their defense more and more with each pass. And costing them a lot of stability - and thus ruining their defense in the middle-long term and for subsequent invasions. But you need to leave and come back with fresh troops and ships pretty fast for it to work.
You can also harass the planet beforehand - destroying supply fleets and/or raiding the planet. Agents work well too. Same goal : get stability to drop and thus ruining their defense potential. Time consuming and can be hazardous to your reputation if supply fleets are from other factions. Take care to especially destroy the "Relief fleets".
You could order an invasion fleet from the Z menu and work with them when they arrive.
You have options.
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Ground Support hullmods also let you deploy more troops at once.
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Ground Support hullmods also let you deploy more troops at once.
I think the math is simpler than that (although I could be wrong, dunno if mod also changes this for invasion). As far as I can tell, it just increases effectiveness of marines up to whatever ceiling is hit (either # of marines or # of ships with hull mod). So 1000 marines with 5 Valkyries = 1500 marines, while with 5 Phantoms = 2000 marines. But if it also affects literal deployment amount in mod, that should prolly be more clearly noted somewhere.
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It's stated in the movement points tooltip (if you had any ground support the previous turn) and also the ground support tooltip in the info panel. I think I'll put it somewhere in the help panel as well.
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It's stated in the movement points tooltip (if you had any ground support the previous turn) and also the ground support tooltip in the info panel. I think I'll put it somewhere in the help panel as well.
Ok I found out you can interact with the "minigame" while the invasion is going on by going to intel and clicking on the ongoing invasion tab which made me bombard every 2 turns making everything alot easier.
Just FYI I thought you could only interact with the minigame tab before starting the invasion and couldn't interact with it until the invasion ended.Turns out you can access it by clicking the invasion "intel" tab.
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Turns out you can access it by clicking the invasion "intel" tab.
Or each "turn" when you get notified bottom left of the battle progress you can clic that and get to the invasion screen. Very handy.
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How do I find out what my factions alignments are? Do I have any control over what alignments my faction has?
Right now all I see is that some factions don't like my alignment and others do.
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Player faction has no alignments, and this can't be changed ingame. NPC factions' alignments can be seen in the diplomacy profiles tab of the Intel screen.
(To join an alliance, the faction needs to have a non-negative score for that alignment. To form an alliance, the two factions involved need an alignment where their scores sum to 1 or more.)
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Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.
Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?
I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
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I assume if you're commissioned by a faction all your conquests go to that faction?
I founded a few independent colonies but am commissioned with Tri Tachyon. One of those colonies was conquered by someone else, so then I took it back. It went to Tri Tachyon though rather than back to being an independent colony.
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I was wondering about a few things. Faction resurgence - how does the mod pick what faction to get to make a resurgence attempt? I'm playing with the Mayasuran mod and they were wiped out very early and not even once have they gotten to make a resurgence.
Can I change the time for resurgence to occur without messing up my save? As in, this: "factionRespawnInterval"
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I assume if you're commissioned by a faction all your conquests go to that faction?
I founded a few independent colonies but am commissioned with Tri Tachyon. One of those colonies was conquered by someone else, so then I took it back. It went to Tri Tachyon though rather than back to being an independent colony.
There's an option in the battle screen after you conquer a planet where you can take a colony under your own control at the cost of some reputation with the faction you're commissioned with.
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Player faction has no alignments, and this can't be changed ingame. NPC factions' alignments can be seen in the diplomacy profiles tab of the Intel screen.
If I have no alignments then why is it that I have a disposition penalty due to alignments in the diplo screen?
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I was wondering about a few things. Faction resurgence - how does the mod pick what faction to get to make a resurgence attempt? I'm playing with the Mayasuran mod and they were wiped out very early and not even once have they gotten to make a resurgence.
Can I change the time for resurgence to occur without messing up my save? As in, this: "factionRespawnInterval"
That's the setting you need to change, yeah. Although the new number is only used ingame once the current interval ends.
The faction that "gets to go" is picked randomly from all eligible-to-respawn factions (not set to non-respawning, not on cooldown, and hasn't used up all respawn chances).
Speaking of that last, the chances used number is incremented again if the faction gets back in the game for whatever reason, such as player giving them a planet (i.e. launching a respawn invasion which then succeeds uses up two chances). It shouldn't double dip like that, I'll change it.
Player faction has no alignments, and this can't be changed ingame. NPC factions' alignments can be seen in the diplomacy profiles tab of the Intel screen.
If I have no alignments then why is it that I have a disposition penalty due to alignments in the diplo screen?
Huh, I'd forgotten that there's a (bidirectional) bonus/penalty based on the sum of the factions' Diplomatic alignment.
Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.
Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?
I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
The console command uses the standard scaling of invasion fleet size to target strength; for custom size you'd need to figure out a runcode command.
To spawn a new rebellion you can use this command, replacing the market ID appropriately:
runcode exerelin.campaign.intel.rebellion.RebellionIntel.startDebugEvent("<internal market ID>")
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Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.
Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?
I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
The console command uses the standard scaling of invasion fleet size to target strength; for custom size you'd need to figure out a runcode command.
To spawn a new rebellion you can use this command, replacing the market ID appropriately:
runcode exerelin.campaign.intel.rebellion.RebellionIntel.startDebugEvent("<internal market ID>")
I tried the command for spawning rebellions but it doesn't seem to work for colonized planets. It works fine if I want to spawn a rebellion on one of the planets present at the beginning of the game (With the rebellion spawning right when I close the console) but not for anything created after it seems (No errors pop up but a rebellion doesn't get spawned). I used the "list markets" command to get the ids if that makes a difference.
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Someone help. I'm trying to turn nexerelin off and it won't let me.
Spoiler
106991 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
at data.scripts.everyframe.SWP_PluginStarter.init(SWP_PluginStarter.java:36)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.õ00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more
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I'm trying to turn nexerelin off
If you mean "trying to uninstall it mid playthrough" then it's not gonna happen. You just can't AFAIK. Need to start from scratch with Nex or start from scratch without Nex. Can't redo afterwards.
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Disabling a faction with Nexerelin still leaves their ships and weapons in the game. I'd like to play without a vanilla faction, their faction ships and their faction weapons.
I always end up using certain Tri Tachyon ships and weapons. They are too good! Thought it might be fun to play without them being available. Have only factions from mods and pirates. Is this possible without a lot of effort?
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I'm trying to turn nexerelin off
If you mean "trying to uninstall it mid playthrough" then it's not gonna happen. You just can't AFAIK. Need to start from scratch with Nex or start from scratch without Nex. Can't redo afterwards.
You see, several mods updated today that break saves, so when I updated them I thought "I'm not really using much of the nexerelin features anyway." So after deleting the old save I close the game and disable nex, but that causes the game to crash during the preload. I can see that SWP is referenced in the crash, but I cant find what its referencing.
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I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.
False: this is not my feelings at all. Also, this is like a year later and this garbage behavior still isn't fixed.
You say that it makes sense for independents to be mad I fought one of them; clearly you didn't actually read my post. I AM INDEPENDANT AND I WAS THERE FIRST. If they would be mad that I killed the vultures they should be just as mad that the vultures attack me. They literally are acting like pirates and then patrols jump in. Get you player-punishing double standards out of my 4x. There's no place for them here.
I will repeat myself because no one reads: It's nonsensical that the patrols (especially when I just saved them) would side with the vultures. That's the problem. It makes literally no rational sense. It's just arbitrary garbage that a logical person could never predict and plan for because it flies in the face of basic human behavior. It's just "to make things harder" and that's just awful, uncreative, *** false difficultly.
Would it be easy to change a setting that just makes them into pirates instead of independents because that's what they literally are?
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I'm trying to turn nexerelin off
If you mean "trying to uninstall it mid playthrough" then it's not gonna happen. You just can't AFAIK. Need to start from scratch with Nex or start from scratch without Nex. Can't redo afterwards.
You see, several mods updated today that break saves, so when I updated them I thought "I'm not really using much of the nexerelin features anyway." So after deleting the old save I close the game and disable nex, but that causes the game to crash during the preload. I can see that SWP is referenced in the crash, but I cant find what its referencing.
Nex is a dependency for some mods (although I couldn't tell you which), and you might not be lucky enough to have all of them labelled as such.
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Disabling a faction with Nexerelin still leaves their ships and weapons in the game. I'd like to play without a vanilla faction, their faction ships and their faction weapons.
I always end up using certain Tri Tachyon ships and weapons. They are too good! Thought it might be fun to play without them being available. Have only factions from mods and pirates. Is this possible without a lot of effort?
If you disable TT, any faction that knows the same ships/weapons/fighters that TT does will still have them.
I can't think of a feasible way for the mod to change this behavior in the context of shared tech types (whether the specific items are added to the relevant BP package by vanilla or a mod), unfortunately. Although removing a particular ship/weapon/wing from its blueprint package is a matter of editing the relevant CSV files.
I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.
False: this is not my feelings at all. Also, this is like a year later and this garbage behavior still isn't fixed.
You say that it makes sense for independents to be mad I fought one of them; clearly you didn't actually read my post. I AM INDEPENDANT AND I WAS THERE FIRST. If they would be mad that I killed the vultures they should be just as mad that the vultures attack me. They literally are acting like pirates and then patrols jump in. Get you player-punishing double standards out of my 4x. There's no place for them here.
I will repeat myself because no one reads: It's nonsensical that the patrols (especially when I just saved them) would side with the vultures. That's the problem. It makes literally no rational sense. It's just arbitrary garbage that a logical person could never predict and plan for because it flies in the face of basic human behavior. It's just "to make things harder" and that's just awful, uncreative, *** false difficultly.
Would it be easy to change a setting that just makes them into pirates instead of independents because that's what they literally are?
ask your mom
(I could have posted useful and relevant information here, but that's for people who try to have a useful discussion to begin with)
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Granted, we have discussed the idea that the vultures feel distinctly non-granular w/r/t rep and claim-jumping with the NPCs being totally unable to respect you getting there first, and even system authorities potentially being "hey knock it off" if two indeps start a firefight in their volume
but the answer is "some of those game systems aren't really a thing Histidine can reasonably mod, and even if they are moddable, there's better uses of Histidine's time" and that without the vultures big invasions just become endless loot pinatas
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I am probably missing something obvious, but how do I get to the ground combat in the "Ground Pound" tutorial mission? I cannot find any menu options on the planet different from any other colony. And NPC which explains the elements of the tactical screen turns out to not be very useful to someone who cannot find the tactical screen.
Edit: flying away to work on something else resulted in the mission completing and getting the dinner invite ground side. I smashed a pirate fleet on my way in and never landed my marines, so I don't think it worked as an introduction to the ground combat system.
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I am probably missing something obvious, but how do I get to the ground combat in the "Ground Pound" tutorial mission? I cannot find any menu options on the planet different from any other colony. And NPC which explains the elements of the tactical screen turns out to not be very useful to someone who cannot find the tactical screen.
Confused me as well. In your Intel panel (E on the keyboard) there'll be a section for the invasion in there. I just found it via the "New" tab in Intel, honestly; not sure how to find it otherwise. Anyway, if you click on it, it'll bring up the the planetary invasion screen and let you move your troops and use abilities. It's turn-based and one turn equals one in-game day; if you want to just run through it, orbit the planet, progress time until a day passes and the invasion popup updates, manage the next turn via Intel, repeat until finished.
I agree though, it could use a reworked tutorial. I had to Google it and I'm pretty good at extrapolation/messing around until I figure things out.
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Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.png
The war weariness mechanic wasn't really meant for hostile-to-all factions like Legio. I could implement a new trait to negate this effect like Timid suggested elsewhere, assuming I don't find another solution.
(On that note, are they already hostile to the target of the war vote? I probably ought to make this situation an automatic yes vote)
Sorry bout the late reply, I forgot to check for a reply. I don't forums often haha. Thing is, Legio actively seeks out peace when allied with the player, voting yes for peace on everything, and rarely ever voting yes for war. It can even be observed how the war weariness affects Legio in that within the first cycle of the player making their first colony, and by extension, their faction, Legio reaches out for a ceasefire, allowing the player to explore Legio's system with them just being inhospitable. Legio is supposed to be a late game, pirate-like megafaction, they have nearly 100k ground defense on their capital for example, and from what I gather, Legio should love to be at war. They have Stalwart for -33% weariness gains, but it isn't enough, not even close.
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Hi guys, I cant find any information on how to acquire my procured ships. I have 3 of them apparently waiting but I cant find the button or GUI to claim them or even know where they go to be claimed, any help would be super appreciated.
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If you are referring to ships you had built by an npc, you can pick those up from the storage at the same planet you ordered them.
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If you are referring to ships you had built by an npc, you can pick those up from the storage at the same planet you ordered them.
Did I make a mistake by not buying the storage first? The ship got acquired but I didn't own a storage in that station yet. Even after buying it, it didnt pop up there, so I assume I have to buy a storage first before asking an agent to perform an acquisition?
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The ship procurement using Nex operatives first goes to the production gathering point (the base game feature; Command (D) -> Custom production (5) -> top-left of screen). If you don't have one (don't have a colony yet, for instance), it goes to the nearest market where you have storage. If none, it goes the the planet the procurement took place at.
You can check the procurement intel to see where it's going, if it's still there. The intel also lets you set a custom destination if the action hasn't completed yet.
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what is mining for? just collect thousands of stones and sell them cheap?
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what is mining for? just collect thousands of stones and sell them cheap?
Without considering other mod interactions, I believe the ores you acquire via Nexerelin's mining system can be sold opportunistically to markets whenever they experience shortages (due to industry or supply line disruptions)... in exchange for factional reputation boosts?
If you're a heavy user of the Neutrino Detector fleet ability (which consumes volatiles), being able to top off your supply from a gas giant while out in the sector fringes may be more convenient than burning back towards the core worlds. Provided you don't mind the risk of mining accidents from mining large planetoids compared to asteroids, of course.
There's even a chance for you to discover hidden caches containing other commodities (heavy armaments, recreational drugs) or even a free ship. I've lost count of the number of times I've unearthed a free Tempest frigate from a floating space rock.
Finally, if you do have other mods that allow you to refine your ores into metals, you may be able to fulfill construction jobs, like stable point entities (or even station construction (https://fractalsoftworks.com/forum/index.php?topic=17094.0)).
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First of all, I want to praise the mod again. Thanks a lot.
Do you people agree that Sindria is falling too consistently and too quickly by the invasions of other factions? From my observation with a few dozen runs, it virtually always falls really early into the game (cylce 207), which I find too early, particularly for such an iconic place.
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Strangely, I rarely see Sindria get bullied that much. This is probably because my normal modlist includes a number of mod factions, so they're just one more frankly small fish in a big ocean. Especially now that II is updated and they tend to pair off with the Imperium, I don't see them get messed with that much (and oftentimes, when they get attacked one of the II task forces shows up to help).
There is a mod that tries to address Sindria's potential problems, but a lot of users thinks it goes a little too far. For my part, I think just giving Sindria a star fort would help a fair deal, and I'm not sure why it doesn't have one in vanilla.
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Thanks!
One thing I specifically want to do with the Diktat is to give back Andrada some of his ground defense power that was lost when the Ground Operations skill was removed. With it, it seemed to me that Sindria could hold against (the new) invasions regardless of what happened to Cruor or Volturn; now, not so much.
Also not sure how to buff Askonia system against NPCs but not the player (who already has enough trouble getting near Sindria with a size 7 High Command's worth of patrols plus the Lion's Guards flying around the place).
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Hello ! First of all, thanks for this amazing mode.
Sorry if I'm talking about obvious things, but I've a question.
I remember that in my runs using Nexerelin, there were missions that ask the player to use operatives to stop/interrupt an industry.
But now I can't find any mission like this;
Is it a strange bug/problem coming from my list of mods, or are these missons just disabled ?
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Is there a way to easily edit the starting relation with your own faction when doing a faction start (set at +60 by default) ?
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love the mod (what we we do without it? lol), but what do i do about hegemony and aggressive mod factions that just rush and steam roll right off the bat? im barely getting a decent fleet and by that point my own faction is down to 2 planets left and hegemony has like 17 worlds (no faction weights).
this is on random relations and map regardless of size. hege is at war with like 5 other factions but they dont seem to put up much of a fight or resistance other then mods like diable and then one tends to just roll the other (altho in this case its a large map and spread out and they dont seem to be fighting much)
and throwing everything i have at them trying to get back some of the space we've lost has been epic but seems to be a losing battle. ive called in max fleet support invasion but that only brought 1 carrier, a doom and about 50 cruisers so wasnt much help and my own fleets while having some levels 7's and 5's (rest are like level 3) that have extra elite skills still can only a field a handful of ships and this is against waves and waves of hegemony battleships with all kinds of upgrades on them.
how do i save my peoples from the fascist oppressors? lol i get worked every time unless i luck out at the start and they go after other factions first which buys me some time to get on my feet.
in hindsight i guess i should have been using my agent to be keep us friendly and not overwhelmed but that still wont help on the battlefield...
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Hello ! First of all, thanks for this amazing mode.
Sorry if I'm talking about obvious things, but I've a question.
I remember that in my runs using Nexerelin, there were missions that ask the player to use operatives to stop/interrupt an industry.
But now I can't find any mission like this;
Is it a strange bug/problem coming from my list of mods, or are these missons just disabled ?
They're now sometimes offered by trade (IIRC) contacts, or in bars.
love the mod (what we we do without it? lol), but what do i do about hegemony and aggressive mod factions that just rush and steam roll right off the bat? im barely getting a decent fleet and by that point my own faction is down to 2 planets left and hegemony has like 17 worlds (no faction weights).
this is on random relations and map regardless of size. hege is at war with like 5 other factions but they dont seem to put up much of a fight or resistance other then mods like diable and then one tends to just roll the other (altho in this case its a large map and spread out and they dont seem to be fighting much)
and throwing everything i have at them trying to get back some of the space we've lost has been epic but seems to be a losing battle. ive called in max fleet support invasion but that only brought 1 carrier, a doom and about 50 cruisers so wasnt much help and my own fleets while having some levels 7's and 5's (rest are like level 3) that have extra elite skills still can only a field a handful of ships and this is against waves and waves of hegemony battleships with all kinds of upgrades on them.
how do i save my peoples from the fascist oppressors? lol i get worked every time unless i luck out at the start and they go after other factions first which buys me some time to get on my feet.
in hindsight i guess i should have been using my agent to be keep us friendly and not overwhelmed but that still wont help on the battlefield...
Right now all I can say about this is that in my last game, Hegemony was about breaking even or expanding slightly (after losing some of their planets for a bit), and in the game before that, they got whipped badly by me and the League, to the point where my failure to help them retake Chicomoztoc (after basically switching sides) could have sealed their fate. (both non-random sector)
Random sector Heg by default starts at only the size of two normal-sized factions and shouldn't be able to overpower multiple of them at once. If you have faction weights disabled that's even more messed up.
For fighting invasion fleets in particular, stations are a big force multiplier and you want to use them to your advantage; at minimum you should be able to bleed off most or all of their advantage before the station dies. Also with the new ground battles, you can do things to keep the invasion from succeeding even if they win in space.
EDIT: Also, a halfway skilled player is much more effective at invading than NPC factions are, take advantage of that.
Is there a way to easily edit the starting relation with your own faction when doing a faction start (set at +60 by default) ?
It's hardcoded, albeit still fixable after the fact thanks to console.
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the (singular) defense fleet: https://imgur.com/ACpSOzw
meanwhile the attacking fleet gets multiple of these and puts them out every couple months: https://imgur.com/XNinfDo
defenders never had a chance even with the station and within a few months the new owner (hege) will have fairly impregnable defenses. and ive had the same results in almost every campaign since i started a year or two ago. heck even if i try and get involved with the defense fleet in the station fight then it just gives me 60 points (so one paragon) and half a dozen ai frigs and destroyers plus the station against the entire enemy fleet (and most of the defenders end up just running away in the end).
honestly my play experience seems to be entirely different then anyone elses. am i doing something wrong? i do end up doing a lot of smuggling and nefarious profit generation to try and race to keep up, but am i somehow antagonizing them into overdrive (or is that even possible)? my faction is about to be wiped out (again) and im not all that far into the game that started off maxed out on size and populated planets.
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As I said on Discord: an AI core battlestation (or a human-officered star fort) with player support should at minimum inflict severe losses on that fleet. (I've just watched an unassisted alpha core HT battlestation almost kill a 1000 FP console-spawned pirate fleet, with only one enemy capital remaining on the field)
I was wondering where all the patrols were, but the radar in the screenshot suggests two large ones incoming.
Also, are you sure you didn't modify any invasion-related settings (or have a mod that does so)? Among other things that one fleet looks awfully dense, especially for Hegemony with its 5-1-1 doctrine; I'd expect it to split into two fleets before it gets to 10 capitals.
If you continue having problems, post a save; I want to try one of these battles myself.
honestly my play experience seems to be entirely different then anyone elses. am i doing something wrong? i do end up doing a lot of smuggling and nefarious profit generation to try and race to keep up, but am i somehow antagonizing them into overdrive (or is that even possible)?
There isn't such a mechanic, no.
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As I said on Discord: an AI core battlestation (or a human-officered star fort) with player support should at minimum inflict severe losses on that fleet. (I've just watched an unassisted alpha core HT battlestation almost kill a 1000 FP console-spawned pirate fleet, with only one enemy capital remaining on the field)
I was wondering where all the patrols were, but the radar in the screenshot suggests two large ones incoming.
Also, are you sure you didn't modify any invasion-related settings (or have a mod that does so)? Among other things that one fleet looks awfully dense, especially for Hegemony with its 5-1-1 doctrine; I'd expect it to split into two fleets before it gets to 10 capitals.
If you continue having problems, post a save; I want to try one of these battles myself.
honestly my play experience seems to be entirely different then anyone elses. am i doing something wrong? i do end up doing a lot of smuggling and nefarious profit generation to try and race to keep up, but am i somehow antagonizing them into overdrive (or is that even possible)?
There isn't such a mechanic, no.
i suppose its possible. on a previous attempt i had gotten so frustrated that i had tried to adjust the settings in order to reduce hegemony aggression unsuccessfully (and maybe i was somehow adjusting it in the wrong direction? altho i swear i had tried both ways at the time with neither having much of a discernable result), but im not sure if that was on my old computer or new, and game has been uninstalled and reinstalled multiple times since either way. suppose i can try a wipe and another reinstall tho.
heres my save files: https://drive.google.com/file/d/1K8XhpYvVvKtMeQbXkbRTMirjFMijUfjl/view?usp=sharing
https://drive.google.com/file/d/1FGx7XnGYm_73YgJ-wDZHwA0qdao4fEvX/view?usp=sharing
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Okay, I looked at the save and then tried the battle. Several things stood out to me:
Spoiler
1) This is probably a good but not extraordinary performance for December 213:
(https://i.imgur.com/nRCwsOs.png)
(Scoreboard is a feature in the next version. Hegemony accounts for 72 of the market size in its alliance)
(Actually it's even more unremarkable than that, I ran some debug code and Hegemony has taken a total of two markets, and Church took none)
2) Your flagship is a misconfigured Paragon with misconfigured skills for it (and broken weapon groups), and the rest of the fleet also has issues (like the Fulgent with 4x as much weapon flux as dissipation). Why do none of the ships have S-mods when you have 32 free skill points? Why do you have Ballistic Mastery on a Paragon, and why are none of your combat skills elite?
(https://i.imgur.com/1XFwFMN.png)
3) Despite everything, you still have a Paragon with a decent player character. Meaning that after reconfiguring the ship a bit, I was able to do this without station backup (got there too late; it only had one module left so I decided to leave it and its assisting fleets to their fate):
(https://i.imgur.com/olTM7Gr.png)
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Speaking of buildable outposts, there is issue with drone ships, like Remants or Derelicts, you can't stash them there, game tells "illegal to sell", but you can stash them on own colony.
Also how about of option, which generates abandoned stations where you can stash loot in random sector?
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Speaking of buildable outposts, there is issue with drone ships, like Remants or Derelicts, you can't stash them there, game tells "illegal to sell", but you can stash them on own colony.
Also how about of option, which generates abandoned stations where you can stash loot in random sector?
That bug's been fixed for a while. How old is your version of Nex?
Random sector already generates at least one abandoned station, but I think I'll make the spawn rate higher (vanilla has three IIRC).
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About drone ships in outposts, I need to check that, I just know what there is issue with them, but did not know if it was fixed. Version is 0.10.3i
About abandoned stations, I think its better to have option to configure, how much you want them.
Also speaking of bugs, I found one, dialog with Horus Yaribay about "mutual friend" is bugged, but he works fine if you ask him only about missions: https://imgur.com/a/4pOAnx9
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@hildstine i had just gotten the paragon and all those rem ships within months of this. was trying to make a mad dash to bulk out my forces before the invasion.
Also i had taken one hege world in retaliation elsewhere and tritach had just launched a new colony.
edit: and as far as the weapon flux on the rem ships? well... i tried normal builds where i put everything into flux and reduced my weapons down to less then my regen and you know what? it got wrecked in simulations, but that 'autofit' build you noticed there where the weapons far exceed the flux? that thing for some reason does great. so ya im more then a little confused myself lol. i can only assume its the mod faction weapons involved throwing things off.
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Has anyone had any issues with contacting the Remnant contact at Prism with the new version of Nex? I don't know if it's mod interferences or just the update, but I'm not getting the contact when I hit level 5 or level 10.
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Not sure if this has been reported, but you can actually invade planets while buying marines from the planet below you if you use invasion fleets to defeat the space station and don't engage any patrols. Beginning an invasion doesn't count as a hostile action that locks the market out, like blowing up space stations or ships does.
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About abandoned stations, I think its better to have option to configure, how much you want them.
Also speaking of bugs, I found one, dialog with Horus Yaribay about "mutual friend" is bugged, but he works fine if you ask him only about missions: https://imgur.com/a/4pOAnx9
Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.
The dialog bug is in vanilla, I reported it a couple of days ago and David's fixed it for next version :)
Not sure if this has been reported, but you can actually invade planets while buying marines from the planet below you if you use invasion fleets to defeat the space station and don't engage any patrols. Beginning an invasion doesn't count as a hostile action that locks the market out, like blowing up space stations or ships does.
It works fine if you start the invasion yourself, but there's a bug where joining an NPC-started invasion indeed doesn't cause the lockout. I fixed this yesterday, it'll be in the next update.
Has anyone had any issues with contacting the Remnant contact at Prism with the new version of Nex? I don't know if it's mod interferences or just the update, but I'm not getting the contact when I hit level 5 or level 10.
You're checking the Prism bar, right?
The requirements are: 180 ingame days have passed, you haven't seen the mission dialog before, the market where the mission is being given (usually Prism) is under independents control, and the mission generation hasn't broken in some way (like there are no other independent markets to serve as the mission target, and the contact person hasn't somehow been removed from the game). If the conditions are met and you're still not getting the mission offer, then something's going wrong somewhere; I could look at the save if needed.
edit: and as far as the weapon flux on the rem ships? well... i tried normal builds where i put everything into flux and reduced my weapons down to less then my regen and you know what? it got wrecked in simulations, but that 'autofit' build you noticed there where the weapons far exceed the flux? that thing for some reason does great. so ya im more then a little confused myself lol. i can only assume its the mod faction weapons involved throwing things off.
You don't want dissipation less than weapon flux, that's a complete waste. Offensive weapon flux (+ shields) being somewhat but not too high above dissipation (I've heard 1.5x being a good benchmark) is what you want, it allows spending capacity on offensive power without the AI (or a player!) running itself up to the edge of overload.
Also it depends on the weapons involved; the good energy weapons are all pretty flux-intensive, so rationing is needed.
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I have a request. With this mod there is a lot of destabilization and decivilization that happens due to the mod-driven conflicts.
Here's my specific ask :
When a planet decivilizes, instead of removing the population and industry from it, do the following :
Change the controlling faction to 'poor' faction
Destabilization factor adds to depopulation rate
planet can lose population ranks via pop loss
also suggest :
planet spawns 'refugee' fleets, poor faction, that head to growing colonies and create a 'refugee' subpopulation which causes mild unrest but gives a big growth bonus
planet agriculture production remains, all other production is reduces,
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It's a weird ask, but can Prism have it's own Faction under the hood?
That way their unconquerable status ceases to matter as much.
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Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.
When outposts was bugged and didn't allow Remnant ships to be stashed they was definitely useful until you get own colony. Still, outposts costs money, so stations can still be useful, speaking of generation, I think maybe its good idea make them configurable in settings file, at least their quantity needs to be three or more, not less, since alot of people, myself included didn't even know what they are spawned at all in random sector.
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I am not sure how this could be fixed, but losing access to your marines because your faction signed a ceasefire with a faction you were invading feels incredibly wrong. I am think they are in storage, but since I destroyed the station it will be "many months" before I can access that storage.
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I have a request. With this mod there is a lot of destabilization and decivilization that happens due to the mod-driven conflicts.
Here's my specific ask :
When a planet decivilizes, instead of removing the population and industry from it, do the following :
Change the controlling faction to 'poor' faction
Destabilization factor adds to depopulation rate
planet can lose population ranks via pop loss
also suggest :
planet spawns 'refugee' fleets, poor faction, that head to growing colonies and create a 'refugee' subpopulation which causes mild unrest but gives a big growth bonus
planet agriculture production remains, all other production is reduces,
Interesting idea! I might do this in a version or two if I'm interested enough.
If I do implement this I'll need to think about stuff like how the planet recovers (if it ever does), and how it interacts with other mechanics (can it be invaded, for instance?)
It's a weird ask, but can Prism have it's own Faction under the hood?
That way their unconquerable status ceases to matter as much.
Hmm I don't really want to make a new faction just for one market. Might just make the non-hyperspace version no longer uninvadable.
I am not sure how this could be fixed, but losing access to your marines because your faction signed a ceasefire with a faction you were invading feels incredibly wrong. I am think they are in storage, but since I destroyed the station it will be "many months" before I can access that storage.
If the battle ends due to a ceasefire the units should get returned directly to fleet cargo. Are you seeing different behavior?
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I took a decent break from StarSector, and I must say, your efforts with SpaceLand battle are extremely impressive!
I will say, I'm still voting for some faction-level modifiers to fix core bugbears (like certain Path and Pirate markets being stuck in perpetual shortages/surpluses) and add flavor.
Not a critical change, obviously, but one I'd enjoy, if only because it feels goofy at best (if I ignore it) and exploitative at worst (if I use it to generate tons of money).
Plus, it adds flavor!
Edit: to make a slightly more substantive contribution, any interest in adding the dedicated mining tools from Stop Gap Measure (https://fractalsoftworks.com/forum/index.php?topic=13083.msg220666#msg220666) to the mining set?
The mining array is literally 3 mining lasers bolted together, while the Heavy Mining Beam is similarly intended to be a dedicated tool repurposed.
I personally set the array to 4.5 (3 mining lasers) and the beam to 8 (slightly less expensive than the mining blaster, so consistent).
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Hiya Histidine
Got a question regarding colony expeditions. One of the aspects of my mod, Hiver Swarm, is that they are aggressive colonizers. In the mod's .json file under config I have the lines:
"colonyExpeditionChance":1.5,
"colonyTargetValuator":"exerelin.campaign.colony.ColonyTargetValuator",
I went with 1.5 so they would be more often picked however I have received a few comments from users, as well as my own observations, that they never send out colony fleets even on long term games. I think this may be due to their home planets being so far away from the core but I am unsure. I do see you have a maxColonyDistance command in your wiki but I have not seen that line in any of your .json files so I am unsure if I should use it (and if so should it be "Float": 28 ?). Or is there another command I should be setting elsewhere in the mod?
Thank you for all the work you've put into this excellent mod and your attention to detal.
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Thanks!
I will say, I'm still voting for some faction-level modifiers to fix core bugbears (like certain Path and Pirate markets being stuck in perpetual shortages/surpluses) and add flavor.
Not a critical change, obviously, but one I'd enjoy, if only because it feels goofy at best (if I ignore it) and exploitative at worst (if I use it to generate tons of money).
Plus, it adds flavor!
Edit: to make a slightly more substantive contribution, any interest in adding the dedicated mining tools from Stop Gap Measure (https://fractalsoftworks.com/forum/index.php?topic=13083.msg220666#msg220666) to the mining set?
The mining array is literally 3 mining lasers bolted together, while the Heavy Mining Beam is similarly intended to be a dedicated tool repurposed.
I personally set the array to 4.5 (3 mining lasers) and the beam to 8 (slightly less expensive than the mining blaster, so consistent).
At some point I might go ahead and implement the faction-specific market bonuses (an idea that came up before), then Pathers could have an access bonus so they don't have perpetually exploitable shortages.
For mod mining weapons, my expectation is that the mod sets their own mining strengths. It can be done easily in the MagicLib shared config file.
Hiya Histidine
Got a question regarding colony expeditions. One of the aspects of my mod, Hiver Swarm, is that they are aggressive colonizers. In the mod's .json file under config I have the lines:
"colonyExpeditionChance":1.5,
"colonyTargetValuator":"exerelin.campaign.colony.ColonyTargetValuator",
I went with 1.5 so they would be more often picked however I have received a few comments from users, as well as my own observations, that they never send out colony fleets even on long term games. I think this may be due to their home planets being so far away from the core but I am unsure. I do see you have a maxColonyDistance command in your wiki but I have not seen that line in any of your .json files so I am unsure if I should use it (and if so should it be "Float": 28 ?). Or is there another command I should be setting elsewhere in the mod?
Range setting looks like this (example from Interstellar Imperium):
"maxColonyDistance":10.0,
Note that it checks from the randomly picked expedition origin location, not the sector core, so it should work as long as the distance isn't too tiny to find nearby stars (even at near-zero it might be able to use currently uninhabited planets in the same system).
Also the colonizing faction is picked from all eligible factions, so if there are a bunch of factions with colony settings set, even a fairly large chance can get drowned out.
Quick thing to check: Does the faction correctly launch invasions, raids, etc.? Because only factions that are 'alive' in Nex terms will form new colonies.
Hmm, depending on your faction lore/intended behavior, you could also have a script generate your own colony expeditions (the Nex one, or a custom one for your own mod) using whatever logic is desired.
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Hiya Histidine
Got a question regarding colony expeditions. One of the aspects of my mod, Hiver Swarm, is that they are aggressive colonizers. In the mod's .json file under config I have the lines:
"colonyExpeditionChance":1.5,
"colonyTargetValuator":"exerelin.campaign.colony.ColonyTargetValuator",
I went with 1.5 so they would be more often picked however I have received a few comments from users, as well as my own observations, that they never send out colony fleets even on long term games. I think this may be due to their home planets being so far away from the core but I am unsure. I do see you have a maxColonyDistance command in your wiki but I have not seen that line in any of your .json files so I am unsure if I should use it (and if so should it be "Float": 28 ?). Or is there another command I should be setting elsewhere in the mod?
Range setting looks like this (example from Interstellar Imperium):
"maxColonyDistance":10.0,
Note that it checks from the randomly picked expedition origin location, not the sector core, so it should work as long as the distance isn't too tiny to find nearby stars (even at near-zero it might be able to use currently uninhabited planets in the same system).
Also the colonizing faction is picked from all eligible factions, so if there are a bunch of factions with colony settings set, even a fairly large chance can get drowned out.
Quick thing to check: Does the faction correctly launch invasions, raids, etc.? Because only factions that are 'alive' in Nex terms will form new colonies.
Hmm, depending on your faction lore/intended behavior, you could also have a script generate your own colony expeditions (the Nex one, or a custom one for your own mod) using whatever logic is desired.
Thank you for the in depth reply. Personally I run pretty much every faction mod so I can check for compatibility so I figured that was the case but when I started receiving replies that it was happening to other people, I figured I would do a deep dive. Thanks for pointing me in the direction of Interstellar Imperium's .json (excellent mod) I'll look it over. As to invasions, oh yea they apparently HATE the Lud and invade them any time they form a small colony.
Thank you for allowing me to go over and maybe use some of your colony code. I'll be posting an update soon and I wanted to nail this part down. You are the best!
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Could you adjust vengeance fleets so that they don't automatically follow you no matter where you are? They "follow your trail," but there doesn't exist a mechanic in the game to allow for that, so they effectively work like that moon ghost from Starbound. It makes for dumb gameplay where you're just moving away from a slow, lumbering fleet that's always moving towards you.
A better way of doing it would be to just have the vengeance fleet patrol the system in search of you, responding to any hostile activity reported and certainly not following you to other systems.
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How does faction revival work? I saw Tri-Tachyon respawn in a far-off system, but when I came back a few cycles later they were gone from that place. I didn't actually see them, but trying to dismantle their structures in stable locations says that they don't have control over that system.
It's been like 10 cycles and I haven't found a trace of them since.
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Does anyone know what settings are tweaked for the colony/stations industry and market when an invasion happens? Regardless of the invasion being successful or not I would expect some industry to be destroyed and their market deficits to be high. Instead in the current default Nexerelin setup the markets are basically stable the whole time except for maybe the rest of the month.
I would love to change some settings so that there are appropriate deficits and surplus after invasions. They should have a surplus of marines and heavy equipment. But they should have taken a population hit and need food and other industry items since stuff got destroyed.
TLDR: change which settings in Nexerelin to have market deficits after invasions?
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no idea if it's supposed to be said here but anyway..
i have this mission to conquer a specific market basically i got it and since i am commissioned by a faction it goes to them, now the mission giver wants the market and i want it to give it to them problem is i couldn't, even me buying governorship (which is i regret spending) the thing is the mission giver is also part of the alliance with that said ill just take the rep hit kinda sad i left with less money than having more
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Could you adjust vengeance fleets so that they don't automatically follow you no matter where you are? They "follow your trail," but there doesn't exist a mechanic in the game to allow for that, so they effectively work like that moon ghost from Starbound. It makes for dumb gameplay where you're just moving away from a slow, lumbering fleet that's always moving towards you.
A better way of doing it would be to just have the vengeance fleet patrol the system in search of you, responding to any hostile activity reported and certainly not following you to other systems.
If they only hung around in one system the vengeance fleet would be almost guaranteed to never catch the player.
That said, I'm considering just replacing the normal long-chase vengeance fleets with the mechanic from vanilla missions, where a fleet spawns nearby and tries to jump you (usually in hyperspace) after you did something, and if you evade it you don't have to worry about it again.
How does faction revival work? I saw Tri-Tachyon respawn in a far-off system, but when I came back a few cycles later they were gone from that place. I didn't actually see them, but trying to dismantle their structures in stable locations says that they don't have control over that system.
It's been like 10 cycles and I haven't found a trace of them since.
If you don't see a TT colony in the system then they're gone. Probably they got conquered or decivilized while you weren't looking?
Does anyone know what settings are tweaked for the colony/stations industry and market when an invasion happens? Regardless of the invasion being successful or not I would expect some industry to be destroyed and their market deficits to be high. Instead in the current default Nexerelin setup the markets are basically stable the whole time except for maybe the rest of the month.
I would love to change some settings so that there are appropriate deficits and surplus after invasions. They should have a surplus of marines and heavy equipment. But they should have taken a population hit and need food and other industry items since stuff got destroyed.
TLDR: change which settings in Nexerelin to have market deficits after invasions?
In the current new invasion system, industries don't get damaged unless someone uses an ability that disrupts them (usually Fire Support), or does a tactical bombardment. I might change this so that combat causes brief disruptions on the industry involved, but unless the disruption period was annoyingly long, an uninvolved player likely won't have time to respond to the shortage.
That said, prices of supplies, heavy arms and marines will be temporarily inflated after the invasion due to the ongoing rebellion.
no idea if it's supposed to be said here but anyway..
i have this mission to conquer a specific market basically i got it and since i am commissioned by a faction it goes to them, now the mission giver wants the market and i want it to give it to them problem is i couldn't, even me buying governorship (which is i regret spending) the thing is the mission giver is also part of the alliance with that said ill just take the rep hit kinda sad i left with less money than having more
The option to take over the market (at the cost of commissioning faction rep) is in the ground battle's intel item. You need to do that in order to transfer the market to the mission giver.
If you've already missed the seven-day window for takeover, but still have the mission active, you can console yourself the market (and the credits separately). The command is setmarketowner <market name or ID> player.
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One overly long changelog later, I've finished the planned update. Let me know if any issues crop up, but otherwise it's time for me to chill a bit 8)
(https://i.imgur.com/xQ8rwHF.png)
Nexerelin v0.10.4
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.4/Nexerelin_0.10.4.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.4 ##
### Controls ###
* Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)
### Gameplay ###
* Ground battle changes
* Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
* Garrison health reset on a successful non-player invasion now based on surviving attacker units
* Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
* Also divided into 40% smaller units
* Ground battle defender can use EW ability if admin has EW or Hypercognition skills
* AI tweaks/fixes
* Set market "local interest" lockout if player joins ongoing ground battle as attacker
* Set and display rules on when industry items can/can't be looted during ground battles
* Ground battle attacker AI withdraws if nothing happens for 6 turns
* New ground battle settings for players who want battles to last longer
* `groundBattleDamageMult` in `exerelin_config.json`, `nex_gbTurnDaysPlayer` and `nex_gbTurnDaysNPC` in settings.json
* Add player version of the special task group
* Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
* Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
* Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
* If ships are lost in battles, can be respawned for a fee
* Can be disbanded, returning assets to player fleet
* New game creation
* Add "flatten" option (in addition to "random") for starting faction relationships
* Add option for own faction start to create homeworld in a core system, outside the core, or either
* Player homeworld doesn't normally have heavy industry, unless the bonus item is used
* Add a gate to Prism Freeport's system
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
* Random sector improvements
* Try harder to concentrate factions in systems where they already have a presence
* Put gamma cores on high commands, if the faction traits allow it
* Seed more abandoned stations (at least 2; 3 if enough markets are present)
* Avoid large swings in random faction weights in random sector
* Hypershunt surprise encounter improvements
* Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
* Tweak pursuit behavior
* Entire thing can be disabled in settings.json
* Alliance improvements
* Alliances can be merged (through alliance menu, or by spontaneous NPC action)
* All members of the "giving" alliance must be able to join the "receiving" one
* Allies will vote yes on a war vote if they're already hostile to target
* Alliance votes can modify disposition towards other factions
* Add two new Remnant story missions
* Lower max marine count to prefer target planet in Remnant mission 1
* Nex no longer doubles weapon count in stores from vanilla (can be changed back in `exerelin_config.json`)
* Increase bonus admin availability
* Previous thresholds: 10, 25, 50, 80, 120, 200, 300
* New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
* Make mining harassment fleets more/less frequent depending on current system's markets
* Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
* Add unique colony skills for certain faction leaders
* Rework player fleet strength estimation used in some places
* Ceasefire prompt decision time now 5-7 days (was 14-21)
* Operative procure ship action: base XP 500 -> 750
* Add chance of creating a conquest mission following a failed NPC invasion
* Rebellion suppression fleets can't spawn from markets already having their own rebellions
* Respawn invasions have 1.4 times the base marine count
* Don't generate conquest missions on behalf of factions that can't invade
* Sindrian Diktat can send colony expeditions sometimes
* NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
* Derelict Empire: Factions start with invasion meter 80% charged
* Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
* Losing a mining fleet can cause commodity shortages for the host market
* Set the "gave Daud the Yaribay contact" flag when skipping story
### Graphics ###
* New portrait for Midnight Dissonant, created with Coherent Watermelon
### GUI ###
* Add a Scoreboard intel item to show which factions are closest to victory
* Ground battle: Skip deployment confirm prompt when using quick move
* Procure ship action: destination can be set for queued actions; tweak button layout
* Ground battle tutorial: Go to intel screen directly after convo
* Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped
### Text ###
* Ground battle help explains movement points
* Ground battle tutorial dialog explains what it's a tutorial of
* Minor fixes
### Fixes ###
* Fix a crash with post-Ziggurat encounters in random sector
* Fix null error when using faction directory while running Legacy of Arkgnesis mod
* Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
* Fix own faction start setup picker not taking into account screen scaling
* Remove TITAN option from military options dialog (handled by II)
* Fix ground battle not promptly removing its ongoing stability penalty
* Fix ground battle abilities not being blocked by active station
* Player officers on new game no longer have random personalities
* Fix Ancyra not having comm directory officials
* Fix post-tutorial faction change of Derinkuyu Mining Station
* Fix multiple Remnant station build missions going to same system
* Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
* Fix Militia Power UNGP rule not applying to ships properly
* Safety for ground battle AI ability use
* Fix rep multiplier for returning freshly captured markets while commissioned
* Increment faction respawn count only on launching invasion, not on getting back in the game
* Fix Stalwart/Weak-Willed faction traits being applied improperly
* Maybe fix a minor memory leak involving player marine XP in ground battles
* Fix station insta-construction in build station missions
* Don't spawn Return the Data Core mission in random sector
### Modding ###
* Alliances can have permanent members
* Add "Forever War" diplomacy trait, removes war weariness gains
* Used by Luddic Path
* Add `$nex_npc_no_invade` memory key to prevent NPCs from targeting a market for invasions
* AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
* AIM merc FleetMemberAPIs have an identifying buff (`nex_mercBuff`)
* Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
* Make sure some mission fleets don't get cleaned up by ClearCommands
* Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
* Don't hard crash if random sector bonus items lack generators, just write a warning to log
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Is it save compatable?
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Is it save compatable?
Nex updates are usually save compatible with the immediately prior version, and nobody's reported issues yet :)
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So i dont know if the problem is this mod or archean order, but when i play in the tutorial start everything works fine until i have to turn in the AI core then the game dosent let me give the core to the stations commander i just get a generic message.
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* New game creation
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
It appears that flagging officers as "mentored" doesn't give them bonus exp meaning you end up with unmentorable officers.
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Made a quick hotfix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) that fixes the starting officer bonus XP issue and a crash with merging alliances. (Place in Nexerelin/jars)
Also found out that old saves will fail to load if any mining fleets are currently returning home or unloading. If that happens, roll back to the previous version of Nex, save when the mining fleets are gone, then update again.
So i dont know if the problem is this mod or archean order, but when i play in the tutorial start everything works fine until i have to turn in the AI core then the game dosent let me give the core to the stations commander i just get a generic message.
Might be an Archean Order bug; I just tried it with Nex + minimal other mods, and it worked fine.
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Really love this mod!
There is a small problem to report:
In the launcher mods viewer, it still shows the version of 0.10.3y rather than 0.10.4, is that the result of replacing the hotfix jar?
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Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?
Can you please take a look, stacktrace below:
Spoiler
627389 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.encode(Unknown Source)
at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at java.io.OutputStreamWriter.write(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times
My most recent save was just before I interacted with Spoiler
the domain mothership
and that save point still seems to be fine, I can make copies/save with no issues.
Just a small update:
Spoiler
I went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.
-
Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?
Can you please take a look, stacktrace below:
Spoiler
627389 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.encode(Unknown Source)
at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at java.io.OutputStreamWriter.write(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times
My most recent save was just before I interacted with Spoiler
the domain mothership
and that save point still seems to be fine, I can make copies/save with no issues.
Just a small update:
Spoiler
I went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.
What's your full modlist? And is Beyond The Sector on it?
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What's your full modlist? And is Beyond The Sector on it?
Yes it is.
Here is my modlist:
Spoiler
{"enabledMods": [
"$$$_lightshow",
"pantera_ANewLevel40R",
"adjustable_skill_thresholds",
"anotherportraitpack",
"lw_autosave",
"beyondthesector",
"CaptainsLog",
"chatter",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics",
"fleethistory",
"gladiatorsociety",
"hte",
"hm_barratry",
"sun_hyperdrive",
"JYD",
"lw_lazylib",
"ArkLeg",
"lockedAndLoaded",
"exshippack",
"MagicLib",
"missingships",
"wisp_NeutrinoDetectorMkII",
"nexerelin",
"pn",
"TAR",
"roider",
"tahlan_scalartech",
"shadow_ships",
"swp",
"speedUp",
"sun_starship_legends",
"stelnet",
"superweapons",
"tahlan",
"Terraforming & Station Construction",
"transfer_all_items",
"underworld",
"US",
"vic",
"whichmod",
"audio_plus",
"shaderLib"
]}
-
is this ok to update on an existing save?
-
Really love this mod!
There is a small problem to report:
In the launcher mods viewer, it still shows the version of 0.10.3y rather than 0.10.4, is that the result of replacing the hotfix jar?
Oversight on my part with the mod_info file, will be fixed in 0.10.4b.
Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?
Can you please take a look, stacktrace below:
Spoiler
627389 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.encode(Unknown Source)
at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at java.io.OutputStreamWriter.write(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times
My most recent save was just before I interacted with Spoiler
the domain mothership
and that save point still seems to be fine, I can make copies/save with no issues.
Just a small update:
Spoiler
I went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.
Hmm, try finishing the mission and then playing for some time more (return to home system or whatever) and try saving then.
If it fails again, could you zip the full log and upload it? It might be the same issue as the one I spotted once before.
is this ok to update on an existing save?
There's an issue that can cause 0.10.3i saves to fail to load, see here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg356551#msg356551) for details. Otherwise, it's compatible.
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Hmm, try finishing the mission and then playing for some time more (return to home system or whatever) and try saving then.
If it fails again, could you zip the full log and upload it? It might be the same issue as the one I spotted once before.
Sure, I started a new log for you: https://drive.google.com/file/d/1jt38qK6zDtPCgnA8PASTVfxKR4uGCWrK/view?usp=sharing
From my most recent save point, I went through the mission and returned all the way back to Midnight and reported progress but did not take the next mission and attempted to save and got the same error.
-
Thanks! It looks like the same error I got, but I can't reliably reproduce with the save I had (and when I can, I can't figure out what causes it).
Have you increased the game's RAM allocation in vmparams? That modlist looks like it needs an increased allocation to work at all, but try increasing it further and see if that allows saving. Meanwhile, I suppose I could keep poking the save I have to maybe figure it out.
EDIT: Quick thing you can try:
Spoiler
When fighting the enemy fleet, do it away from the mothership (or just don't plug in the AI core) so the ally shards don't spawn.
-
Thanks! It looks like the same error I got, but I can't reliably reproduce with the save I had (and when I can, I can't figure out what causes it).
Have you increased the game's RAM allocation in vmparams? That modlist looks like it needs an increased allocation to work at all, but try increasing it further and see if that allows saving. Meanwhile, I suppose I could keep poking the save I have to maybe figure it out.
EDIT: Quick thing you can try:
Spoiler
When fighting the enemy fleet, do it away from the mothership (or just don't plug in the AI core) so the ally shards don't spawn.
I had it set to 8 gigs, I bumped it up to 16gigs just to see if it would make a difference, it didn't. I've managed to isolate the save issue down to this exact point:
Spoiler
Fighting the Tri Tach Group
I can save right before it, and once I'm past that point I can't save anymore.
Spoiler
I've tried it both with and without the ally shards (by plugging in an alpha or not plugging in any cores), it makes no difference.
I may just have to start a new game possibly, since this was an upgrade mid game and see if I still run into this issue.
-
Oh, my mistake, I was storing the problematic memory value in the enemy fleet, not the ally fleet.
New possible solution: Console kill command on the enemy fleet, do the rest of the mission, go on your merry way.
-
One overly long changelog later, I've finished the planned update. Let me know if any issues crop up, but otherwise it's time for me to chill a bit 8)
(https://i.imgur.com/xQ8rwHF.png)
Nexerelin v0.10.3i ( <- Wait, what? )
Download (#post_)
Don't know why your post was showing the release as v0.10.3i (same with the Download link below it), but at least the OP links are pointing to the latest build (v0.10.4).
Also, I would like to report that with your latest "Dissonance" update (plus hotfix .jar), it seems that some of the starting config options -- namely, the ones under 5. Other options -- are no longer working properly.
Spoiler
I've tested this with various faction mods, but whenever I spawn in:
- My starting ships all have D-mods... despite clearly setting Starting D-mods to none.
- I do not get the +500 sensor range bonus from Easy mode, implying that the Easy mode setting is broken too.
Not sure if this means stuff on the other config screens (e.g.
4. Faction settings) are also not being applied properly as well.
UPDATE: I stand corrected. Downgrading to v0.10.3i (while keeping my 120+ other mods untouched) also resulted in the same issues as above, but I now know for a fact that Nexerelin is not to blame for any of this.
Time to go back through my mod update timestamps, see which mod that I recently updated (yesterday) is causing possible overrides...
UPDATE #2: The D-mods were coming from Starpocalypse (https://fractalsoftworks.com/forum/index.php?topic=21812.0), which by default forces all starting ships to be D-modded irrespective of Nexerelin settings.
I am a dumb dumb.
Still no clue on the Sensor Strength issue, but I'm certain whatever's causing this is now outside the purview of Nexerelin. Xiè Xiè!
-
Hotfix for various issues (also fixed the previous download post, oops)
Nexerelin v0.10.4b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.4b/Nexerelin_0.10.4b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
## v0.10.4b ##
* Fix crash when NPCs attempt to merge alliances
* Fix stack overflow on saving after battle in Remnant mission 2
* Fix Remnant brawl mission preferring damaged stations instead of the opposite; increase merc fleet size
* Fix starting officer XP
-
Speaking of Player Special Task Group fleets, interesting its possible to make Fleet Skill selection menu scalable? With my Skill Edit mod which have extra skills you can't select skills which at bottom of UI.
Also its seems get almost destroyed pretty quick, by small remnant fleet with one capital ship, but this fleet should destroy it without much effort since of having S-Mods and so on, I guess its problem because these battles auto calculated, and if I recall only fleet points matter much in battles where player doesn't take action, maybe its good idea make fleet points multiply when ships have SMods and installed dangerous weaponry?
Also another idea for cool option, when Player Strike Fleet gets into battle, instead of auto-resolve make game enter into combat mode, where you control you strike group.
-
Oh, my mistake, I was storing the problematic memory value in the enemy fleet, not the ally fleet.
New possible solution: Console kill command on the enemy fleet, do the rest of the mission, go on your merry way.
I updated and also ran the kill command, it worked!
Thanks!
-
I probably missed something, but is there a means of seeing faction progress left before a win condition, or a warning before another faction is about to win (e.g. "1 condition left before Hegemony/Sindrian Alliance win, better hurry!")
-
Is the Own Faction distance setting working right? I selected non-core and started on Odessa.
-
I probably missed something, but is there a means of seeing faction progress left before a win condition, or a warning before another faction is about to win (e.g. "1 condition left before Hegemony/Sindrian Alliance win, better hurry!")
There isn't a popup warning, but the Scoreboard intel (in fleet log and story tabs) will show how close everyone is to the 4X win conditions.
Is the Own Faction distance setting working right? I selected non-core and started on Odessa.
I'd also heard of the starting colony appearing in Hejaz (unpopulated system in DME mod) when it shouldn't. Might be some weirdness with the system tags, I should probably actually find the time to check what's happening.
-
I have a query I can't seem to find the answer for anywhere, google & searching here both come up empty:
I'm trying to recover some ships in my Special Task Force, but it says it needs a 'non-inhospitable market' close. I'm in my own sector, only my factions stuff here, and it worked once here before. Really confused
-
Hmm, how close? It needs to be within 200 units of the relevant planet; try giving the orbit order. If it still fails, upload a zip of the save (if it doesn't have a huge number of mods) and I could check it out.
-
Ok, that works, cheers!
It was just really difficult to get this guy close to a planet, they keep deciding to patrol the sector just as they get close to where I told them to orbit, or when I told them to follow me, and then wait at location. Not set to independant cause they decided to patrol the sector my outpost was in, which happened to be full of [Redacted]. ^^
-
Ahah, back again, I've got an eternal invasion going now. Turn 41, I can't work out how to get back to the battle screen to see wth the troops are doing and fix it, so am now considering just flying off and letting them live there
Edit: Sending another invasion in to help did the trick; in the end we got to turn like 105
-
Could you adjust vengeance fleets so that they don't automatically follow you no matter where you are? They "follow your trail," but there doesn't exist a mechanic in the game to allow for that, so they effectively work like that moon ghost from Starbound. It makes for dumb gameplay where you're just moving away from a slow, lumbering fleet that's always moving towards you.
A better way of doing it would be to just have the vengeance fleet patrol the system in search of you, responding to any hostile activity reported and certainly not following you to other systems.
If they only hung around in one system the vengeance fleet would be almost guaranteed to never catch the player.
That said, I'm considering just replacing the normal long-chase vengeance fleets with the mechanic from vanilla missions, where a fleet spawns nearby and tries to jump you (usually in hyperspace) after you did something, and if you evade it you don't have to worry about it again.
I've observed factions having lots of "Task Forces" or "Special Purpose" fleets patroling around objectives and also just outside hyperspace at times, for whatever reason. Making factions churn out more domestic patrol fleets the more you raid their planets would be a much more organic way of going about it. It would also be a more sensible solution than making one slow fleet that ESP tracks the player, considering multiple fleets orbiting around a colony makes it effectively impossible to raid it without first dealing with the fleets.
Also, the vanilla mission mechanic where the fleet just spawns out of the ether isn't a very good way of going about it because, at least with your transponder off, they'd have no way of knowing it's you. Colony defense patrols wouldn't need to be concerned about that, though, because they'd be going after anything that doesn't have a transponder turned on.
-
I just want to say how much I appreciate the new ground battle system. It's kind of amazing. Besieging Chicomoztoc with thousands of troops feels as suitably epic and catyclysmic in scale as attacking its Star Fortress.
-
Any chance you could update the version checker to optionally allow parsing the tag name from the latest release? The latest release info can be obtained with only the Github username and repo name via the Github API:
Example GET request:
https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest (https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest)
The tag name can be found under the “tag_name” field, and I believe that most modders will either make their tag names equal to the version number of preface it with a “v” (which Github recommends).
This would be a nice QoL upgrade for modders to not have to manually ensure that their Nexerelin version file is in sync with their Github repo and their mod_info.json.
-
Someone asked on Stop Gap Measure topic about removing spawning of Star systems added by the mod. I'm not playing Nexelerin myself (too weak laptop) but if you have any idea how to add a toggle option for spawning of star system to my mod (so it better blends in Nexelerin) I will be pleased to add it (as long as it's not over-complicated). Here is the detail someone post about it:
Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time.
-
Hello,
Is there any way to move my already existing Prism Freeport from Hyperspace to one inside a System, cause the hyperspace lag is killing my months long playthrough.
I managed to delete my already existing Prism from hyper space
using this code:
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
and i can create a new one using this code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
but the issue is its generating the Prism port in the exact same location in Hyperspace and not in its own System,
Anyone can help me out please
Thanks for this awesome mod.
-
Hello,
Is there any way to move my already existing Prism Freeport from Hyperspace to one inside a System, cause the hyperspace lag is killing my months long playthrough.
I managed to delete my already existing Prism from hyper space
using this code:
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
and i can create a new one using this code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
but the issue is its generating the Prism port in the exact same location in Hyperspace and not in its own System,
Anyone can help me out please
That console command puts Prism in hyperspace. Change the false to true and it'll appear in its nebula, but won't have any officials on the comm directory.
Fastest way to work around that issue would probably be to use the SetMarketOwner console command to take over Prism, dock with it to generate the officials, then give it back to independents.
Someone asked on Stop Gap Measure topic about removing spawning of Star systems added by the mod. I'm not playing Nexelerin myself (too weak laptop) but if you have any idea how to add a toggle option for spawning of star system to my mod (so it better blends in Nexelerin) I will be pleased to add it (as long as it's not over-complicated).
Just have your sector generation code run the following checks before running:
-Is Nex loaded?
-If yes, is Nex in random sector?
Check the FAQ in the OP for a code example.
I've observed factions having lots of "Task Forces" or "Special Purpose" fleets patroling around objectives and also just outside hyperspace at times, for whatever reason. Making factions churn out more domestic patrol fleets the more you raid their planets would be a much more organic way of going about it. It would also be a more sensible solution than making one slow fleet that ESP tracks the player, considering multiple fleets orbiting around a colony makes it effectively impossible to raid it without first dealing with the fleets.
Also, the vanilla mission mechanic where the fleet just spawns out of the ether isn't a very good way of going about it because, at least with your transponder off, they'd have no way of knowing it's you. Colony defense patrols wouldn't need to be concerned about that, though, because they'd be going after anything that doesn't have a transponder turned on.
I don't think spawning an in-system patrol fleet in response to raids is a replacement for vengeance fleets
– although it might be worth adding as its own feature nevertheless, to counteract player repeat raiding.
There's a couple of reasons for this:
- Vengeance fleets are created in response to all hostile player activity (including in hyperspace, or systems with no markets of the target faction), not just raids
- If one system spawns more patrols in response to player activity in the same system, the player just goes elsewhere; all faction systems could spawn more patrols, but that aggravates the annoying thing (https://fractalsoftworks.com/forum/index.php?topic=22713) about NPCs generating fleets from nothing at will.
-
I have some reservations about the whole "winning" system after the alliance I was commissioned in just won "conquest" by adding another faction as a member ("conquest" should perhaps be called "domination", like in old Civ games where it meant majority of land and population, but I digress).
After that event, which happened too early for me to do many of the things I wanted (didn't even get to finish the story), I had some reflections on the entire diplomacy / winning / 4X situation:
- Starsector is not and will not work as a proper 4X game - the actual game that is really analogous to it is... Mount & Blade: Warband.
- Just like in M&B, we are dealing here with a world that is in important ways static (the core) and has always the same factions.
- Diplomatic interactions shouldn't follow the logic of 4X games but rather the logic of being rather random and maintaining the status quo.
- The only winning condition should probably be to be in control (together with allies) of all the inhabited planets in the sector. That would already make things better as at least one alliance can't just balloon to the point of meeting some less stringent victory goals.
- Alternatively, if one really wants this to be, somehow, 4X proper, then the alliance mechanic needs some changes to punish or make it more difficult to have really large alliances.
- The diplomatic win is redundant - factions that have good relations will join alliances and that will most likely win one of the other conditions first.
- Apparently you just need to be commissioned by one of the allied factions to be considered a winner - so you don't really have to do anything beyond a certain point.
- Why is the "economic" victory just the number of heavy industries? So basically you can get an ally or two and just spam those yourself and get this easily...
Overall the winning mechanic feels vacuous, I can't care about these conditions and just have to shrug when it happens - but it still is awkward to play a game that is somehow "won" or "lost".
If one wants more variety of goals for winning then again M&B might provide better inspiration - by taking it from the Prophecy of Pendor mod that not only requires complete conquest but also things like eliminating dangerous parties and maintaining good relations with an important independent group.
I realize too that I'm playing with additional factions but I think these points still stand to some extent and the fact that you can't add a faction without worrying about its impact on diplomacy is still problematic (as factions in this game are not just assemblies of generic traits but have their distinct "personality" that is itself an important value added to the game).
-
can't even seem to launch 10.4 disabled all mods except nex and requirements log here 10.2 works just fine zipped log file to fit. hold that thought i might be an idiot. fiddled with it for 2-3 hours trying to figure out the issue. finally post for help. figure out issue is wrong version of SS. carry on and ignore this post. (double facepalming)
[attachment deleted by admin]
-
A funny thing happened: Tri-Tachyon left the alliance that won the game two months after - maybe one simple solution to improve how win conditions work is to require these conditions to be maintained for some period (a cycle or two). Or require a conjunction of conditions, like population and heavy industry. Both of these changes could be used together.
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* Add player version of the special task group
I really like this feature, noticed a few bugs with it though.
Told my task force to to patrol my system and followed him around and he kept trying to fly into the sun.
Also, even though I have the independent orders thing toggled off so I can have him orbit my main planet, he will still randomly go off to patrol a planet (often in another system) on his own after a while.
Keep up the great work ;D
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Possible ConcurrentModificationException in RebellionCondition:
@Override
public void apply(String id) {
if (refetchEventIfNeeded())
market.getStability().modifyFlat(id, -1 * event.getStabilityPenalty(),
StringHelper.getString("exerelin_marketConditions", "rebellion"));
if (event == null) /* refetch failed */
market.removeSpecificCondition(this.getModId());
}
If the refetch fails post game load (where the game goes through and reapplies every market condition, see econPostSaveRestore in CoreLifecyclePluginImpl.java), calling market.removeSpecificCondition will cause a ConcurrentModificationException.
-
Anyone know how to fix this problem?
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
-
(forgot to reply to this one previously, whoops)
Any chance you could update the version checker to optionally allow parsing the tag name from the latest release? The latest release info can be obtained with only the Github username and repo name via the Github API:
Example GET request:
https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest (https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest)
The tag name can be found under the “tag_name” field, and I believe that most modders will either make their tag names equal to the version number of preface it with a “v” (which Github recommends).
This would be a nice QoL upgrade for modders to not have to manually ensure that their Nexerelin version file is in sync with their Github repo and their mod_info.json.
I'll take a look. That said I might well remove Nex's Version Checker once the standalone mod updates anyhow, I'd prefer to not maintain someone else's mod inside my own.
Anyone know how to fix this problem?
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Nexerelin 0.10.3i and later require Starsector 0.95.1a. Update your Starsector, or go back to the older Nex version.
Possible ConcurrentModificationException in RebellionCondition:
@Override
public void apply(String id) {
if (refetchEventIfNeeded())
market.getStability().modifyFlat(id, -1 * event.getStabilityPenalty(),
StringHelper.getString("exerelin_marketConditions", "rebellion"));
if (event == null) /* refetch failed */
market.removeSpecificCondition(this.getModId());
}
If the refetch fails post game load (where the game goes through and reapplies every market condition, see econPostSaveRestore in CoreLifecyclePluginImpl.java), calling market.removeSpecificCondition will cause a ConcurrentModificationException.
Thanks for the find, I'll try making it not remove the condition. Although I'll need to test first; worried about 'zombie' market conditions.
I have some reservations about the whole "winning" system after the alliance I was commissioned in just won "conquest" by adding another faction as a member ("conquest" should perhaps be called "domination", like in old Civ games where it meant majority of land and population, but I digress).
After that event, which happened too early for me to do many of the things I wanted (didn't even get to finish the story), I had some reflections on the entire diplomacy / winning / 4X situation:
- Starsector is not and will not work as a proper 4X game - the actual game that is really analogous to it is... Mount & Blade: Warband.
- Just like in M&B, we are dealing here with a world that is in important ways static (the core) and has always the same factions.
- Diplomatic interactions shouldn't follow the logic of 4X games but rather the logic of being rather random and maintaining the status quo.
- The only winning condition should probably be to be in control (together with allies) of all the inhabited planets in the sector. That would already make things better as at least one alliance can't just balloon to the point of meeting some less stringent victory goals.
- Alternatively, if one really wants this to be, somehow, 4X proper, then the alliance mechanic needs some changes to punish or make it more difficult to have really large alliances.
- The diplomatic win is redundant - factions that have good relations will join alliances and that will most likely win one of the other conditions first.
- Apparently you just need to be commissioned by one of the allied factions to be considered a winner - so you don't really have to do anything beyond a certain point.
- Why is the "economic" victory just the number of heavy industries? So basically you can get an ally or two and just spam those yourself and get this easily...
Overall the winning mechanic feels vacuous, I can't care about these conditions and just have to shrug when it happens - but it still is awkward to play a game that is somehow "won" or "lost".
If one wants more variety of goals for winning then again M&B might provide better inspiration - by taking it from the Prophecy of Pendor mod that not only requires complete conquest but also things like eliminating dangerous parties and maintaining good relations with an important independent group.
I realize too that I'm playing with additional factions but I think these points still stand to some extent and the fact that you can't add a faction without worrying about its impact on diplomacy is still problematic (as factions in this game are not just assemblies of generic traits but have their distinct "personality" that is itself an important value added to the game).
Thanks for the thoughts! I still need to figure out how exactly I'd change this stuff though, maybe later.
(The idea in the other post about having to maintain the win condition for some time might be good, at least)
Some background info and random thoughts:
- Originally the conquest victory required eliminating every other victory-eligible faction. This took way too long even in vanilla, much less modded games, and it was always faster to do the diplomatic victory if you really want the endgame screen. So it became the majority-population and two-thirds heavy industry rules.
-- The intent of having the two different requirements was to create different strategies: snap a lot of enemy small planets, or punch out the core worlds with HI? Although I hadn't considered the "spam your own heavy industry" exploit.
- For the player I'd still expect a diplomatic victory to be preferable to conquest, with allies or otherwise, unless you're already associated with the biggest boys like the Hegemony and/or League. You can just throw a bunch of prisoners, AI cores and operatives at factions to get friendly with them (and kill off any small, recalcitrant factions). The main contribution of being in an alliance is to get dragged into random wars and otherwise incur increased risks of negative diplomacy events (the diplomacy 'disposition' calculation treats alliance members as having the size of the full alliance when calculating the dominance penalty, and this applies to intra-alliance relations too).
- Thinking about it a bit more, a problem with the diplomatic victory for NPC factions is that they don't try to win it at all. (They don't specifically try to win a conquest victory either, but tend towards it 'on their own' as territory gets taken during wars).
- All things considered, I'm vaguely thinking of (adding a setting to) remove all victory conditions completely, and let the player measure their own success. Don't a couple of Paradox games do this?
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Will the player's faction be customizable with traits in the future, with the same traits other factions have?
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- Originally the conquest victory required eliminating every other victory-eligible faction. This took way too long even in vanilla, much less modded games, and it was always faster to do the diplomatic victory if you really want the endgame screen. So it became the majority-population and two-thirds heavy industry rules.
-- The intent of having the two different requirements was to create different strategies: snap a lot of enemy small planets, or punch out the core worlds with HI? Although I hadn't considered the "spam your own heavy industry" exploit.
- For the player I'd still expect a diplomatic victory to be preferable to conquest, with allies or otherwise, unless you're already associated with the biggest boys like the Hegemony and/or League. You can just throw a bunch of prisoners, AI cores and operatives at factions to get friendly with them (and kill off any small, recalcitrant factions). The main contribution of being in an alliance is to get dragged into random wars and otherwise incur increased risks of negative diplomacy events (the diplomacy 'disposition' calculation treats alliance members as having the size of the full alliance when calculating the dominance penalty, and this applies to intra-alliance relations too).
- Thinking about it a bit more, a problem with the diplomatic victory for NPC factions is that they don't try to win it at all. (They don't specifically try to win a conquest victory either, but tend towards it 'on their own' as territory gets taken during wars).
- All things considered, I'm vaguely thinking of (adding a setting to) remove all victory conditions completely, and let the player measure their own success. Don't a couple of Paradox games do this?
Hmm, isn't diplo victory kinda boring though? You just do missions, use operatives etc.
One thing that could also be (theoretically) done if you have a win condition that you have to maintain is to have some sort of "rally" when all non-allied factions try to prevent you from getting the win (e. g if you just spam heavy industry to rush for victory then you will probably not be able to defend it).
If you are thinking about removing all victory conditions... maybe then you can simply leave the conquest one? Most players might not go for it but it gives both groups (ones that want to "win" and others that don't care) an option of playing how they want (btw most people don't actually finish M&B because conquest takes very long too).
As for Paradox games: Stellaris has just a conquest condition (which includes the option of vassalizing others or adding to a federation). It actually had some others in the past but they removed them for some reason. Personally, Stellaris late game is pretty boring and tedious, I would prefer to have something other than conquest to go for, but oh well (they do have "crisis" events in the late game that keep you busy).
I think Crusader Kings doesn't have a victory condition per se, I am not 100% sure.
For Starsector it's probably better to have conditions that are not quite fast to achieve as the game is naturally pretty slow (all this rep grinding, exploration and colony development will always take quite some time).
A side note about alliances again: a player that's just commissioned by one of the winning factions should probably not be considered winning. Also maybe the win should just be for the alliance founder so that players are encouraged to develop their own alliances instead of just joining another.
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As for Paradox games: Stellaris has just a conquest condition (which includes the option of vassalizing others or adding to a federation). It actually had some others in the past but they removed them for some reason. Personally, Stellaris late game is pretty boring and tedious, I would prefer to have something other than conquest to go for, but oh well (they do have "crisis" events in the late game that keep you busy).
I think Crusader Kings doesn't have a victory condition per se, I am not 100% sure.
For Starsector it's probably better to have conditions that are not quite fast to achieve as the game is naturally pretty slow (all this rep grinding, exploration and colony development will always take quite some time).
Stellaris has a timed score-based victory condition - you set a target year, and when that time arrives the empire with the highest score (including non-conquest factors like technology) is declared the winner - and you have the option of disabling it completely. Conquest is certainly the easiest way to win, but not the only one.
I personally think having an option to disable victory conditions entirely would be great. I don't play with Nexerelin to "win", I do it primarily so that I have a dynamic world to play in, where meaningful non-deterministic changes are occurring (there are other nice features too, but that's the main draw for me). For me, the victory conditions are just unnecessary (albeit minor) annoyances which pop up and briefly interrupt my gameplay at some point, but which I otherwise ignore.
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Yeah, don't get me started on how much I love the first three hours of every Stellaris game I start up and watch it collapse into micromanagement hell.
I personally think having an option to disable victory conditions entirely would be great. I don't play with Nexerelin to "win", I do it primarily so that I have a dynamic world to play in, where meaningful non-deterministic changes are occurring (there are other nice features too, but that's the main draw for me). For me, the victory conditions are just unnecessary (albeit minor) annoyances which pop up and briefly interrupt my gameplay at some point, but which I otherwise ignore.
This is also my (limited, four complete rounds of Nex) preference for Nexerelin: I want the dynamic interactions to be already in the game as it just feels "expected" of a tense, on-the-brink-of-conflict space sim, but you've stepped up and offered your interpretation of how it should go, and I enjoy it, so I play it. But I don't care much for the "win" condition per se as it gets a bit hectic and clashes with the exploration portion as the first few hours give way to the "oh ***, gotta hustle" portion. Again, my preference.
Side tangent: one thing I enjoy from games is an inherent feel of uniqueness in every playthrough, whether from the collision of what I expect to happen vs what really happens, or from bugs in the game that somehow morph into "features," or from the tension that you cannot entirely predict. Roguelikes do this with varying success, so do games that just happen to create dynamic systems with rough edges in their play (such as STALKER), and generative "story" style sim games like Rimworld and Dwarf Fortress. Nex sort of facilitates this random-but-not-lol-random scenario where I'm mentally picturing the alliances everywhere I am and how e.g. I could find myself on the other end of the sector and suddenly Nachiketa flips and I gotta find the second-largest gas station in the galaxy. Or my rival faction's home sector is close to capture and hmmmm how do I take advantage of this?
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How do you form a special task force again? I managed it last game, and now I can't for the life of me work out how I did, lol
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I've observed factions having lots of "Task Forces" or "Special Purpose" fleets patroling around objectives and also just outside hyperspace at times, for whatever reason. Making factions churn out more domestic patrol fleets the more you raid their planets would be a much more organic way of going about it. It would also be a more sensible solution than making one slow fleet that ESP tracks the player, considering multiple fleets orbiting around a colony makes it effectively impossible to raid it without first dealing with the fleets.
Also, the vanilla mission mechanic where the fleet just spawns out of the ether isn't a very good way of going about it because, at least with your transponder off, they'd have no way of knowing it's you. Colony defense patrols wouldn't need to be concerned about that, though, because they'd be going after anything that doesn't have a transponder turned on.
I don't think spawning an in-system patrol fleet in response to raids is a replacement for vengeance fleets
– although it might be worth adding as its own feature nevertheless, to counteract player repeat raiding.
There's a couple of reasons for this:
- Vengeance fleets are created in response to all hostile player activity (including in hyperspace, or systems with no markets of the target faction), not just raids
- If one system spawns more patrols in response to player activity in the same system, the player just goes elsewhere; all faction systems could spawn more patrols, but that aggravates the annoying thing (https://fractalsoftworks.com/forum/index.php?topic=22713) about NPCs generating fleets from nothing at will.
The two biggest problems with vengeance fleets is that they have psychic Oblivion Guard powers that aren't supported by any existing game mechanic and they never send vengeance fleets to kill fleets from factions declaring all-out war on them. Not to mention the fleets come from nothing. I've just been console-killing them, so it's only an inconvenience at the moment, but it'd be nice if it were replaced by a system that didn't violate the established rules of the game universe.
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Hello everyone, I had a question about the governorship system. I'm currently doing a Tri-Tachyon friendly run and thought that it would be nice to have more benefits from them before doing my own thing, so I looked into buying governorship. Now, it seemed quite attractive, as the current administrator mentioned a "130k income". I mean, that sounds great. Unfortunately, it's been several months now and I only get 25k ... it's four times less than my commission, yet cost me 1.2 million credits. At first, I thought about buying governorship for several planets and stations since they all had such a good income, meaning they would pay for themselves in less than a year, but now I just feel scammed. Did I misunderstand the numbers and the income sold to me was yearly and not monthly ? Or is there actually a problem somewhere ? Thanks in advance for the help you might offer.
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Hello everyone, I had a question about the governorship system. I'm currently doing a Tri-Tachyon friendly run and thought that it would be nice to have more benefits from them before doing my own thing, so I looked into buying governorship. Now, it seemed quite attractive, as the current administrator mentioned a "130k income". I mean, that sounds great. Unfortunately, it's been several months now and I only get 25k ... it's four times less than my commission, yet cost me 1.2 million credits. At first, I thought about buying governorship for several planets and stations since they all had such a good income, meaning they would pay for themselves in less than a year, but now I just feel scammed. Did I misunderstand the numbers and the income sold to me was yearly and not monthly ? Or is there actually a problem somewhere ? Thanks in advance for the help you might offer.
The income value given there is the contribution of the market's monthly income to the governorship price breakdown, which is 6 month's worth of income. Guess I should clarify this in the text.
One case where governorship is more useful is on planets you just conquered, since you get a 50% discount to the total price.
The two biggest problems with vengeance fleets is that they have psychic Oblivion Guard powers that aren't supported by any existing game mechanic and they never send vengeance fleets to kill fleets from factions declaring all-out war on them. Not to mention the fleets come from nothing. I've just been console-killing them, so it's only an inconvenience at the moment, but it'd be nice if it were replaced by a system that didn't violate the established rules of the game universe.
If you're console-killing them anyway, may as well turn off vengeance fleets in the config (set their size mult to zero, or turn off vengeance point generation).
Factions don't send vengeance fleets to other factions because there's no equivalent of the player fleet to target. They do attack other factions quite aggressively in any number of ways, up to sat bombing under the right circumstances.
The ESP isn't great but vengeance fleets rarely catch the player even with it and would become a complete non-threat without.
But I'll still probably replace them with the mission popup ambushes (and delay or hide the notification of a vengeance fleet spawning), since that only needs to "know" where the player is once instead of every time. (Transponder-off raids? They still find some evidence it's you (hence the rep loss), unless you're using the story point option for literally every raid, and they only send vengeance fleets if they're already hostile to you anyway. Further, in the planned scenario, who's to say it's specifically because of the raids?)
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Hello everyone, I had a question about the governorship system. I'm currently doing a Tri-Tachyon friendly run and thought that it would be nice to have more benefits from them before doing my own thing, so I looked into buying governorship. Now, it seemed quite attractive, as the current administrator mentioned a "130k income". I mean, that sounds great. Unfortunately, it's been several months now and I only get 25k ... it's four times less than my commission, yet cost me 1.2 million credits. At first, I thought about buying governorship for several planets and stations since they all had such a good income, meaning they would pay for themselves in less than a year, but now I just feel scammed. Did I misunderstand the numbers and the income sold to me was yearly and not monthly ? Or is there actually a problem somewhere ? Thanks in advance for the help you might offer.
The income value given there is the contribution of the market's monthly income to the governorship price breakdown, which is 6 month's worth of income. Guess I should clarify this in the text.
One case where governorship is more useful is on planets you just conquered, since you get a 50% discount to the total price.
Thank you for the clarification, that would mean that with a 130k income, it would take me five ingame years to get my 1.2 million back. That's ... awfully reasonable ;D But really, in that case colonizing a planet myself is the better alternative. Governorship is a bit lacklustre in comparison, especially considering how much it actually cost. I'd say it's a welcome option nonetheless though. Makes tha game more engaging by adding choice.
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Hi everyone! Long time lurker, first time poster.
I have an issue with the taskforce system. I wonder if it is a bug or if I am missing something: I created a taskforce on my Colony with a substantial fleet and an officer. It didn't last long... It is listed as "fleet destroyed" in the "Special Force" Intel panel. And I cannot disband it.
My issue is I cannot access the "create a taskforce" option with the station commander: it is not available because I cannot have more than one taskforce. Thus I can't "revive ship", and I can't disband my dead detached fleet to create a new one
Is there something I am missing here? Do I need to do smth else to access this option again? (In the worst case, can I delete this taskforce through the console command?)
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The two biggest problems with vengeance fleets is that they have psychic Oblivion Guard powers that aren't supported by any existing game mechanic and they never send vengeance fleets to kill fleets from factions declaring all-out war on them. Not to mention the fleets come from nothing. I've just been console-killing them, so it's only an inconvenience at the moment, but it'd be nice if it were replaced by a system that didn't violate the established rules of the game universe.
If you're console-killing them anyway, may as well turn off vengeance fleets in the config (set their size mult to zero, or turn off vengeance point generation).
Factions don't send vengeance fleets to other factions because there's no equivalent of the player fleet to target. They do attack other factions quite aggressively in any number of ways, up to sat bombing under the right circumstances.
The ESP isn't great but vengeance fleets rarely catch the player even with it and would become a complete non-threat without.
But I'll still probably replace them with the mission popup ambushes (and delay or hide the notification of a vengeance fleet spawning), since that only needs to "know" where the player is once instead of every time. (Transponder-off raids? They still find some evidence it's you (hence the rep loss), unless you're using the story point option for literally every raid, and they only send vengeance fleets if they're already hostile to you anyway. Further, in the planned scenario, who's to say it's specifically because of the raids?)
That'd be a worthy replacement at least until a better solution can be thought of and implemented. At least then the player can just watch out after kicking the hornet's nest instead of having to perpetually move away from a fleet that can't catch them but always knows where they are.
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How do you form a special task force again? I managed it last game, and now I can't for the life of me work out how I did, lol
Talk to a military-type base official on one of your colonies.
Hi everyone! Long time lurker, first time poster.
I have an issue with the taskforce system. I wonder if it is a bug or if I am missing something: I created a taskforce on my Colony with a substantial fleet and an officer. It didn't last long... It is listed as "fleet destroyed" in the "Special Force" Intel panel. And I cannot disband it.
My issue is I cannot access the "create a taskforce" option with the station commander: it is not available because I cannot have more than one taskforce. Thus I can't "revive ship", and I can't disband my dead detached fleet to create a new one
Is there something I am missing here? Do I need to do smth else to access this option again? (In the worst case, can I delete this taskforce through the console command?)
Hello and welcome!
To disband a destroyed task group, you need to be docked at a player colony (I'll remove the player faction requirement next version). This will add all the officers and ships (at zero CR and hull) back to your fleet.
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To disband a destroyed task group, you need to be docked at a player colony (I'll remove the player faction requirement next version). This will add all the officers and ships (at zero CR and hull) back to your fleet.
Was having this same issue. Thank you for this!
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How do you form a special task force again? I managed it last game, and now I can't for the life of me work out how I did, lol
Talk to a military-type base official on one of your colonies.
Hi everyone! Long time lurker, first time poster.
I have an issue with the taskforce system. I wonder if it is a bug or if I am missing something: I created a taskforce on my Colony with a substantial fleet and an officer. It didn't last long... It is listed as "fleet destroyed" in the "Special Force" Intel panel. And I cannot disband it.
My issue is I cannot access the "create a taskforce" option with the station commander: it is not available because I cannot have more than one taskforce. Thus I can't "revive ship", and I can't disband my dead detached fleet to create a new one
Is there something I am missing here? Do I need to do smth else to access this option again? (In the worst case, can I delete this taskforce through the console command?)
Hello and welcome!
To disband a destroyed task group, you need to be docked at a player colony (I'll remove the player faction requirement next version). This will add all the officers and ships (at zero CR and hull) back to your fleet.
Thank you! that was bugging me (this task force had a beautiful Legion freshly refitted, the first I found in this game)
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Spoiler
Anybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.
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Spoiler
Anybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.
It's possible one fleet got missed somehow. Try turning on devmode (easiest to do it in console) and press Ctrl+Z (toggles sensor mechanic) to see if any fleets are still lurking in the target system, the origin system or hyperspace.
(Note that you don't need to completely kill each fleet; due to a bug it counts as defeated if it takes any losses at all)
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I've noticed that when I start an invasion, Starsector slows way the heck down (simrate and loading speed between sectors) whenever I initiate an invasion.
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One thought about having a faction of your own while being commissioned at the same time: in line with everything else happening in your commissioner's name (including things like operative actions, conquering colonies) it shouldn't be possible to just found your own colonies - what should happen is any such colony would be automatically transferred to the commissioner but with the player getting the governorship (and perhaps an option of still settling independent but with a heavy relation penalty).
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Wanted to toss out some feedback: The Decivilized / Raided mechanics are pretttttyyyy intense, and abrupt.
Had my main manufacturing base get attacked. All the good stuff, right?
They take it. I take it back.
I'm then left with a planet with CRIPPLING penalties to Stability (-20+), they can encourage more instability with agents, but I can't counter-stabalize. I keep this dance up for almost a year... my High Command was out of commission for over a year! Then one day it decivilizes, and the entire thing is razed to the ground. Storage, buildings, ships, AI, attachments..... all of it.
Am I correct in assuming that Nexerlin is at the heart of this? I'm pretty sure there's some vanilla mechanics mixed in as well, but...
... it feels like there's room for, I dunno.... martial law? Or shutting the whole colony down until the Stability penalties pass (but seriously, it was over a year). I've got Industrial Evolution, and used the Senate to add stability... but again, it just felt really ham-fisted. Like a good mechanic that sorta ran out of steam, and just deleted the colony. Hell, even going pirate would give me a chance to steal my stuff back.
Stable system. Stable planet. Edicts. Fleets. Every kind of goods available. Still not enough to counter a negative 20-something for over a year.
Am I missing some important mechanic? 'Cause I'm honestly afraid this just blew up my playthrough.
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Raided, or invaded?
Only invasions and AI Inspections actually take stuff, and of the two only with the former can you take stuff back.
If it is constantly being invaded, stop letting them win, or stop taking it back until you can stop letting them win.
Pay attention to the Intel, and subvert or defeat any invasion fleets before they reach the destination. Or build better defenses, should you have the money and means.
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Raided, or invaded?
Only invasions and AI Inspections actually take stuff, and of the two only with the former can you take stuff back.
If it is constantly being invaded, stop letting them win, or stop taking it back until you can stop letting them win.
Pay attention to the Intel, and subvert or defeat any invasion fleets before they reach the destination. Or build better defenses, should you have the money and means.
So, invaded, initially. With High Command, Shield, upgraded defenses, the whole bit.
Immediately took it back.
But AFTER that exchange, the colony was borked. 0 Stability for over a year without any other influences I could see, and a Lvl 5 Agent on counter tactics.
The High Command remained offline for more than a year... but even with that back, it wouldn't have been enough to overcome the crippling Stability negatives from having the planet taken, and then taking it back. Even with the Battlestation online, the military defenses, yadda yadda.
Which is to say: They snuck in an invasion. Cool, that's legit, and behavior I like to see.
BUT!
Once taken back, I was left with a crippled wreck. And rather than reduce in population, or sit and be miserable until it's allotted time was up... it gave me an Uncivilized warning, and then a few months later the planet just wiped clean. Went 'Uncivilized', and it was ALL gone. Everything.
I know these mechanics are a mix of Nexerlin and Vanilla behavior... but please, can we have some sort of remedial stability options? "Don't get invaded" isn't an indefinite option. As players, we need to have a way to take back an invaded planet and nurse it back to health. From what I can understand, the 'correct' action would have been to raze it to the ground, let to go Uncivilized, and start from scratch.
And that's not intuitive! O__O
Those stability penalties are INTENSE, and EXTREMELY long-lasting. And the only solution is raze it to the ground, or $200k per stability point (which in this case was over 20).
Even then, $4mil and it just magically is better?
Consider this a combination critique, request, question, and suggestion.
There's an intense mechanical tipping point that the tug-a-war over territory is gonna inevitably bring. Dunno if the AI suffers similarly.
Thoughts?
'Cause I'm pretty sure I did everything a person could. One of the 4 fleets coming to invade slipped through my net, and then the next year or more of gameplay was set in stone unless I poured money on the fire.
**EDIT** All of this in my own, undisputed (except briefly) system with an upgraded Com array.
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Is there a way to manually give a faction the same status that something like the Pirates or the Independents have, where they don't undergo diplomacy events or relationship changes?
The Aleph Ascendancy does not have this status by default, which is a little weird considering their whole deal.
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Regarding decivilization: The short answer is it's just how it works right now, eat the cost of the Stabilize button till you have at least nonzero stability. Losing stuff is annoying, but you have a full ingame cycle to move stuff off if the colony can't be saved.
That said, having -20 unrest at all (or worse, -20 net stability) is a sign that someone did something massively wrong somewhere. Even a sat bomb is "only" -10!
Anyway, someone a while back suggested a different way for deciv'd planets to work (https://fractalsoftworks.com/forum/index.php?topic=9175.msg355642#msg355642), which wouldn't lose stored items. Whether I implement this at some point depends on working out the details, like what the process to recover such a colony is.
Is there a way to manually give a faction the same status that something like the Pirates or the Independents have, where they don't undergo diplomacy events or relationship changes?
The Aleph Ascendancy does not have this status by default, which is a little weird considering their whole deal.
Could add a "disableDiplomacy":true, line to Ascendancy's faction config. (This isn't how pirates or independents do it as they have their own special handling, but it'll work if the only change desired is making them not have diplomacy events)
I've noticed that when I start an invasion, Starsector slows way the heck down (simrate and loading speed between sectors) whenever I initiate an invasion.
That's odd; the only part of the ground battle mechanic I can think of that run in real time is the script that attracts patrols to the site of the invasion. Are there a ton of fleets in the system or something? (But even then, handing out fleet assignments once every so often shouldn't be a serious load...)
One thought about having a faction of your own while being commissioned at the same time: in line with everything else happening in your commissioner's name (including things like operative actions, conquering colonies) it shouldn't be possible to just found your own colonies - what should happen is any such colony would be automatically transferred to the commissioner but with the player getting the governorship (and perhaps an option of still settling independent but with a heavy relation penalty).
Makes a certain sense. Mostly I think it'd be annoying for players and they'd just drop commissions (possibly switching to having an alliance instead) before forming new colonies, but the same arguments apply to conquest. Well, I guess the main barrier to implementing it for colonies is it'd require work I'm not presently doing.
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While on the subject, is there any way/chance that saving initial picks for a new game could include more things?
If I start a new game, most of the Nexerlin options stay as I modified them, as long as I don't exit the game completely.
And... maybe this is silly... but a lot of the other stuff is just annoying to type in while randomly generating a system!
Name. Picture. Faction name. Faction Flag.
As close to a 'regenerate system' button as you could get?
At your discretion, of course.
Just an idea/suggestion.
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2241317 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.Arc_WorldGen.generateDerelicts(Arc_WorldGen.java:32)
at data.scripts.Arc_ModPlugin.onNewGameAfterProcGen(Arc_ModPlugin.java:12)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
im not really sure if this is caused by Nexerelin or a compatability issue with one or another mod, as i have a lot enabled, but it crashes every time i try to start with the derelict empire scenario
this is the modlist i use
{"enabledMods": [
"pantera_ANewLevel40R", "adjustable_skill_thresholds", "Adjusted Sector", "mobile_star_fortress", "anotherportraitpack", "apex_design",
"ARC", "armaa" "raccoonarms", "arthrships", "Astra_Hyperedit_teal_full", "lw_autosave", "Barack's Namelists", "battlefleets", "better_deserving_smods",
"beyondthesector", "BSC", "BSC_Submod", "bb_plus", "bountiesexpanded", "HMI_brighton", "CWSP", "capturecrew", "seven_nexus", "clearCommands",
"CAS", "chatter", "timid_commissioned_hull_mods", "lw_console", "diyplanets", "Dabble", "istl_dassaultmikoyan", "degenerateportraitpack", "DetailedCombatResults",
"diableavionics_lilium", "diableavionics", "dronelib", "edshipyard", "EXPLOSIVE_FUEL", "extra_system_reloaded", "XLU", "fast_engine_rendering", "HHE", "forge_production",
"hbh", "gflportraitpack", "gflportraitpack2", "gladiatorsociety", "GrandColonies", "HMI_SV", "HMI", "hte", "hiigaran_descendants", "sun_hyperdrive", "IndEvo",
"interestingportraitspack", "Imperium", "timid_xiv", "kadur_remnant", "kyeltziv", "LTA", "lw_lazylib", "leadingPip", "ArkLeg", "smc", "lockedAndLoaded", "logisticsNotifications",
"exshippack", "MagicLib", "Mayasuran Navy", "missingships", "more_hullmods", "Musashimanufactor", "ness_saw", "wisp_NeutrinoDetectorMkII", "nexerelin", "kayse_phaseships",
"omegaslaught", "objects_analysis", "OcuA", "console_overlord_additionalcommands", "su_PTSD", "Powerfantasy_Portrait", "progressiveSMods", "PulseIndustry", "pt_qolpack",
"yunru_pilot_radiant", "roider", "rotcesrats", "sun_ruthless_sector", "sanguinary_autonomist_defectors", "tahlan_scalartech", "SCY", "Seafood", "secretsofthefrontieralt", "SEEKER",
"transpoffder", "shadow_ships", "holdsforall", "swp", "mayu_specialupgrades", "sun_starship_legends", "StopGapMeasures3", "superweapons", "Sylphon_RnD",
"tahlan", "Terraforming and Station Construction", "star_federation", "thumper_thumpermod", "TORCHSHIPS", "US", "vic", "VSW", "vayrasector", "vayrashippack", "whichmod",
"XhanEmpire", "yunruhullmods", "yunru_midline_expansion", "yunru_misc_ships", "yunru_pirate_collection", "yunrucore", "audio_plus", "mir_np", "prv", "shaderLib"
]}
-
ARC isn't compatible with Nex's random sector IIRC, you'll have to ask the modder to implement it.
While on the subject, is there any way/chance that saving initial picks for a new game could include more things?
If I start a new game, most of the Nexerlin options stay as I modified them, as long as I don't exit the game completely.
And... maybe this is silly... but a lot of the other stuff is just annoying to type in while randomly generating a system!
Name. Picture. Faction name. Faction Flag.
As close to a 'regenerate system' button as you could get?
At your discretion, of course.
Just an idea/suggestion.
Well I've already said that this stuff is not currently handled by Nex and should be submitted as a vanilla suggestion. That said, I think I've found a way for a mod to fiddle with the new game character generation stuff, so I may try making the data persistent at some point. (Only new game dialog though; for faction setup I currently don't know of a way to change the screen, without doing things I don't currently know how to do)
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hi how can i increase the max player special task group?
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Good day.
What do the mining fleets of their faction do? Didn't notice that the income increased or that the total amount of ore mined increased. Do they have a function or are they just "playing out" their role?
How about an upgrade for the mining building? For example, only on one planet you can make an improvement or make a separate building (Interstellar miners) that generates mining fleets.
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I don't know if this is the right place to comment but i'll do it anyways. But first, dang my first comment about a game. I have a question if this mod is friendly towards supplies. I've added the nexerelin mod since it interested me with diplomacy and mining asteroids but i encountered something weird, my supplies decreases faster than normal even though my ships are smaller starting ships from the tutorial and so they don't use much. But after i enabled the mod i noticed my supplies was decreasing faster than i can manage even with the help of some skills that helps with decreasing supplies and fuel uses and so i disabled the mod for a while and checked if there's something wrong with my game and i tried playing the game without the mod and my supplies drops as normal but when i tried using the mod my supplies drops faster. Any tips? Also, uh, i was wondering if this mod can let me use starting ships like the hammerheads from the mercenary selection without using the mod's ship selection. I also wanted to use doom class phase ship but i wanted to use it after working to get one and not get it with the help of the mod and why only allow three ships? And no, i can't show the whole mod's scripts because i don't want to break something well made and i don't even know what to look for. That is all. And yes, i wrote this whole comment without the uses of :;'" <--- because i just can't. :D PS: Anyone else having this issue? I can't make long distance travel now because of it.
Never mind, most likely just me. Probably, whatever is consuming all of my supplies are likely (D-mod ships found in the tutorials, my inability to understand what is happening in the game such as repair cost, those daily maintenance, enhanced maintenance cost and etc.) Likely those, dang, i've been playing this game for months and i'm still a newbie. Oh well. :-\ but still, if you're still gonna reply. Please tell cuz i'm still not sure.
Oh, just realized i was also playing on Normal. So probably the cost to maintain my ships now cost more than in easy. Great. Moving on.
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Is it possible to limit the size of AI fleets to 30/30?
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Time to stop putting off replies in the expectation that I'll do it later when update is released... :-X
hi how can i increase the max player special task group?
(copypasted from Discord)
The fast way is to comment out the line (put a # at the start of the first column) the nex_configSF_createNewOptDisabled row in Nexerelin/data/campaign/rules.csv.
This removes any checks that might disable special task group creation (currently the only such check is having any other task groups).
Good day.
What do the mining fleets of their faction do? Didn't notice that the income increased or that the total amount of ore mined increased. Do they have a function or are they just "playing out" their role?
How about an upgrade for the mining building? For example, only on one planet you can make an improvement or make a separate building (Interstellar miners) that generates mining fleets.
They don't directly affect mining production, but killing mining fleets can reduce the availability of the commodity they were mining.
I don't have any particular reason to do anything fancy with them (such as tying them to an industry) right now, though if anyone has an interesting idea I might try it.
Is it possible to limit the size of AI fleets to 30/30?
Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
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I'm encountering a null pointer exception when setting the commander of a special forces group
Spoiler
2316944 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.setFlagship(PlayerSpecialForcesIntel.java:81)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_SpecialForcesConfig.setFlagship(Nex_SpecialForcesConfig.java:619)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_SpecialForcesConfig$2.onToggle(Nex_SpecialForcesConfig.java:290)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry.checkButton(InteractionDialogCustomPanelPlugin.java:68)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin.checkButtons(InteractionDialogCustomPanelPlugin.java:25)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin.advance(InteractionDialogCustomPanelPlugin.java:31)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Has something been done to the redacted raids? I've been playing with various versions of Nexerelin since I bought the game a few years ago and I remember that there used to be a lot more of them, in my last few playthroughs I've sometimes seen a raid happen right at the start of the game and then they never happen again. I've tried looking at the intel tab just to see if I was missing them but I haven't seen a single one in my whole playthrough, I'm sitting on mountains of cash and as many colonies / admins as I can handle without giving any them autonomy. Those raids used to be something I really looked forward to thanks to the absolute chaos they would cause. Tried doing some digging and I haven't found anyone with this problem, I think in all of my last 3 runs those damn talking toasters have been entirely absent for most if not all of it, so at this point I'm just wondering if that's how it's supposed to be or has something gone terribly wrong?
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Belated update. Mostly to fix various issues; other planned stuff will come later.
Nexerelin v0.10.4c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.4c/Nexerelin_0.10.4c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
* UNGP rule updates for new version
* Militia Power counts ships with CIVILIAN hint as civilian
* Remnant mission improvements
* Captive Cores: Make mission stage update immediately on obtaining cores, instead of requiring a brief wait
* Fragments: Fix mission breaking if player decides to run but then defeats attack fleet anyway
* Showdown: Remove Hyperwarp mod ability from straggler fleet if present
* Showdown: Merc fleets slightly smaller; get reset to independent faction shortly after mission ends (so they don't get attacked when they return to their origin)
* Improvements to respawning dead ships in player special task group
* Revive cost mult 0.5 -> 0.25 (so it's not wildly more expensive then taking back the ships and fixing them yourself)
* Increase max range to nearby planet a bit
* Governorship purchase has a 20% discount on industry value (can be modified in settings.json)
* Adjust Omega special encounter strength to account for new player strength calculation; alter behavior
* Commissioning faction can use player nav buoy and sensor array
* Special task groups don't patrol hidden markets (including player outposts)
* Player faction doesn't spawn conquest missions from invasion fail streak
### Fixes ###
* Player special task group fixes
* Fix a CTD from assigning a shipless officer as commander of task group
* Disbanding no longer requires the current market to be a player market
* Fix ship losses in the last combat round (the one that kills the fleet) not being recoverable
* Fix dead ships recovered on disband vanishing if not immediately repaired
* Fix being able to assign merc officers to task groups by transferring their ship
* Task group can't receive commands while in a battle for now (causes dialog errors)
* Clarify intel display for dead groups
* Ground battle map should work properly on markets that previously had too many industries
* Fix possible case of mining fleet loss applying output reduction multiple times
* Fix AIM merc fleetFeeMult being rounded to nearest integer
* Fix tips referencing outdated hotkey for menu button
* Remove confusing "[reputation check]" text in ground battle tutorial
* Fix some dialog visual panel issues
* Fix 'donate admin' option on autonomous colonies requiring the conversation target to be a military-type official
Has something been done to the redacted raids? I've been playing with various versions of Nexerelin since I bought the game a few years ago and I remember that there used to be a lot more of them, in my last few playthroughs I've sometimes seen a raid happen right at the start of the game and then they never happen again. I've tried looking at the intel tab just to see if I was missing them but I haven't seen a single one in my whole playthrough, I'm sitting on mountains of cash and as many colonies / admins as I can handle without giving any them autonomy. Those raids used to be something I really looked forward to thanks to the absolute chaos they would cause. Tried doing some digging and I haven't found anyone with this problem, I think in all of my last 3 runs those damn talking toasters have been entirely absent for most if not all of it, so at this point I'm just wondering if that's how it's supposed to be or has something gone terribly wrong?
Remnant raids should still work as they did before; first raid circa late 207 and then one every 270 days on average.
The main thing that I'd expect to block them from spawning would be there just not being any Remnant stations to spawn from. It's a long shot, but you can use devmode+sensors off (Ctrl+Z) in hyperspace to see if there are Remnant beacons around.
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I think i messed it up by myself but i gotta ask to make sure.
During the remnant mission “showdown”, where you have to follow the hegemony fleet to a remnant station and defend it, when does the attack start or does the mission ever expire?
I lost the trail of the hegemony fleet right off the bat because i thought a 14 burn was enough to keep up, but the mission never left or progressed from there.
I searched the entire sector now, surveyed every system, but the mission looks stuck at saying to defend the remnant station.
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Is it possible to limit the size of AI fleets to 30/30?
Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
Doesn't that just set where the soft cap is? And does Nex's fleet generator tend to exceed 30?
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I think i messed it up by myself but i gotta ask to make sure.
During the remnant mission “showdown”, where you have to follow the hegemony fleet to a remnant station and defend it, when does the attack start or does the mission ever expire?
I lost the trail of the hegemony fleet right off the bat because i thought a 14 burn was enough to keep up, but the mission never left or progressed from there.
I searched the entire sector now, surveyed every system, but the mission looks stuck at saying to defend the remnant station.
Hmm, the fleet is supposed to go to its destination system, then when it gets there or dies on the way, there's a delay of a few days before the attack fleets go to the station and engage it (this is the 'defend' stage of the mission). If it's stuck at the 'defend' state, the attack may have failed, though this seems unlikely without a player presence.
If you enable Nex dev mode (create a file named nex_dev.data in Starsector/saves/common) the mission intel will display the star systems involved, so you could check them out and see where everyone is.
I've heard of an beaten-off attack also not causing the mission to end properly, so might have to look into the issue.
Is it possible to limit the size of AI fleets to 30/30?
Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
Doesn't that just set where the soft cap is? And does Nex's fleet generator tend to exceed 30?
It's a hard cap; if it goes over, the base game's fleet factory will replace small ships with big ones to fit in the limit.
The only fleets I know that specifically modify or disregard the limit are Nex invasion fleets (cap is 20% higher than config setting), and SWP's IBBs and Underworld's Dickerson fleet (no cap).
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Hello Histidine.
I had a query regarding revenge fleets.. an to another extent Derelict drone/remnant fleets. I've been trying out the Derelict Empire mode (not sure if it's vanilla or modded start) an since every faction system has Derelict drone conflict to contend with. It seems like the vengeance point accumulation rockets to the top fairly fast, triggering the vengeance fleet part. Which do not doubt this, I find that concept really fun an a cool idea. I'm not sure how the mechanic entirely works, but it appears as though. Once the vengeance meter hits tilt, whatever cycle cooldown that is wired to the fleet generation just stays on repeat. As in, it never diminishes, since there's really no way to improve rep with Derelict Drone Empire. Which starts to wear thin as a repetitive event.
Is there anyway to have a vengeance rep reset? For instance once you've defeated a vengeance fleet a new rep meter is established, rebuilding based on the players actions if the player is a habitual offender. Perhaps even have a calculation that adjusts to the relative FP of the players previous FP encounter that defeated their vengeance fleet?
This way it's not just a steady stream of vengeance fleets seeking out the player once the cooldown for the event wears (if there is a cooldown) and at the same time, the vengeance fleet gets stronger in response to the previous attempt and gives the event itself a little bit of dynamic evolution.
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Could you possibly add a hidden market mechanic for player as well? Maybe as kind of an option for very small colonies to remain hidden at the cost of limiting them to the smallest size/reduced access. Or maybe you have to be ally with pirates or similar faction first.
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Hello Histidine.
I had a query regarding revenge fleets.. an to another extent Derelict drone/remnant fleets. I've been trying out the Derelict Empire mode (not sure if it's vanilla or modded start) an since every faction system has Derelict drone conflict to contend with. It seems like the vengeance point accumulation rockets to the top fairly fast, triggering the vengeance fleet part. Which do not doubt this, I find that concept really fun an a cool idea. I'm not sure how the mechanic entirely works, but it appears as though. Once the vengeance meter hits tilt, whatever cycle cooldown that is wired to the fleet generation just stays on repeat. As in, it never diminishes, since there's really no way to improve rep with Derelict Drone Empire. Which starts to wear thin as a repetitive event.
Is there anyway to have a vengeance rep reset? For instance once you've defeated a vengeance fleet a new rep meter is established, rebuilding based on the players actions if the player is a habitual offender. Perhaps even have a calculation that adjusts to the relative FP of the players previous FP encounter that defeated their vengeance fleet?
This way it's not just a steady stream of vengeance fleets seeking out the player once the cooldown for the event wears (if there is a cooldown) and at the same time, the vengeance fleet gets stronger in response to the previous attempt and gives the event itself a little bit of dynamic evolution.
Hello!
To be clear, is the issue that the Derelict Empire faction keeps sending vengeance fleets at you?
Vengeance fleet points only accumulate when the player takes a specific hostile action against the faction (usually fighting their fleets, or raiding or invading their planets), rather than from just being hostile/vengeful to them. The derelict faction also shouldn't be generating any vengeance fleets. What you describe doesn't sound like the Nex mechanic.
Can you post a screenshot of the vengeance fleets you're seeing?
(Also, you can set useNewVengeanceEncounters to false in exerelin_config.json, this makes vengeance fleets appear in the intel screen so we can be sure that's what's happening)
Could you possibly add a hidden market mechanic for player as well? Maybe as kind of an option for very small colonies to remain hidden at the cost of limiting them to the smallest size/reduced access. Or maybe you have to be ally with pirates or similar faction first.
Maybe someday :)
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Is it possible to limit the size of AI fleets to 30/30?
Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
Doesn't that just set where the soft cap is? And does Nex's fleet generator tend to exceed 30?
It's a hard cap; if it goes over, the base game's fleet factory will replace small ships with big ones to fit in the limit.
The only fleets I know that specifically modify or disregard the limit are Nex invasion fleets (cap is 20% higher than config setting), and SWP's IBBs and Underworld's Dickerson fleet (no cap).
I found a config called invasionFleetSizeMult and it's set to 1. Does that mean 0.8 would be normal?
Also, does that "20% higher than config setting" thing apply to task forces too? specialForcesSizeMult is set to 1 like the invasion one.
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Spoiler
Anybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.
It's possible one fleet got missed somehow. Try turning on devmode (easiest to do it in console) and press Ctrl+Z (toggles sensor mechanic) to see if any fleets are still lurking in the target system, the origin system or hyperspace.
(Note that you don't need to completely kill each fleet; due to a bug it counts as defeated if it takes any losses at all)
Hello, I checked, no fleets remain. I think the quest bugged out.
Is there any way to force complete quests? I kinda want to move on with Midnight Dissonent and can't without completing this quest.
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I found a config called invasionFleetSizeMult and it's set to 1. Does that mean 0.8 would be normal?
Also, does that "20% higher than config setting" thing apply to task forces too? specialForcesSizeMult is set to 1 like the invasion one.
The multiplier only affects the number of "fleet points" the fleet can use to generate its ships (higher can mean more ships but also bigger/stronger ones); there's no config for max ship count.
Special task groups don't apply any modifier to max ship count.
Hello, I checked, no fleets remain. I think the quest bugged out.
Is there any way to force complete quests? I kinda want to move on with Midnight Dissonent and can't without completing this quest.
There's no standard command to complete a quest, but entering this in the Console Commands mod (copy and paste) will make the Showdown quest end with the appropriate rewards:
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
(although this is the last story quest anyhow)
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Here is an idea, im sure its been discussed before and I dont know how it would be implemented but with the Cryo Sleeper Ship, it would be awesome to be able to get a colony to 7 or 8. But only 1 colony. It would be lore friendly.
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Sorry for my English, I'm using google translate.
Thanks for the mod.
When I switched the invasions to the old version, I noticed that the balance has changed.
In the past, the AI took over just about every planet it invaded. With the old invasion interface, the AI often fails when invaded.
This is fine?
UPD:
I don't mind in principle.
Too annoying was the fact that in the early years, the Sindrian Diktat was losing almost all of its planets.
AI defenders are now better at dealing with invasion, making the sector a bit more static, which is good for me.
But... I'm afraid I broke something.
Is the old version of invasion still viable in the current mod version (0.10.4c)?
UPD(2):
Hmm... I noticed that when playing with the old version of the invasion, the defenders send out Special Task Group.
Weird because when I played with the new invasion UI, the invasion fleet just logged in, wiped out the patrols if there were any, and took over the planet.
At the same time, the defenders did not have Special Task Group.
Ah, I'm confused figuring out the mechanics of the mod...
UPD(3):
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
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Hello!
That's odd, switching between old/new invasion ground battles shouldn't affect what happens in space (including the behavior of attacker/defender special task groups).
(Next playthrough I'll probably look more closely at what the Diktat special task group is doing; the faction only has one system so it shouldn't usually have a reason to leave. You can see STG actions in your own game by using dev mode, or creating the file Starsector/saves/common/nex_dev.data)
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.
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Is it me or do special task fleet ships revert to their standard variants after recovery? So no customisation, unless they always survive?
Btw, love special task fleet feature; Histidine, you da man
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The Special Task Force AI can get stuck in "patrolling system" state where I can't give it any order to override that behavior. It seems it tries to follow orders for a moment and then reverts back to patrolling a single planet.
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Hey guys, I have painful problem in my current. I can't get any BP from Prism for last year in game, I was getting them before on same save and I can't invade it! Don't know why, and I was hoping someone could help me :( I do have bootleg Varya's Sector, could that be the issue? On a new save, I can get new BP but can't invade Prism.
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Hmm, I'll need to look into the special task group bugs (in particular, if player STG ships change their variants on dying and respawning that's something that really shouldn't be able to happen)
Hey guys, I have painful problem in my current. I can't get any BP from Prism for last year in game, I was getting them before on same save and I can't invade it! Don't know why, and I was hoping someone could help me :( I do have bootleg Varya's Sector, could that be the issue? On a new save, I can get new BP but can't invade Prism.
Are you using Prism in hyperspace? That version is always uninvadable, since a bunch of things would crash otherwise.
If you can't purchase blueprints when talking to an official, it's possible you already have all the blueprints that Prism can sell.
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In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.
I sort of figured this was a subtle encouragement for the player to join in - like "heeeeey, maybe you can come help these dudes out since they're struggling a little bit~" since the new invasion system allows you to Do That now. It would be nice for defenders to have a little more oomph, though.
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To get to Prism i need to use jump point and can i change in mod settings for Prism to sell all BP instead of default group?
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Legio Infernalis has launched an invasion fleet (5-star) on my only planet (I created my own faction) after only a few months in the game. I'm not sure if that is normal. It's not clear to me what to do about it.
Random core worlds weren't activated and I had 0 interaction with Legio Infernalis so far.
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To get to Prism i need to use jump point and can i change in mod settings for Prism to sell all BP instead of default group?
Just did a quick test with a new game and the invade option is there on Prism.
Are you on latest version of Nexerelin? (updating won't remove the no-invade tag in existing saves)
The trader always excludes items that don't normally occur as single blueprints, and anything with the NO_DROP or NO_BP_DROP tags, and blueprints that player already knows; this is hardcoded. There's also a list of banned blueprints provided by mods; you could go through each mod and remove/clear the relevant file if you really wanted, but I don't recommend it.
Legio Infernalis has launched an invasion fleet (5-star) on my only planet (I created my own faction) after only a few months in the game. I'm not sure if that is normal. It's not clear to me what to do about it.
Random core worlds weren't activated and I had 0 interaction with Legio Infernalis so far.
Legio starts hostile to pretty much everyone including player, so if you have a juicy colony they might well decide to munch on it. Might be good to do something to make them non-hostile before they invade; handing over a prisoner or AI core should do the job.
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I'm wondering if that's from Nexerelin, but there's a planet owned by Hegemony and the station is owned by pirates. If I buy the planet from Hegemony, I can build my own buildings as per usual, but if I try to invade the station owned by pirates, I see they also own the same planet with different buildings on it. Not sure if that's a bug or working as intended.
Edit: So after capturing the station, now I have 2 different "planets" with the same name at the same spot.
Edit 2: See pictures
https://imgur.com/a/EGjIKsW
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I'm wondering if that's from Nexerelin, but there's a planet owned by Hegemony and the station is owned by pirates. If I buy the planet from Hegemony, I can build my own buildings as per usual, but if I try to invade the station owned by pirates, I see they also own the same planet with different buildings on it. Not sure if that's a bug or working as intended.
Edit: So after capturing the station, now I have 2 different "planets" with the same name at the same spot.
Edit 2: See pictures
https://imgur.com/a/EGjIKsW
Is that random sector? I'm guessing this is the bug where a mod that doesn't support random sector adds a planet with a market, then Nex random sector generator adds another market to the same planet*. To confirm this, you could generate a new non-random sector and look for a planet/star system with the same names.
*although I thought I'd already prevented this from happening
(If it's not random sector, well, sounds like that mod itself is adding the market twice on its own)
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I got a tip from someone that this mod has a bug that sets marine XP to 0% for some reason and it just happened again on Nexerelin v0.10.4c.
I never notice it when it happens, so I haven't been able to figure out a cause.
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Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.
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Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.
If that's true then I've at least got a workaround. Thanks.
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Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.
If that's true then I've at least got a workaround. Thanks.
No problem. Though, I can't guarantee that's exactly your problem. There might be more than one way that marines are getting amnesia
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I love how fleet budget is based on the number of military bases you have. In the base game the patrol base tree, aside from the initial building, kind of just feels like a glorified stability/defense bonus... attaching how many assets you can muster to it makes it feel a lot more valuable
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Question, Do i need to do something special for the contact on prism freeport to spawn?, because in my game i have not see the quest
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If you still haven't encountered it: the quest becomes available in the bar after 180 ingame days have passed. If it's not there, possibly the mission generation failed somehow.
(One unintentional condition of the mission I just noticed is that because it won't spawn on any non-independent markets, if you invaded and captured Prism it won't work)
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Dear Histidine
I want to review my previous notice, about special task fleet ships changing loadout after destruction and restoration. I recently observed it happening even without them being destroyed. Im unable to provide more accurate circumstances, sorry.
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question.. i'm new to starsector. how do i check my alignments and traits?
and how can i change it?
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question.. i'm new to starsector. how do i check my alignments and traits?
and how can i change it?
Player doesn't have any alignments or traits by default, and they can't be changed except by editing the faction config file.
In a later version I'll make alignments and other stuff about the player faction customizable.
Add a filter for "market conditions" in the planets list please.
For the planet tab in intel? I don't have the capability for that right now (and it's kinda out of scope for Nex), but there are some mods that do related things:
Planet Search (https://fractalsoftworks.com/forum/index.php?topic=23229.0)
Explore the Galaxy (https://fractalsoftworks.com/forum/index.php?topic=21800.0)
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question.. i'm new to starsector. how do i check my alignments and traits?
and how can i change it?
Player doesn't have any alignments or traits by default, and they can't be changed except by editing the faction config file.
In a later version I'll make alignments and other stuff about the player faction customizable.
:hype:
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Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?
Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?
Thank you all for the answers and help. Love this game, love this mod. To me you are a wizard, Histadine.
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Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?
Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?
Thank you all for the answers and help. Love this game, love this mod. To me you are a wizard, Histadine.
There is also the option of donating said markets to factions you want to build relations with or your enemies don't like.
I used to specifically colonize world in Hegemony systems and then hand them over to the pirates. Trade experienced a sudden increase in funny
-
java.lang.NullPointerException
at java.util.ArrayList.addAll(ArrayList.java:583)
at exerelin.campaign.AllianceManager.generateAllianceName(AllianceManager.java:314)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:241)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:203)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:474)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:605)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Guys any idea what generate this error? This is a Nex problem (this start happened on last version) or its other mods?
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That's definitely Nex, it's screwing up with alliance creation somehow. When exactly did that happen? Did you try to make your own alliance?
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If you're using the Discord-only beta, make sure it's the latest version (0.10.4c6).
Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?
Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?
Regarding raiding, you indeed don't want to be fighting battlestations or star fortresses (tier 1 stations are okay if you can take them without serious damage). Try to raid locations with commodity surpluses as well, that reduces the risk and (IIRC) increases the loot you can get. Not having ground defenses is also an obvious benefit.
Abandoned planets can be recolonized by NPCs eventually, although if you want to really play it safe, sell all the industries except the spaceport and toss it over to a friendly faction (independents are good for this).
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That's definitely Nex, it's screwing up with alliance creation somehow. When exactly did that happen? Did you try to make your own alliance?
All errors happened without my interruption in alliance mechanics. After it i create alliance with newly installed Blackrock faction, because I suspected the problem in some incompatibility of this mod with Nexerelin, but the alliance was formed normally and again after some time an error occurred.
There are also options related to the United Aurora Federation and the mentioned Blackrock - I'm not sure if this is not their conflict or something like that, I just don't understand how this is possible.
And of course, there is always the option that I installed Nexerelin using my ass - and I need to rearrange it correctly, for example, I did not delete the old folder with it. But in the old version I didn't see such error
-
I better reinstall newest version of Nex, to check it again.
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Help
10214384 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProduce rFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleet(SpecialForcesIntel.java:241)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.spawnFleet(SpecialForcesIntel.java:167)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:619)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:140)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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Hi, I seem to be getting the same error as a few others. I am new to using the log but I think this is the section needed.
2514449 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProduce rFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCom manderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Huh so many such errors all of a sudden, is this my beta or some new mod that has issues?
Crossposting a message from Discord:
Looks like a faction or its doctrine doesn't exist
no idea how that would happen, but if you post the save I could try to debug
also see if there are any identifiers to the fleet's faction in the lines just above the error
(if anyone has a save to submit, hopefully it's one with not too many mods)
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I can send you my save and I do not have a huge amount of mods for my game, just let me know how to get it sent to you I didnt see a way to attach using the forums
graphiclib
lazylib
magiclib
nexerlin of course
tahlan shipworks
shadowyards
dassault_mikoyan engineering
vayra's ship pack
console commands
another portraitpack
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I have gotten softlocked in the "Showdown" quest (defending the toaster :D) due to the last Hegemony fleet running off to Narnia (it actually ran off to the top right corner and disappeared, but based on the lack of an assignment and the fleet going neutral, presumably it broke). How would I be able to force complete the quest with console commands or something? I've tried digging through the mod files to get a basic grasp of what to do, but I honestly don't really know what I'm doing cause my only experience with Java is through following a tutorial to make a very basic mod.
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Got a save from someone on Discord.
Issue is with latest Tahlan Shipworks mod; to fix it, open tahlan-shipworks\data\config\exerelinFactionConfig\tahlan_legioinfernalis.json and change the following line:
"factionIdForHqResponse":"scalartech_elite",
to
"factionIdForHqResponse":"tahlan_legioelite",
I have gotten softlocked in the "Showdown" quest (defending the toaster :D) due to the last Hegemony fleet running off to Narnia (it actually ran off to the top right corner and disappeared, but based on the lack of an assignment and the fleet going neutral, presumably it broke). How would I be able to force complete the quest with console commands or something? I've tried digging through the mod files to get a basic grasp of what to do, but I honestly don't really know what I'm doing cause my only experience with Java is through following a tutorial to make a very basic mod.
Console command, copy and paste into the console window:
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
(Next version of the mod, the player just wins if the Hegemony doesn't win the battle within 60 days of it starting; maybe I'll shorten that further?)
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Got a save from someone on Discord.
Issue is with latest Tahlan Shipworks mod; to fix it, open tahlan-shipworks\data\config\exerelinFactionConfig\tahlan_legioinfernalis.json and change the following line:
"factionIdForHqResponse":"scalartech_elite",
to
"factionIdForHqResponse":"tahlan_legioelite",
I was having the same crashing error using Tahlan but this fixed it. Thank you :)
-
You are amazing Histidine, thank you. Your mod is legendary.
-
I have gotten softlocked in the "Showdown" quest (defending the toaster :D) due to the last Hegemony fleet running off to Narnia (it actually ran off to the top right corner and disappeared, but based on the lack of an assignment and the fleet going neutral, presumably it broke). How would I be able to force complete the quest with console commands or something? I've tried digging through the mod files to get a basic grasp of what to do, but I honestly don't really know what I'm doing cause my only experience with Java is through following a tutorial to make a very basic mod.
Console command, copy and paste into the console window:
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
(Next version of the mod, the player just wins if the Hegemony doesn't win the battle within 60 days of it starting; maybe I'll shorten that further?)
You are amazing, thank you.
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Version 0.10.4c6. When an Agent is told to move to another market, and a mission is queued to perform at that market, immediately aborting the travel order does not abort the queued mission. Instead, the agent performs the queued mission remotely from their current market.
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I'm getting this crash:
2020383 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industries to market Prism Freeport
2020383 [Thread-3] INFO exerelin.world.NexMarketBuilder - Picker is empty, skipping
2020383 [Thread-3] INFO exerelin.world.NexMarketBuilder - Picker is empty, skipping
2020383 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry class to picker: Salvage Yards, priority 1.0, weight 1494.0
2020383 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry class to picker: No Industry, priority 1.0, weight 312.5
2020384 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry class to picker: Fuel Production, priority 1.0, weight 88.66667
2020384 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry class to picker: Heavy Industry, priority 1.0, weight 292.0
2020385 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry class to picker: Refining, priority 1.0, weight 817.22095
2020385 [Thread-3] INFO exerelin.world.NexMarketBuilder - Adding industry Salvage Yards to market Prism Freeport
2020385 [Thread-3] INFO exerelin.campaign.ColonyManager - Queued industry: IndEvo_ScrapYard, NEW
2020385 [Thread-3] INFO sound.public - Cleaning up music with id [Starsea.ogg]
2020392 [Thread-7] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2020425 [Thread-9] INFO sound.public - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
2020426 [Thread-9] INFO sound.OooO - Playing music with id [campaign_music_part_2_v28.ogg]
2020915 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.applyListenerToFl eetsInSystem(IndEvo_ScrapYard.java:181)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_ScrapYard.apply(IndEvo_ScrapYard.java:66)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.campaign.ColonyManager.processNPCConstruction(ColonyManager.java:669)
at exerelin.campaign.ColonyManager.upsizeMarket(ColonyManager.java:290)
at exerelin.campaign.ColonyManager.updateMarkets(ColonyManager.java:216)
at exerelin.campaign.ColonyManager.reportEconomyTick(ColonyManager.java:1359)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyTick(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
From what i can tell, Prism Freeport is trying to build the salvage yards from Industrial Evolution, and it crashes because I've set Freeport to be in hyperspace instead of its own little nebula system.
I vaguely remember having fixed this before by somehow adjusting the build weight of the salvage yards to zero, (edit: or by simply removing the salvage yards from the list of things that could be built, maybe?) but I forgot how. And now I've updated Nexerelin and it's happening again. Any ideas?
-
Just in general... while the flag to put Prism in hyperspace still exists, it's a Bad Idea for a whole lot of reasons. Starsector .95 really does not like having markets in hyperspace. If anything, there probably needs to be a warning comment on that flag in the config...
-
Fair enough. But I'd rather not abandon this save unless I absolutely have to. And like I said, I fixed this once, albeit with a brute-force solution.
Never mind, I figured it out again. In case anyone else ever has this problem, Sjonnar's badass redneck brute-force solution is as follows, hold my beer and watch this:
In Nexerelin\data\config\exerelin\industryClassDefs.csv - I went to "IndEvo_ScrapYard" and changed the priority from 1 to 0 and put a # in front of the whole line, just for good measure. One or the other of those two things did it. No more Freeport trying to build salvage yards, no more crash.
-
Got around to releasing another fix+improvement update, since previous one had some significant issues even if they went mostly unnoticed.
Nexerelin v0.10.4d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.4d/Nexerelin_0.10.4d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Sat bombing can lead to permanent loss of maximum reputation with other factions (and provoke retaliation)
* Lowers max rep with relevant factions by 24 points (effect doubled for actual victim)
* Does not apply in situations where Nexerelin reduces the sat bomb rep penalty
* Relationship cap currently only applies directly to player, not any commissioning faction
* Amount can be modified in exerelin_config.json
* Prism no longer sells boss ships by default, recover what you want to use
* Partly revert unintentional super buff to hypershunt encounter
* 'Don't ceasefire with ongoing invasion attempts' logic extends to allies as well
* Special task group's ship revive cost is computed from the cost of supplies to repair and recover
* Commodity deficits reduce ground defense effectiveness during ground battle drops
* Agent bar event slightly more common
* Galatia Academy spawns in random sector, with random missions from Sebestyen
* Add exerelin_config setting to disable (non-story) victory conditions
* Conquest missions on invasion fail streak will no longer be issued by allies of the failing faction, only the faction itself
### GUI ###
* Add a "time to next turn" bar to ground battle intel screen
* Conquest missions mark their target as important
### Fixes ###
* Fix unique faction leader skills breaking some ground defense modifiers for unrelated markets
* Fix Militia Power (UNGP rule) penalty calculation being broken
* Fix new vengeance fleets not having all the buffs they should
* Fix identity of unknown faction in operative actions being leaked through intel faction tab
* Remnant mission 1 can spawn even if Prism Freeport is no longer under independents
* Remnant mission 'Showdown' is automatically completed if battle stage is not resolved within 45 days of starting (non-betrayal route only)
* Fix alliance votes taking place when player changes hostile state with a no-relationship-sync faction
* Fix crash if trying to assign no ship to a special task group officer
### Modding ###
* Implement Predatory faction trait
* Can opportunistically declare war on other factions even at Welcoming relations (Suspicious for player) and disregarding disposition limit
* Faction alignments: 'hierarchial' -> 'hierarchical' (correct spelling)
* Old incorrect spelling also works for reverse compatibility reasons
* Player starting fleet type saved to player memory
* Submarkets can be set to not change faction on capture by modifing the relevant static list in SectorManager
* Currently applies to Roider Union market
-
Question: Is it possible to edit the amount of movement points you have in ground battles using mod's config settings?
-
Hello! I seem to be running into a small issue with the "Follow Me!" fleet ability when aligned with a friendly faction (As in, starting commission). As you can see here,
Spoiler
(https://i.imgur.com/sdrkGnq.png)
Spoiler
(https://i.imgur.com/B2cPUdt.png)
Spoiler
(https://i.imgur.com/nHlouW5.png)
Fleets with the 'orbiting me' command won't engage enemy fleets, even when in sensor range and with transponder turned on. However, stations will with my initiative. I am uncertain, but I suspect this is because of the "Fleets with $cfai_ignoreOtherFleets set will no longer be pulled into battles involving the player when they're not the primary interaction target" change made with the 0.95.1a version of the game. Is anyone else having this problem? If so, are there are workarounds or solutions for this? Without this capability, I am soft-locked from winning battles that an update ago I would be able to win without issue.
P.S. Most of the mods I'm running are faction mods, as you can see from the inclusion of Sleepyfish's Star Federation in the screenshots posted here. If this issue has not been reported before, I'll try it with a blank vanillia nexerelin state-game to confirm.
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Question: Is it possible to edit the amount of movement points you have in ground battles using mod's config settings?
A simple mod script can change the values, but it's not in a config file.
(If you're having trouble, things that help include adding more ground support ships like Valkyries, taking the spaceport, and removing ground defenses/heavy batteries)
Hello! I seem to be running into a small issue with the "Follow Me!" fleet ability when aligned with a friendly faction (As in, starting commission). As you can see here,
[...]
Fleets with the 'orbiting me' command won't engage enemy fleets, even when in sensor range and with transponder turned on. However, stations will with my initiative. I am uncertain, but I suspect this is because of the "Fleets with $cfai_ignoreOtherFleets set will no longer be pulled into battles involving the player when they're not the primary interaction target" change made with the 0.95.1a version of the game.
Oh, wow, I think that was indeed the issue. Nice catch!
Try this untested hotfix attempt (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars)
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Hey, sorry if I'm dense - But I'm having trouble even launching the game. Did I do something wrong? I assume I installed the mod correctly but my launcher claims it's out of date.
I'll add some screenshots, I can also provide a log.
[attachment deleted by admin]
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Hey, sorry if I'm dense - But I'm having trouble even launching the game. Did I do something wrong? I assume I installed the mod correctly but my launcher claims it's out of date.
I'll add some screenshots, I can also provide a log.
... according to the picture, assuming I'm reading it correctly, your game version is '0.95a-RC15'.
The mod runs on the latest game version of '0.95.1a-RC6'. So I think your game version is out of date, download the latest one from the main website... or find an older version of Nexerelin.
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Hey, sorry if I'm dense - But I'm having trouble even launching the game. Did I do something wrong? I assume I installed the mod correctly but my launcher claims it's out of date.
I'll add some screenshots, I can also provide a log.
... according to the picture, assuming I'm reading it correctly, your game version is '0.95a-RC15'.
The mod runs on the latest game version of '0.95.1a-RC6'. So I think your game version is out of date, download the latest one from the main website... or find an older version of Nexerelin.
Yeah that was it lol, I somehow managed to get an outdated version of the game - My bad.
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so i found a system.. it's not a 5 star system with teran planet or ultrarich stuff but it has 3 stable locations and lil bit of everything. a bit far from core but planets hazard rating is less than 200%. good place to start my faction. there's only one problem tho... i don't remember where.
can you add 'note' feature to galaxy map next update?
;D ;D
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so i found a system.. it's not a 5 star system with teran planet or ultrarich stuff but it has 3 stable locations and lil bit of everything. a bit far from core but planets hazard rating is less than 200%. good place to start my faction. there's only one problem tho... i don't remember where.
can you add 'note' feature to galaxy map next update?
;D ;D
You'll need the 'Captain's Log' mod, that's pretty much what it does.
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Hello Histidine, thank you for the mod, been playing it for a good while now. I was wondering about the player created "special task groups." In my current play through I am RP'ing as a rimward warlord in a total war scenario. I would like to be able to create a special task group for each High Command I control. Its overpowered that way but I have turned up the enemy revenge fleets and Invasion fleets. For my own personal use, where in the Nexerelin mod folder would I change from 1 allowed task force to an arbitrary number or satisfied condition such as "high command = true"? Thank you in advance and have a good evening. 8) ;D
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Hello Histidine, thank you for the mod, been playing it for a good while now. I was wondering about the player created "special task groups." In my current play through I am RP'ing as a rimward warlord in a total war scenario. I would like to be able to create a special task group for each High Command I control. Its overpowered that way but I have turned up the enemy revenge fleets and Invasion fleets. For my own personal use, where in the Nexerelin mod folder would I change from 1 allowed task force to an arbitrary number or satisfied condition such as "high command = true"? Thank you in advance and have a good evening. 8) ;D
Hello!
Open* Nexerelin/data/campaign/rules.csv and comment out the line (put a # at the start of the first column) the nex_configSF_createNewOptDisabled row.
This removes any checks that might disable special task group creation (currently the only such check is having any other task groups).
*with LibreOffice Calc or Ron's CSV Editor; Notepad++ works if you're feeling adventurous; Excel may or may not break the file
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Thanks Histidine, much appreciated! 8) :D
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Hey everyone, is it actually possible to disable a vanilla faction?
I wanted to experiment a little and tried to disable *all* of them, bar the modded ones and pirates, but nothing happens.
Only tried it on random worlds, but I have no idea if that's a factor at all. Derelict empire setting doesn't seem to affect the outcome either.
Help?
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After messing around with this mod for a little bit, I've come up with some ideas that I'd like to see in future updates, hopefully:
- Siding with the Remnant. I mean, really siding with them. Get to like, I dunno, friendly relations with the faction as a whole via Dissonant (maybe as a quest after the brawl?), get a quest that starts a chain ending in basically declaring war on everyone you're not allied with, and converting your allies to the Remnant's side or something. I want to see the player able to help the Remnant step up from mere raids that basically highlight where their bases are.
- Customizing one's own faction, maybe? Setting traits (or having them set for you based on your actions), alignments, all that stuff.
- Alliances seem to be more of a nuisance than a cool mechanic in my opinion. Maybe give them a bit more depth, i.e Stellaris' Federations system? I mostly want to be able to set my alliance alignment to not be Diplomatic considering how insanely technocratic my current save is leaning.
- Factions still seem to like to roll over and die when you jump them. Perhaps the Alliance system could provide a solution there? Sanctions or something for being too evil? I don't really know where I'm going with this but this seems to be going in the right direction?
I understand if these don't get in, considering some of these sound really complex (but also I have never modded starsector before so what do I know)
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Hey everyone, is it actually possible to disable a vanilla faction?
I wanted to experiment a little and tried to disable *all* of them, bar the modded ones and pirates, but nothing happens.
Only tried it on random worlds, but I have no idea if that's a factor at all. Derelict empire setting doesn't seem to affect the outcome either.
Help?
Disabling factions in random sector should work (in fact, it's the only place it should work, the faction toggle menu doesn't appear for non-random). You're using the faction enable/disable menu in the new game settings, right?
Pirates and Path may have special mechanics that keep them from being turned off completely, but if something like Hegemony appears while being disabled, that's a bug or some other mod is messing with Nex configuration (or they have markets added by a mod that doesn't have random sector compatibility, which happens in a few cases).
After messing around with this mod for a little bit, I've come up with some ideas that I'd like to see in future updates, hopefully:
- Siding with the Remnant. I mean, really siding with them. Get to like, I dunno, friendly relations with the faction as a whole via Dissonant (maybe as a quest after the brawl?), get a quest that starts a chain ending in basically declaring war on everyone you're not allied with, and converting your allies to the Remnant's side or something. I want to see the player able to help the Remnant step up from mere raids that basically highlight where their bases are.
- Customizing one's own faction, maybe? Setting traits (or having them set for you based on your actions), alignments, all that stuff.
- Alliances seem to be more of a nuisance than a cool mechanic in my opinion. Maybe give them a bit more depth, i.e Stellaris' Federations system? I mostly want to be able to set my alliance alignment to not be Diplomatic considering how insanely technocratic my current save is leaning.
- Factions still seem to like to roll over and die when you jump them. Perhaps the Alliance system could provide a solution there? Sanctions or something for being too evil? I don't really know where I'm going with this but this seems to be going in the right direction?
I understand if these don't get in, considering some of these sound really complex (but also I have never modded starsector before so what do I know)
I plan to do all of these to one degree or another in the long term :) (whether or when that will actually happen is a harder question though!)
For Remnants in particular, I wanna see how David does the rest of the Starsector story first.
I'd also like to have alliances used more to maintain balance of power against large factions (a halfway skilled player will probably still stomp everyone anyway, but at least they'll have to work for it)
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When the brawl quest via Dissonant fails and is retried the fleet you're supposed to follow doesn't spawn. It's also not possible to abort the quest. So right now my save is broken for that questline. :(
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Yeah, the big thing with the current Remnant stuff is that Histi is making some... educated guesses about what the current intent with the Remnants and Omega is and how they're related. A whole lot of this could change with the next big story update (which is shaping up to be, uh, whoa). So it makes sense not to go too much harder into it, because depending on how things shake out, a lot of the existing material might need to get rewritten, even.
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Disabling factions in random sector should work (in fact, it's the only place it should work, the faction toggle menu doesn't appear for non-random). You're using the faction enable/disable menu in the new game settings, right?
Pirates and Path may have special mechanics that keep them from being turned off completely, but if something like Hegemony appears while being disabled, that's a bug or some other mod is messing with Nex configuration (or they have markets added by a mod that doesn't have random sector compatibility, which happens in a few cases).
Yep, and it was no bug.
"Stop gap measure" mod was the culprit - it's not listed as a faction mod so I overlooked it, but it does add a few markets for vanilla factions.
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Are fleets that are following you after you use the "Follow Me" command not supposed to assist you when you engage enemies? I've been engaging enemy fleets while being followed and they never jumped in to help. Went against my expectations.
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Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.
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Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.
It's a vanilla feature that relations don't reset when you exit a commission.
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Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.
It's a vanilla feature that relations don't reset when you exit a commission.
Well, it doesn't quite reset but in vanilla relations are restored but with a -10 malus. I've turned all my mods off (save Console Commands to adjust relations) to check. It also included the relation change messages I mentioned above.
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Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
When the brawl quest via Dissonant fails and is retried the fleet you're supposed to follow doesn't spawn. It's also not possible to abort the quest. So right now my save is broken for that questline. :(
It's not intended to even be possible to retry the mission without devmode (although I didn't do anything to prevent it, either), so I'm surprised that much worked. I might look into it at some point.
Are fleets that are following you after you use the "Follow Me" command not supposed to assist you when you engage enemies? I've been engaging enemy fleets while being followed and they never jumped in to help. Went against my expectations.
Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
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...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
Nice.
Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
Sadly that .jar file seems to be bugged. I cannot load previously saved games with it, and I seem to be unable to start a new game due to an error relating to "nex_skipStoryDefault" not being found. Attempting to select certain dialogue options in the new game set-up or the game trying to generate the sector causes a crash. See attachment below.
[attachment deleted by admin]
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Hi, old-time lurker here. I remember playing an older modded version and there were nice warnings on vengeance fleets forming when you commit too many atrocities against a faction. There were estimated times and points of origin, so you could raid or bomb the planet to hinder the war effort.
Now on the more recent version, the fleets just suddenly appear and ambush me when I leave the system. Kinda annoying since I get no intel and they just magically spawn heavy capital fleets on top of me.
Was there a prior change, or am I encountering a glitch? Much thanks.
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Hi, old-time lurker here. I remember playing an older modded version and there were nice warnings on vengeance fleets forming when you commit too many atrocities against a faction. There were estimated times and points of origin, so you could raid or bomb the planet to hinder the war effort.
Now on the more recent version, the fleets just suddenly appear and ambush me when I leave the system. Kinda annoying since I get no intel and they just magically spawn heavy capital fleets on top of me.
Was there a prior change, or am I encountering a glitch? Much thanks.
It's a feature:
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
I think it's "useNewVengeanceEncounters" in the config file.
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Hi, old-time lurker here. I remember playing an older modded version and there were nice warnings on vengeance fleets forming when you commit too many atrocities against a faction. There were estimated times and points of origin, so you could raid or bomb the planet to hinder the war effort.
Now on the more recent version, the fleets just suddenly appear and ambush me when I leave the system. Kinda annoying since I get no intel and they just magically spawn heavy capital fleets on top of me.
Was there a prior change, or am I encountering a glitch? Much thanks.
It's a feature:
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
I think it's "useNewVengeanceEncounters" in the config file.
Oh! Thanks for the info, fewd! I'll definitely be turning it off then. I prefer the previously available layer of strategic options to handle the challenge.
It makes no sense for massive attack fleets to just instantly spawn next to you every time you leave a system after a raiding run.
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Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
I do not think you should 'revert to before commission was taken' for the exact reasons you mentioned, but more importantly, it would be an extremely exploitable mechanic where a commission = free pass to commit warcrimes without consequence.
Join commission -> commit any number of unspeakable warcrimes -> drop commission -> all is forgiven, no consequence for player actions.
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Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
Sadly that .jar file seems to be bugged. I cannot load previously saved games with it, and I seem to be unable to start a new game due to an error relating to "nex_skipStoryDefault" not being found. Attempting to select certain dialogue options in the new game set-up or the game trying to generate the sector causes a crash. See attachment below.
Huh, if it breaks previous saves I need to fix that before the next release; can you post the full error log?
For new games, add the nex_skipStoryDefault variable to data/config/settings.json (look at other variables in the same file), set to either true or false as you like (true makes the skip story option the default).
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game crashes on startup with following error message:
26777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [NGCGetExerelinDefaults] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.bounty.rulecmd
data.scripts.campaign.swprules
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [NGCGetExerelinDefaults] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.bounty.rulecmd
data.scripts.campaign.swprules
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [NGCGetExerelinDefaults] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.bounty.rulecmd
data.scripts.campaign.swprules
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)
... 9 more
I just have this. lazy, magic, and graphic libs, plus Hazard mining inc, brighton federation, and ship/weapon pack
Any ideas what is causing this?
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Confirmed it is Nexerelin causing the problem, no issue with just all the other mods.
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Huh, if it breaks previous saves I need to fix that before the next release; can you post the full error log?
For new games, add the nex_skipStoryDefault variable to data/config/settings.json (look at other variables in the same file), set to either true or false as you like (true makes the skip story option the default).
I'll try once I'm home, currently in another town without access to my computer.
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game crashes on startup with following error message:
Are you certain you've installed the most recent version of Nex, and didn't try to install it over an existing install?
This is the game being unable to find Nex's new game creation stuff in the files, which should only happen on a bad installation. Delete Nex and try installing again.
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game crashes on startup with following error message:
Are you certain you've installed the most recent version of Nex, and didn't try to install it over an existing install?
This is the game being unable to find Nex's new game creation stuff in the files, which should only happen on a bad installation. Delete Nex and try installing again.
I installed from the main download button, and this is my first time installing it, so that shouldn't be the problem
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Hello everyone,
I have just cleansed my starting high-tech faction's shops of the Fast Herons invasion, and now trying to make the starting ship setups more various (RNG?)
Already dug into it and made some changes (that work) to the default templates. Yet can't quite figure out why, say, when I pick a Tri-Tachyon start and press Random near a certain fleet, they get a hardlock Venture as the first ship out of 3. And on other fleets it's full random, as it should be.
Right now I'm going through ...\mods\Nexerelin\data\config\exerelinFactionConfig\tritachyon.json. I also have HTE installed, and there's a similar path to this config in there.
Mostly curious where is the actual functionality for 'Random' located, and how does it work - do I just add more templates with ship names somewhere, or something else?
Thank you in advance
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Hello everyone,
I have just cleansed my starting high-tech faction's shops of the Fast Herons invasion, and now trying to make the starting ship setups more various (RNG?)
Already dug into it and made some changes (that work) to the default templates. Yet can't quite figure out why, say, when I pick a Tri-Tachyon start and press Random near a certain fleet, they get a hardlock Venture as the first ship out of 3. And on other fleets it's full random, as it should be.
Right now I'm going through ...\mods\Nexerelin\data\config\exerelinFactionConfig\tritachyon.json. I also have HTE installed, and there's a similar path to this config in there.
Mostly curious where is the actual functionality for 'Random' located, and how does it work - do I just add more templates with ship names somewhere, or something else?
Thank you in advance
Random starting ships (except for the rare 'grand fleet' type) picks each ship according to the game's concept of 'ships roles'. Relevant Nex code is here (https://github.com/Histidine91/Nexerelin/blob/master/jars/sources/ExerelinCore/exerelin/utilities/NexFactionConfig.java#L906-L1047).
If a particular ship for a particular fleet type is always a Venture, it means the faction doesn't know* any other ships for that role(s). Or it does, but Venture is the only priority ship* and so the only one that gets picked.
*as defined in the .faction file in data/world/factions
game crashes on startup with following error message:
Are you certain you've installed the most recent version of Nex, and didn't try to install it over an existing install?
This is the game being unable to find Nex's new game creation stuff in the files, which should only happen on a bad installation. Delete Nex and try installing again.
I installed from the main download button, and this is my first time installing it, so that shouldn't be the problem
Try running without any other mods except the needed libraries.
Post a screenshot of the Nexerelin folder (including the bar with the folder location). Also make sure Nexerelin/jars/ExerelinCore.jar exists.
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For me there is no jars folder.
I have run it with just Nexerelin and the libraries; same problem
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A fresh download fixed it; sorry for wasting peoples time. For some reason the jars folder was missing
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Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
I do not think you should 'revert to before commission was taken' for the exact reasons you mentioned, but more importantly, it would be an extremely exploitable mechanic where a commission = free pass to commit warcrimes without consequence.
Join commission -> commit any number of unspeakable warcrimes -> drop commission -> all is forgiven, no consequence for player actions.
I believe this is why vanilla by default incurs a -10 malus to all relationships above 0 that are restored after you resign a commission. The variable that controls this is "factionCommissionRestoredRelationshipPenalty" in data\config\settings.json btw.
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Okay so I've tried testing that issue with "nex_skipStoryDefault" where it wouldn't let me start or load games and it's uh, not there anymore. I think the reason this is is because I replaced my entire Nexerelin installation to revert the jar modification. I believe I was using an outdated version of Nexerelin that didn't have "nex_skipStoryDefault" as a variable when i tried the test .jar.
But yeah anyways after that update loading and starting new games is fine with said test .jar, it also fixes the following fleets not attacking enemies you engage issue which is nice. :D
I do have another minor issue in that the integrated version checker says its not working even if I just use Nexerelin and its dependencies. I wonder if it's because I changed the name of all my mods (not IDs, just names) for sorting reasons?
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Hello everyone,
I have just cleansed my starting high-tech faction's shops of the Fast Herons invasion, and now trying to make the starting ship setups more various (RNG?)
Already dug into it and made some changes (that work) to the default templates. Yet can't quite figure out why, say, when I pick a Tri-Tachyon start and press Random near a certain fleet, they get a hardlock Venture as the first ship out of 3. And on other fleets it's full random, as it should be.
Right now I'm going through ...\mods\Nexerelin\data\config\exerelinFactionConfig\tritachyon.json. I also have HTE installed, and there's a similar path to this config in there.
Mostly curious where is the actual functionality for 'Random' located, and how does it work - do I just add more templates with ship names somewhere, or something else?
Thank you in advance
Random starting ships (except for the rare 'grand fleet' type) picks each ship according to the game's concept of 'ships roles'. Relevant Nex code is here (https://github.com/Histidine91/Nexerelin/blob/master/jars/sources/ExerelinCore/exerelin/utilities/NexFactionConfig.java#L906-L1047).
If a particular ship for a particular fleet type is always a Venture, it means the faction doesn't know* any other ships for that role(s). Or it does, but Venture is the only priority ship* and so the only one that gets picked.
*as defined in the .faction file in data/world/factions
Awesome, thank you!
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Alright I am hoping that this is a bug... (0.10.4d)
I'm about ten years into a campaign. As of three years prior I have managed to completely wipe out two different rival factions. All of their planets and stations are gone. History. El morte. No more.
In the three years since then, I have been attacked by no fewer than fourteen (14) vengeance/assassin fleets from one faction and eleven (11) identical fleets from the other.
Where the $#(*$@ is all this crap coming from?!
*hair pulling*
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I bet it's due to the vengeance fleet change to default ambush behavior. They auto-spawn due to negative relation hits. Which is fueled by destroying more ships and causing a repeating cycle. With no point of origin (planet), they also spawn instantly when you leave a system.
Prior mechanics with fleet-forming, travel-time, and options for diplomacy or sabotage were way more enjoyable imho.
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I should make dead factions not spawn vengeance fleets, at least.
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When a special task force demands you for ID via transponder, they will keep asking the same thing if you open comms again. This happened in hyperspace if that matters at all.
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Hello, being a first-time player of Nexerelin I would like to give feedback. I'm a civilization player for around 20 years. I'm also a game designer/developer.
I started with Hegemony, and I played this save game for around 4 days, in which I played around 3-4 hours in each of them.
I first grew my fleet doing normal things. I looked for the original storyline but couldn't find it. I wanted to replay that as it's been a year since I last played starsector.
After a while, I started joining Hegemony's big attacks on Tri-Tachyon planets and joined the raid with some marines. It was my first time joining a raid and I find this mechanic interesting and well made. Then I couldn't afford to have governorship of this planet but the raid was successful.
I was very surprised by how easy it was to capture a market. It took around 4 days and a few marines and heavy arnaments. I found this very short and too easy. In my imagination planets are huge. That should somehow be harder to gain/lose a planet and it makes a huge difference in the 4x world. Defenders should have more options or have time to react. In my opinion, it should be easier to defend and harder to gain a city. My recommendation would be to need something like a long siege, blocking every enter/exit, causing stability and resistance to reduce and making the planet capture'able.
Another suggestion would be to have attack in two stages.
1st stage: First gain the air. Remove anti-air capability of the planet to allow landing troops. Some smaller ships should be able to do close air support and help make landing the troops faster. When doing this you must have your fleet around the colony or you must leave some part of your fleet there.
2nd stage: Actual ground battle that's available right now.
For half of the gameplay I was fighting Tri Tachyon with Hegemony and we were the worst enemies of each other. Then there was a peace treaty and I found it a bit quick but was ok. I started fighting Persean League, and I myself alone without any help could capture a Persean League colony without any capital ships in a few days. I was surprised by how easy that was.
Hegemony became allies with Sindrian Diktat at some point here. If I recall correctly it was also an enemy at the start of the game but I never fought with them.
Then I joined Hegemony defending the planet which was pretty easy. Afterwards there was a Hegemony attack to another persean league planet which we succeeded and could capture again very easily.
In the meantime relation with Tri-Tachyon kept increasing pretty fast. So it was just 1 real world day (I don't know how many game days) and from worst enemies, Tri-Tachyon became allies with Hegemony. To be honest that doesn't make sense at all.
After allying Tri-Tachyon, conquest victory screen popped up which was a big surprise. I feel like I just began this game. Although I knew I can continue this game, now it feels weird, because the game is correct that Hegemony and their allies (Hegemony + Sindrian Diktat + Tri-Tachyon) dominate the world right now. But it doesn't make sense that Hegemony could become allies with its worst enemy in such a short time.
I know this mod is created voluntarily and my feedback shouldn't be taken as harsh criticism, I tried to give constructive feedback to possibly help to make the mod better in the future.
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Heyy how's it going
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
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Heyy how's it going
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
The Vanilla difficulty options are available when starting a new game if you click on 5. Other Options
[attachment deleted by admin]
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So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug ! :)
Thank you for your amazing work !
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@Meceka: Thank you for the commentary! I may post my responses to specific points if I don't end up being too tired.
Heyy how's it going
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
Hello!
In addition to what Mudstone said, you can edit various difficulty options in the config files, mainly Nexerelin/exerelin_config.json. In particular, search for 'invasion' to find invasion-related settings which you can tweak to make invasions smaller or less frequent (keep in mind that this also affects NPC invasions, and if those are too small they'll never succeed).
So, how exactly do you add mining functionality to ships? Do you write their id and mining power in the nexelerin modsettings file?
I tried to edit a few values, and while they do work, i can no longer "List all mining stuff" since it just pops out a runtime exception and/or a nullpointer exception. Not a big issue but a bit finnicky to remember the new mining strengths i assigned.
If the dialog is throwing exceptions it means something's broken in the config. Check the error in starsector.log as soon as it happens and post it here, I may be able to figure out what's going wrong where.
So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug ! :)
Thank you for your amazing work !
Thanks!
Hmm, the d-mods thing shouldn't appear as a true/false value, and I'm pretty sure the setting worked in any case every time I've tested it.
Which starting faction/fleet did you pick? Some special starts could have ships with D-mods (specified in the ship variant data or mod code), regardless of the setting; e.g. SWP's Notre Dame or Underworld's Infernal Machine starts. Either that, or it's the suspected bug with some other mod messing with Nex start options that I haven't tracked down.
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So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug ! :)
Thank you for your amazing work !
One possible cause: you have Jaghaimo's Starpocalypse (https://fractalsoftworks.com/forum/index.php?topic=21812.0) mod installed as well.
- There are no pristine ships any more, everything is d-modded. Including your starting fleet.
If this is the case, then you can go into starpocalypse.json and disable the options you don't like, including the starting d-mods.
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just updated everything and added some more mods for a new game, am having my relationships degrade with factions because i'm friendly with their enemies, is this a new nex feature?
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Nope, that's one of Ruthless Sector's options. You can disable it if you want.
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Is there anything specific you want from the error log? I can read through it all but i have a lot of mods installed and its very, very long. (List all miners still worked with all the mods, before i edited mining strength of things).
It should be the last message in the log, if you look immediately after the error appears on the screen. Post the whole file (or a zip of it) somewhere if you're not sure.
Or post the mod itself and I can check it, that'll also help identify the issue.
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Before I install this, I have two questions that the FAQ doesnt answer, and since I have no idea how to search this 300+ pages thread, I need to do it like this.
1. The FAQ mentions winning the game. Can you still continue on playing that save after a win? I dont want to stress out checking if an action will win me the game, and hinder me actually playing.
2. How aggressive do the factions get, and how quickly? I play at my own pace, and there would be a few factions with rather small initial holdings who I'd prefer survive a while. If they get wiped out within the first year or three, I doubt I would enjoy that.
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Before I install this, I have two questions that the FAQ doesnt answer, and since I have no idea how to search this 300+ pages thread, I need to do it like this.
1. The FAQ mentions winning the game. Can you still continue on playing that save after a win? I dont want to stress out checking if an action will win me the game, and hinder me actually playing.
2. How aggressive do the factions get, and how quickly? I play at my own pace, and there would be a few factions with rather small initial holdings who I'd prefer survive a while. If they get wiped out within the first year or three, I doubt I would enjoy that.
The answer to 1 is yes, even if it was no IIRC you can disable victory conditions on settings.json.
For 2, in exerelin_config.json there should be some sort of truce grace period that you can set that will make sure that they don't invade in the first x days or something but my memory is hazy. Otherwise there are other settings that you can use which decrease the frequency of invasions, can also make the invasions last a lot longer.
By default I would argue that the factions are pretty aggro towards each other and invasions/wars are a regular occurence.
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Also, for a few smaller factions, keep in mind that they are intended to die quickly without player assistance in Nex.
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Well, here you go then. This is the relevant log entries i could find.
Okay, these look like the two relevant bits:
java.lang.NullPointerException
at org.sutopia.starsector.mod.concord.adv.ConcordCaptain.applyEffectsBeforeShipCre ation(ConcordCaptain.java:64)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
(this one's probably less important)
519687 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo: Hullmod SKR_siegfried_exx not found!
java.lang.RuntimeException: Hullmod SKR_siegfried_exx not found!
Not sure whether the missing hullmod actually breaks it, but first things first: Try with Concord but without your mod, then in either case talk to Sutopia about the issue (show 'em the same error log posted in this thread).
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Hi there!
For future versions of Nexerelin, can we have instead of a general "internal security mode" on operatives, the ability to assign operatives to certain systems? So we can set up like, patrol sectors for each operative? I think this would help fix the issue with operatives going to the same world if you set multiple to internal security mode.
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Question regarding the Player Strike Group, i created one, gave it a Paragon and some misc. Cruisers, but immediately after closing the Dialog i got a Destruction Message on the lower left of the display, and it looks like the fleet never manifested since(i got one more destruction message a few days later, which got me stumped). At the same time i can't make a new one since there is "one" already in existience according to the game.
Is there some behavior i missunderstood or may sth be bugged? is there a way to search for fleets belonging to a faction ingame or in human-readable files in the save?
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Question regarding the Player Strike Group, i created one, gave it a Paragon and some misc. Cruisers, but immediately after closing the Dialog i got a Destruction Message on the lower left of the display, and it looks like the fleet never manifested since(i got one more destruction message a few days later, which got me stumped). At the same time i can't make a new one since there is "one" already in existience according to the game.
Is there some behavior i missunderstood or may sth be bugged? is there a way to search for fleets belonging to a faction ingame or in human-readable files in the save?
The fleet instantly dying without spawning is definitely a bug. A really strange-sounding one too, I don't think anyone has reported it before.
Check your intel screen ('special forces' tab for the special task group); you should be able to disband it and try making a new one. If it's not there, or the spawning issue happens again, upload the save and I could try testing it (if there aren't too many mods used).
Hi there!
For future versions of Nexerelin, can we have instead of a general "internal security mode" on operatives, the ability to assign operatives to certain systems? So we can set up like, patrol sectors for each operative? I think this would help fix the issue with operatives going to the same world if you set multiple to internal security mode.
I could do that sometime, yeah. Would also help avoid traveling between widely scattered colonies.
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"## v0.10.4d ##
### Gameplay ###
* Commodity deficits reduce ground defense effectiveness during ground battle drops"
I am not quite agree with this change. In the real warfare, the ones who is going to attack need to try hard to secure traffic hinges, e.g. bridges, railroads, airports, ports to make sure latter attack troops and logistics could arrive and advance in short time. In contrast, Defenders need to hinder and slow down the enemy from advancing and build up transport lines.
You can see here, transport is a major advantage for attackers, not defenders. In lots of cases, defenders blow up those facilities in order to fight back enemys while attackers do not want this to happen, just like champaign"THE MARKET GARDEN" in WW II, troopers are send to prevent bridges from being destroyed.
But this change, which makes commodity, in another word transport important for defending, is absolutely against the military drills. what does it mean by keeping a spaceport in place? Letting the attackers' landing troops, heavy tanks and supplies go straight down to the planet surface? this do not make sense!
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That change doesn't have anything to do with logistics within the ground combat layer though (except in that it incentivizes the attacker to raid-disrupt the spaceport first, but then they can't use it either if they capture it). If the ground defenses don't have enough supplies or armaments to function properly, their effect is going to be diminished (like what already happens with its vanilla stability or ground defense benefits).
Should the defenders disrupt their own spaceport (AI won't do this, but a defending player can)? Well, only if you're going to lose it in the first place, in which case your offworld supplies would still be cut off, so it's not like the change is an incentive to keep it intact.
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A great mod, too bad there are too little guides about it and too many confusing things (starting with ground battles).
So I have to ask questions myself...
I met a weird problem when I was playing: my rep with most factions started neutral, but at some point without my notice or any reasons for it I could imagine (I mostly spent time trading and scavenging back then), I got low rep with some of them. For example, Hedemony decided it hated me and wanted to kill me. And Tri-Tach got sus even though I brought it a bunch of gamma cores early (so my rep should've been slightly above zero).
What happened? Why? And how do I prevent everyone hating me with passion?
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If you had a colony going, your new faction will participate in the randomized diplomacy the other factions do, and this can result in your standing dropping; if your standing is below certain thresholds, war can be declared on you.
Player participation in the random diplo events can be toggled on or off via the "followersDiplomacy" flag in exerelin_config.json in the base Nexerelin folder.
Also, other mods can and will mess with how your standing works via your actions; if you have Starpocalypse or Ruthless Sector installed, make sure they're configured to your liking.
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Thank you! That was most probably it. Can't be sure though as I missed most of the diplomacy notifs...
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Is there an easier way to get agents other than visiting bars? Me and an acquaintance have had some trouble trying to find them.
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Is there an easier way to get agents other than visiting bars? Me and an acquaintance have had some trouble trying to find them.
Nope, bars are the only way to recruit ATM.
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If I grind reputation with the [REDACTED] through the contact and settle in a system with one of their stations, they will attack any trading fleets coming to my planets from other factions, as well as other neutral stuff, like scavenger fleets, smugglers, etc., right?
If yes, is there any way around that? I guess I could use Console Commands to set them friendly/neutral to other factions.
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Hi,
In Starsector+Nexerelin, I'm commissioned by the ORA, but it and its allies are too strong. I want to work for the ORA, but have more competition down the line.
Can I (secretly) prop up the ORA alliance's competitors without actually resigning my commission and fighting against the ORA?
Some ideas:
- I thought maybe selling them Class V survey data might help them colonize better planets, but I don't know how frequently colonization happens anyways or if this would help.
- Will doing pirate bounties of competing factions help them? (Not system bounties since I don't actually want to fight the ORA or its allies)
- Should I look for competing factions that need food and such in their colonies and trade with them?
- Should I look for agents and use them against the ORA, or will that reveal my involvement?
- Should I create a pirate fleet and come in with transponders off and raid their major bases, or will that make it too easy to get caught?
- Will the other factions (much weaker than the ORA alliance on their own) eventually ally up and compete on their own with the ORA, without me doing anything?
- Should I find powerful duplicate blueprints and sell them to other faction's markets?
Or is will none of that actually affect how the mod does power levels? Any advice appreciated.
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If I grind reputation with the [REDACTED] through the contact and settle in a system with one of their stations, they will attack any trading fleets coming to my planets from other factions, as well as other neutral stuff, like scavenger fleets, smugglers, etc., right?
If yes, is there any way around that? I guess I could use Console Commands to set them friendly/neutral to other factions.
Yeah, they'll do that (at least if you're in or near the system, so the trade fleets and such are actually generated instead of being abstracted away).
There isn't currently a solution other than console, alas.
Hi,
In Starsector+Nexerelin, I'm commissioned by the ORA, but it and its allies are too strong. I want to work for the ORA, but have more competition down the line.
Can I (secretly) prop up the ORA alliance's competitors without actually resigning my commission and fighting against the ORA?
Some ideas:
- I thought maybe selling them Class V survey data might help them colonize better planets, but I don't know how frequently colonization happens anyways or if this would help.
- Will doing pirate bounties of competing factions help them? (Not system bounties since I don't actually want to fight the ORA or its allies)
- Should I look for competing factions that need food and such in their colonies and trade with them?
- Should I look for agents and use them against the ORA, or will that reveal my involvement?
- Should I create a pirate fleet and come in with transponders off and raid their major bases, or will that make it too easy to get caught?
- Will the other factions (much weaker than the ORA alliance on their own) eventually ally up and compete on their own with the ORA, without me doing anything?
- Should I find powerful duplicate blueprints and sell them to other faction's markets?
Or is will none of that actually affect how the mod does power levels? Any advice appreciated.
Selling blueprints won't do anything with non-pirate factions, and selling survey data doesn't help specific factions (just speeds up the global colony expedition cycle, which is open to all eligible factions).
You can do raids (with transponder off) to weaken ORA if necessary; you'll lose rep due to (in addition to the raids themselves) getting dinged by patrols and such, but building it back up isn't too bad. Agent sabotage also works, but IIRC if you get caught doing anything serious it'll tank your rep enough to be expelled from the faction.
Propping up the stability of other factions' markets can also help, but I'm not sure the effect will be visible enough.
One thing you can do is just attack an ally openly; that'll start a war between ORA and the target, without (IIRC) your employers punishing you for it or anything.
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You can do raids (with transponder off) to weaken ORA if necessary; you'll lose rep due to (in addition to the raids themselves) getting dinged by patrols and such, but building it back up isn't too bad. Agent sabotage also works, but IIRC if you get caught doing anything serious it'll tank your rep enough to be expelled from the faction.
...
One thing you can do is just attack an ally openly; that'll start a war between ORA and the target, without (IIRC) your employers punishing you for it or anything.
Thanks for this! I attacked the Sindrian Diktat and shortly after the ORA and they declared war. Now the ORA are fighting a two front war (I may have attacked someone else as well) which I think will grind them down. Certainly grinding me down being hunted and attacked everywhere, good advice.
For future reference, I've never used agents before, easy to get caught? Also, my ORA rep would go down even if I wasn't caught in raids?
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You can also just use console commands to make ORA smaller if you think they're too strong. In general, the console command mod is crucial for adjusting certain aspects of your game to your liking.
(That said, I've never, ever had an issue with ORA feeling too strong, even with their propensity to ally with TT.)
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The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
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Invasions seem heavily in favor of the defender, I am attempting to invade a planet, and am limited to 150 "movement points" to deploy marines. This allows the defender to put a big stack of 1000 marines in reaction to my tiny stacks of 240 marine each turn, allowing them to eliminate my deployed units each turn with minimal losses. its frustrating because I have more marines than the defenders, but am unable to use my numbers advantage. 'i think an easy fix would be to lower the movement point cost of deploying units, but maybe increase the losses that happen on deployment into enemy held territory, as the attacking force tries to establish a landing ground.
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The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov (https://i.imgur.com/kcBTfAR.gif)). Are you sure you are getting the syntax right?
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Do major factions ever attack independents? I just conquered Citadel Arcadia and gave it to the indies, could I repeat this process for all their planets and have half the sector at permanent peace with me or would the Hegemony press their revanchist claims?
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Question on planet invasion. I just invaded a planet and took over but ownership went to the commissioned faction instead of giving me an option like it used to. Is there a no longer an option to take planet for myself while commissioned? Do I have to be non-commissioned to be able to make my own planet?
I did buy governorship but looks like I will lose it when I leave commission. Any thoughts?
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The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov (https://i.imgur.com/kcBTfAR.gif)). Are you sure you are getting the syntax right?
The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is leavealliance <faction name>
is there something else to it?
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Invasions seem heavily in favor of the defender, I am attempting to invade a planet, and am limited to 150 "movement points" to deploy marines. This allows the defender to put a big stack of 1000 marines in reaction to my tiny stacks of 240 marine each turn, allowing them to eliminate my deployed units each turn with minimal losses. its frustrating because I have more marines than the defenders, but am unable to use my numbers advantage. 'i think an easy fix would be to lower the movement point cost of deploying units, but maybe increase the losses that happen on deployment into enemy held territory, as the attacking force tries to establish a landing ground.
If you're short on movement points, disrupt any defenses first (Ground Defenses, Heavy Batteries, and Planetary Shield if it has one). Bringing more ground support ships (e.g. Valkyrie) also helps.
The movement point display has a tooltip showing what exactly influences it.
Question on planet invasion. I just invaded a planet and took over but ownership went to the commissioned faction instead of giving me an option like it used to. Is there a no longer an option to take planet for myself while commissioned? Do I have to be non-commissioned to be able to make my own planet?
I did buy governorship but looks like I will lose it when I leave commission. Any thoughts?
Open the ground battle invasion intel after the battle (within 7 days) and click the button to take over.
Do major factions ever attack independents? I just conquered Citadel Arcadia and gave it to the indies, could I repeat this process for all their planets and have half the sector at permanent peace with me or would the Hegemony press their revanchist claims?
Factions will only try to retake such planets if they're hostile to independents. Normally the only such faction that can also invade in the first place (that I know of, anyway) is Legio Infernalis.
The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov (https://i.imgur.com/kcBTfAR.gif)). Are you sure you are getting the syntax right?
The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is leavealliance <faction name>
is there something else to it?
That command should work. But note that it won't do anything if the alliance is set to 'permanent', a notable example of this being the Hegemony/Iron Shell alliance at start.
(Hmm, I'll make the console command ignore permanent state and break it up anyway)
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The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is leavealliance <faction name>
is there something else to it?
I actually had to use this again this morning, and I realized something: it doesn't trigger a pop-up message. The event is still happening, but you'll need to go into the alliance list in the intel screen to verify it's happening.
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Is there any possible way to stop my faction specifically from getting the random events that change relations?
All my buisness partners keep spontaneously hating me, this might of already been answered but i can't find it.
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Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.
hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.
okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.
I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.
Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!
Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.
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Is there any way to stop rebellions except for giving/selling supplies to station officials?
I have a bunch of marines stored on the planet I took over for my faction, can I use them somehow?
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Is there any possible way to stop my faction specifically from getting the random events that change relations?
All my buisness partners keep spontaneously hating me, this might of already been answered but i can't find it.
followersDiplomacy in Nexerelin/exerelin_config.json
Is there any way to stop rebellions except for giving/selling supplies to station officials?
I have a bunch of marines stored on the planet I took over for my faction, can I use them somehow?
You can give (some of) your marines to the official; heavy armaments also work.
An indirect way to manage a rebellion is to raise local stability.
Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.
hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.
okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.
I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.
Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!
Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.
That sounds wacky indeed. If you do have a save (ideally just before/after starting the mission), that might let me debug it, thanks!
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I got a extreme frame dip when I looked at a ground battle result that ended in peace. The logs don't really say anything but apparently the battle took 153 turns so maybe that has to do with it.
[attachment deleted by admin]
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Any chance we could get a "spawncolonyexpedition <faction> <optional target>" command? :)
for seeding modded factions that I added mid game because I'm dumb
-
Just a quick question, how and/or where do I get operatives and what types are there?
-
is there a setting for how long a defense fleet stays in system? i'm not finding it
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Any chance we could get a "spawncolonyexpedition <faction> <optional target>" command? :)
for seeding modded factions that I added mid game because I'm dumb
I might add one someday, maybe?. Closest thing is the debug runcode:
runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("jangala")
"jangala" being the origin market ID, and the expedition is sent to the planet the player is currently docked with.
Just a quick question, how and/or where do I get operatives and what types are there?
Operatives are currently only available as an infrequent bar event. The three types are Negotiator, Saboteur and Hybrid; the actions each type can do is displayed in the intel item or bar encounter for an agent of that particular type.
is there a setting for how long a defense fleet stays in system? i'm not finding it
It's currently hardcoded (150 days).
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Uh, are there suppose to be a huge number of pirate armadas hanging out around a random lv 1 pirate base? I just jumped into the system and faced this battle:
(https://i.imgur.com/sQUdwIX.png)
Took me 4 rounds of combat, but I got em! For eight ships of mine taken out. Mostly I just won off of wearing down their CR and scoring the usual easy kills on pirate ships.
This was two of those fleets, plus a bounty I'd gone to the system for. In addition to the normal patrols for a pirate base of this size, there's at least two more large pirate armada fleets left in the system. I don't think I'm running any other mods that might cause this, they're mostly ship and utility mods plus Talan's Legio.
(https://i.imgur.com/lmuOUwt.png)
EDIT: Oh, the other armada fleet has 7 Atlas mk2 in it. And it's definitely a lv 1 pirate base.
(https://i.imgur.com/fAMh2EB.png)
(https://i.imgur.com/pMmbcRg.png)
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I've seen large pirate fleets around bases when a raid was about to leave (or had just come back). But that seems like an oddly large raid for a non-max-level base.
If there wasn't a raid, then huh, I'm sure Nex doesn't anything that would super-size pirate (or any other) patrols... (Could dock with the base and see if something is inflating its fleet size mult)
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I've seen large pirate fleets around bases when a raid was about to leave (or had just come back). But that seems like an oddly large raid for a non-max-level base.
If there wasn't a raid, then huh, I'm sure Nex doesn't anything that would super-size pirate (or any other) patrols... (Could dock with the base and see if something is inflating its fleet size mult)
There's no raid going on, but one of the fleets was called 'pirate raiders', the rest were 'pirate armada'. All these fleets are unusually low d-mod for pirates too. You can see the ships from the bounty I was after and the normal patrols in that fight have the normal d-mods too. There's 13 lv 6 officers in the larger fleet too. The pirate base's fleet rating is 105% with 0% quality.
EDIT: The base was super easy to pop too for the bounty, once I'd finally gotten through these abnormal pirate fleets. I did earn like 3 level ups over the course of clearing those fleets out and at least half a million credits in special bounties.
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hi,
please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
best regards,
jkl
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hey, got a question about the 'doritodust' you can sometimes encounter after finding a hypershunt, do i have to just find the hypershunt, or do i have to interact with it to get them to spawn? i always love encountering those little bits of danger dust as its a wonderful way to get my hands on their weapons without waiting until the end of the game where i can just throw a half dozen paragons at the problem
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hi,
please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.
hey, got a question about the 'doritodust' you can sometimes encounter after finding a hypershunt, do i have to just find the hypershunt, or do i have to interact with it to get them to spawn? i always love encountering those little bits of danger dust as its a wonderful way to get my hands on their weapons without waiting until the end of the game where i can just throw a half dozen paragons at the problem
:thumbs up:
They appear when you discover the shunt (with the notification and XP gain), you don't need to interact with it.
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hi,
please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.
What if it also costs rep to buy them? Either so that turning a core you buy back in is net neutral or negative for rep?
-
i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
-
hi, ive got a pretty simple question for you guys. if i disable a faction when starting a new game,
will the factions' ships still show up in the game?
if yes, do they get spread out evenly or do specific other factions get them?
do the bluprints for the ships get sold anywhere?
liking the mod a lot, despite a lot of uncertainties about how things ultimately work :)
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Histidine, could you add something like
@Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}
return 0;
}
}
into Nex_MarketCMD ?
My rationale for this being that right now you can decivilize a world with billions of people by raiding it a few times. This doesn't seem correct or logical. In fact, i thought about this when i wanted to raid meridian station, after deciving a few small pirates, and realized it has millions of people.
Now, i really began to doubt that my 500 marines could devastate what is essentially a small nation by raiding its fancy shoes warehouse. But, i also don't want to remove destabilization through raids completely. So you can see the solution i arrived at - if you have at least 1/100th the targeted population in marine numbers then you can actually destabilize the market. Otherwise, there's just not enough guys to make an impact. As in one regiment can easily devastate a small city. But if you have an entire populated planet then they're just not gonna have enough of an impact. So in order to deciv them you'd have to get more involved - for example repeatedly destroy their food and domestic goods stocks so that they're starving to death and civilization actually collapses.
Gameplay-wise this seems really necessary right now because deciving is way way too simple to achieve in the core, just raid anything 4 or 5 times. But you can still destroy annoying npc colonies(and they can wreck your colonies) if there's enough marines.
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i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player
It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?
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Hi Histidine!
A couple of days ago I had some thoughts about the endgame. I define the endgame as the phase when you conquer and wage war on your enemies. So I reached the conclusion that in the endgame phase the vengeance fleets/ambush fleets are very detrimental to the user experience. I know I can beat them but they keep coming and I have to fight the same battles again and again and again. They are not challenging, they are just boring and repetitive.
On the other hand, I believe the attrition that comes from fighting them might be a useful feature. So I'm not exactly against these fleets. I just don't want to fight the battles myself.
So is there a way to automate this process? Like with an auto-resolve? I know that this auto-resolve exists, but could you make it so, that the threshold for using them against vengeance/ambush fleets is a lot lower?
Thanks for your answer in advance.
We love your mod.
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Histidine, could you add something like
@Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}
return 0;
}
}
into Nex_MarketCMD ?
That doesn't quite work, since the marine tokens (they're the icons you assign to different objectives during raids) don't directly represent how many marines you actually have or used. There is a way to convert the token count to number of marines, although this might have weird effects here since it works off the defender strength rather than number of marines in player cargo (i.e. past a point bringing more marines won't affect the calculation).
EDIT: Well, if I wanted to make things maximally simple, I can just count the XP-modified marines in player cargo, since it's just a threshold check to see whether we can do any stability damage at all...
I'll think about whether I can implement something similar, or if it'd be better to do some other cap/diminishing returns to destabilization from raiding. I do like the idea of tying it to market size.
(Note that the vanilla stability penalty already works off absolute number of marine tokens deployed, but this doesn't make larger markets significantly harder to destabilize compared to small ones, presumably because of the thing described below)
One other thing I'll have to consider
Market defenses (the main player-facing number used for raid-related calculations) scale linearly with size, but nominal population is 10^size. Working off this population figure would make even medium-sized markets impossible to destabilize without bringing an absurd amount of marines, but maybe using size directly is too easy on the other hand. Could be 2^size or such, I'll see when I get around to doing it.
Hi Histidine!
A couple of days ago I had some thoughts about the endgame. I define the endgame as the phase when you conquer and wage war on your enemies. So I reached the conclusion that in the endgame phase the vengeance fleets/ambush fleets are very detrimental to the user experience. I know I can beat them but they keep coming and I have to fight the same battles again and again and again. They are not challenging, they are just boring and repetitive.
On the other hand, I believe the attrition that comes from fighting them might be a useful feature. So I'm not exactly against these fleets. I just don't want to fight the battles myself.
So is there a way to automate this process? Like with an auto-resolve? I know that this auto-resolve exists, but could you make it so, that the threshold for using them against vengeance/ambush fleets is a lot lower?
Thanks for your answer in advance.
We love your mod.
I dislike the autoresolve idea, for a bunch of reasons:
- If I'm going to have a big encounter just for it to then be autoresolved away, may as well remove the encounter to begin with and impose some other cost on the player
- If it's the pursuit-style autoresolve where player can't lose ships, that comes across as kinda nonsensical, especially if it's only for this encounter type
- If there's any real chance of losing ships, players will never use it
It'd probably be better to just modify the frequency directly; the new ambush-style vengeance fleets shouldn't spawn as frequently as the old pursuit-style fleets. (They're also already not going to be generated by dead factions, if that's been an issue)
I may also make the old vengeance fleets the default again.
Anyway, thanks for the praise :)
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You know, you could go real radical, since nexerlin claims to be a 4x rework.
Just go with realistic invasions.
What i mean by that is, you shouldn't be able to invade anything larger than size 5 with a player fleet.
Right now I am looking at my faction commands in game, and i can request an invasion fleet with 16k marines(though i haven't tried that yet)
So why not make markets only invadable with a gigantic faction fleet? Just give them exponential garrisons based on size. I don't know how many marines you'd realistically need to invade chicomoztoc, so this should be balanced accordingly - maybe you could give invasion a discount or multiplier for ground sources based on source market size. I'd imagine invasion of a size 7 should cost about half a mil ground forces-wise, since i saw factions offer 1 mil for a rival size 7 conquest.
Actually you might not even need ridiculous amount of marines for chico, since they probably have access to fighter level weaponry, which is sub-ship grade and would be extremely destructive, but you'd need some sort of large garrison force to actually take and hold the planet, and that force would depend in part on how large your planets are. Though i'd imagine you'd still need lots of marines.
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Also, Histidine, could you fix market transfer exploit?
Basically you can raid everything in a pirate market, invade it, scrap every building, give it back to pirates, and then either haul a ton of products there, or just immediately invade again.
There are two problems here - firstly market doesn't remember you raiding it after a transfer, so you can induce hypershortage in everything and sell every commodity with a 50 to 800 profit per unit. And it probably should, i would imagine after an invasion it should be absolutely furious with you.
Secondly faction can rebuild buildings forever for free, and you can scrap immediately after invading. Maybe destroy buildings that are being currently built in a market, after a successful invasion? Or add a timed malus that prevents construction for some time after an invasion?
Scrapping something that already exists there seems like a legit way of getting income to me - you're basically sacking the proverbial city, as many armies did during classical period.
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so i went and updated nex as my game was crashing repeatedly
and thankfully updating nex fixed it
but i noticed that invasions now have this wierd and micro hell mini game instead of the old, much nicer "take the bloddy thing" button
whats even worse, i dont even get loot or the descision to take whatever i invaded for myself anymore either
this sucks
id like to know if there is a way to get the old mechanic back
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It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
Hi,may I ask is that config setting finished yet?
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You know, you could go real radical, since nexerlin claims to be a 4x rework.
Just go with realistic invasions.
What i mean by that is, you shouldn't be able to invade anything larger than size 5 with a player fleet.
Hmm I don't have a pressing reason to make invasions harder than they already are. But I might well experiment with stuff here, especially if more people chime in to say that big planets are currently too easy to invade.
Also, Histidine, could you fix market transfer exploit?
Basically you can raid everything in a pirate market, invade it, scrap every building, give it back to pirates, and then either haul a ton of products there, or just immediately invade again.
There are two problems here - firstly market doesn't remember you raiding it after a transfer, so you can induce hypershortage in everything and sell every commodity with a 50 to 800 profit per unit. And it probably should, i would imagine after an invasion it should be absolutely furious with you.
Secondly faction can rebuild buildings forever for free, and you can scrap immediately after invading. Maybe destroy buildings that are being currently built in a market, after a successful invasion? Or add a timed malus that prevents construction for some time after an invasion?
Scrapping something that already exists there seems like a legit way of getting income to me - you're basically sacking the proverbial city, as many armies did during classical period.
Destroying unfinished buildings might work (the player could just wait for it to finish, but the delay would hopefully mitigate the exploit at least). Unfortunately I can't block construction easily AFAIK.
The market doesn't remember being raided because it forgets when the player conquers it (so player can access it). Though I might make it re-decide not to trade with player, if given to a hostile faction.
so i went and updated nex as my game was crashing repeatedly
and thankfully updating nex fixed it
but i noticed that invasions now have this wierd and micro hell mini game instead of the old, much nicer "take the bloddy thing" button
whats even worse, i dont even get loot or the descision to take whatever i invaded for myself anymore either
this sucks
id like to know if there is a way to get the old mechanic back
Loot and decision to take are both shown in the ground battle intel item.
If you really want the old way back, look for legacyInvasions in exerelin_config.json
It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
Hi,may I ask is that config setting finished yet?
I never did do it. Might take a look for next version.
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i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player
It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?
Okay i HAVE to ask what MOD you get those ships from the ones in your Signature ????? anyone knows ? damn people posting flashy ship models into their signatures without information or a name slowly kills me....
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Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?
-
It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
Hi,may I ask is that config setting finished yet?
I never did do it. Might take a look for next version.
plz thank you
-
Hi there, I'm getting this error with a CTD in a mid-game save. I'm orbiting a water-world next to a cryosleeper in the far corner of the map and the game is consistently crashing 3/4 of the way through the day no matter what I do. Even more confusingly I have a previous save game in the late-game stage. The previous save is a whole 2 years further in and using the exact same modlist. Sorry for formatting (or the lack thereof) I'm bad with HTML text.
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
My modlist
A New Level of Confidence - 40
Adjusted Sector v0.4.2
Apex Design Collective
Attuned Drive Field Hullmod
Autosave
Battlefleets of the Gothic Sector
BeyondTheSector
CaptainsLog
CaptureCrew
Caymon's Ship Pack
ClearCommands1.0.e
Commissioned Crews
Console Commands
Dassault-Mikoyan Engineering
Deluxe Player Flags
DIABLEAVIONICS
DroneLib
Dynamic Tariffs
EXPSP 0.55
ExtraSystemReloaded-master-v1.0.1
FastEngineRendering
FED
Gensoukyou
Girls Frontline Portrait Pack
Grand.Colonies1.0.d
GraphicsLib
GrytpypeMoriarty
Gundam UC
Hiigaran Descendants
Hiver Swarm 0.95
Immersion Friendly Portrait Pack_Vanilla
Industrial.Evolution3.0.e
Interstellar Federation Refurbished -unbalanced-
Interstellar Imperium
Iron Shell
JAA 0.3.0
Kadur Remnant
Kingdom of Terra
LazyLib
Leading Pip
Legacy of Arkgneisis
Lightshow
LockedAndLoaded
Logistics Notifications
Magellan Protectorate
MagicLib
Modified Industry Requirements - No Pollution
More HullMods
Nes's SAW
Nexerelin
ORA
Orks
Osiris Alliance
P9CG
Persean-Chronicles-2.0.3-rc2
PlanetaryShieldAccessControl
PlanetSearch
PracticeTargets
prv Starworks
Quality Captains
SanguinaryAutonomistDefectors
SCY
Seafood Shipworks
SEEKER_UC
Shadowyards
Ship and Weapon Pack
ShipDirectionMarker
Slightly Better Techmining
SpeedUp
SS-armaa-2.07
Star Wars 2020
StarsectorPolaris-master
Starship Legends
stelnet
Sunrider
Superweapons Arsenal
tahlan-scalartech
tahlan-shipworks
Terraforming and Station Construction
The Epta Technologists
Torchships
transpoffder
Underworld
UNSC
VIC
WhichMod
XhanEmpire
Yunru - Hullmods
YunruCore
-
Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?
It's hardcoded :(
(Although I don't think it's a good idea to disable it anyway, since NPC free ports supersize really fast without it)
Hi there, I'm getting this error with a CTD in a mid-game save. I'm orbiting a water-world next to a cryosleeper in the far corner of the map and the game is consistently crashing 3/4 of the way through the day no matter what I do. Even more confusingly I have a previous save game in the late-game stage. The previous save is a whole 2 years further in and using the exact same modlist. Sorry for formatting (or the lack thereof) I'm bad with HTML text.
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hmm I've seen this before, although I don't remember if a fix was found.
Can you zip the save and upload it somewhere? I could try and figure out what's going wrong.
In the meantime, if you're in a hurry to continue playing you can try the backup saves (rename the .bak files in the save folder), although I suspect the same crash will happen at a similar point on the game calendar.
-
Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?
It's hardcoded :(
(Although I don't think it's a good idea to disable it anyway, since NPC free ports supersize really fast without it)
Hi there, I'm getting this error with a CTD in a mid-game save. I'm orbiting a water-world next to a cryosleeper in the far corner of the map and the game is consistently crashing 3/4 of the way through the day no matter what I do. Even more confusingly I have a previous save game in the late-game stage. The previous save is a whole 2 years further in and using the exact same modlist. Sorry for formatting (or the lack thereof) I'm bad with HTML text.
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hmm I've seen this before, although I don't remember if a fix was found.
Can you zip the save and upload it somewhere? I could try and figure out what's going wrong.
In the meantime, if you're in a hurry to continue playing you can try the backup saves (rename the .bak files in the save folder), although I suspect the same crash will happen at a similar point on the game calendar.
I can either upload it with a google doc if youre comfortable with that or I can join your discord if I can get a link and post it there
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Google Drive is fine. If you want to message me on Discord, server link is here (https://fractalsoftworks.com/forum/index.php?topic=11488.0).
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Could you add a timed malus after conquest, that reduces available industry slots? Something like hypershunt wormhole item.
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Hi Histidine!
I repeatedly praised your mod, because I believe it's great. However, today I found something that really ruined my experience. About 3 years into the game an alliance between the Diktat, the League, and TT formed which delivered instant conquest victory for them. That shouldn't happen. Please make victories through alliances harder, because it's nonsense.
I have a couple of ideas:
*Requirement for the strongest member of the alliance to control a higher share of planets by itself. For example, the strongest member of the alliance should be the strongest actor in the Sector on its own.
*The condition of victory should become harder with the size of the alliance. A three-member alliance shouldn't be viewed as dominant as an equally sized actor on its own. They have internal divisions and so on...
*Create a countdown of a few years after reaching the victory condition, so victory shouldn't be instantaneous. Give us a chance to reverse the situation. You can't expect us to prepare for how to prevent a few lucky dice rolls from defeating us instantaneously.
*The creation of large alliances should be extremely unlikely. If an alliance or actor is large on its own the members/the actor shouldn't feel the need to ally with someone else.
I honestly think that your mod is the best currently out there, and I really respect all the effort you put into it. But taking away hours of gameplay with a couple of dice rolls is really unfair and demotivating. I know I can cancel the victory anytime, but still, I believe a lot of us don't really want to use this as it feels like cheating.
Again it's a great mod, but this alliances thing is really concerning for me.
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I'll make some modifications to the victory conditions (though a delayed victory will take some time to implement). That said, nothing stops you from continuing to play after the victory popup.
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But taking away hours of gameplay with a couple of dice rolls is really unfair
What does that even mean. Stated victories are just a milestone thing that indicates that a faction/alliance reached a certain goal, it doesn't stop your campaign in any way.
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What does that even mean. Stated victories are just a milestone thing that indicates that a faction/alliance reached a certain goal, it doesn't stop your campaign in any way.
I don't think I can explain my problem if you don't already understand it.
Yes, the victory screen is a milestone, however, players usually like when milestones are awarded based on their actions, not based on some events they have no real chance to alter or influence. So if I "lose" I want to "lose", because I made dumb decisions and not because I couldn't prevent the formation of an alliance in the first few years of the game.
Similarly joining this alliance and winning the game would feel cheap...
All I want (and I'm sure most players share this view), is that this victory condition should be triggered by some course of events I have a realistic chance to influence.
So in essence, I know I can continue playing, I stated that earlier. But there is a feeling associated with this victory event, and currently, the way it works diminishes my gameplay experience. If you play SS, you often invest a lot of time into a playthrough, so milestones shouldn't depend on random political events.
Fortunately, Histidine seems to be aware of the problem, and he clearly understood my complaint, so I'm very optimistic about it.
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I had that problem with randomly winning or losing when exploring. The best way to fix that is to add more factions.
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2241317 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.Arc_WorldGen.generateDerelicts(Arc_WorldGen.java:32)
at data.scripts.Arc_ModPlugin.onNewGameAfterProcGen(Arc_ModPlugin.java:12)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
im not really sure if this is caused by Nexerelin or a compatability issue with one or another mod, as i have a lot enabled, but it crashes every time i try to start with the derelict empire scenario
about `ARC` , `Argent Revanchist Contingency` crash with `Nexerelin` random start
just simple disable the 2 lines ... where it adds two derelicts into star-system `"duzahk1"`
or even better ... in the `Arc_WorldGen.java` just add IF to check if that planet exists ...
if (akaMainyu != null) {
addDerelict(akaMainyu.getStarSystem(), akaMainyu, "arc_tiferet_prototype", ShipRecoverySpecial.ShipCondition.AVERAGE, 100f + 200f * (float)Math.random(), true);
addDerelict(akaMainyu.getStarSystem(), akaMainyu, "arc_daat_prototype", ShipRecoverySpecial.ShipCondition.AVERAGE, 100f + 200f * (float)Math.random(), true);
}
voila, no more crashing `ARC` with random Nexerelin
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ive noticed it talked about a bit a few months ago in these forums, but will changing the characters factions alignment be added soon? factions right now really are only affected by whether or not you use AI cores and nothing else bar active violence or alliance actions
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I was only going to add it as part of the player faction config feature (to be implemented at some undefined point in the future), but for now maybe I'll just add a diplomacy profile intel item for player faction and toss the alignment setting there.
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are there config settings anywhere for ability costs during ground battles? I prefer much longer invasions but I noticed that units take much higher morale damage compared to the damage they take. I have set ground battle damage mult to 0.1, but battles now due to the aforementioned morale issue require a huge amount of resource investiture to pull off.
maybe either morale isn't affected by the damage multiplier or it's placed in the wrong place and other multipliers can overcome it, or if I could change how much the abilities cost, I could get through battles without needing 5 times the enemy strength and hundreds of supplies for ECM or fuel for fire support.
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Hi Histidine!
Do you have any idea when the next Nexerelin version will come out?
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I like the mod. My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.
My second biggest problem has been intense slowdown after extended play of the game. It seems to happen mostly after playing around a lot of moving fleets. There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.
It seems to happen particularly after playing with lots of moving fleets. I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
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I like the mod. My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.
My second biggest problem has been intense slowdown after extended play of the game. It seems to happen mostly after playing around a lot of moving fleets. There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.
It seems to happen particularly after playing with lots of moving fleets. I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
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Hi Histidine!
Do you have any idea when the next Nexerelin version will come out?
I have one feature I want to finish up before playtesting, but I may decide to go have another video game binge instead. Either way, I don't expect a release until next month at least.
I like the mod. My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.
My second biggest problem has been intense slowdown after extended play of the game. It seems to happen mostly after playing around a lot of moving fleets. There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.
It seems to happen particularly after playing with lots of moving fleets. I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
Also worth trying the Java 8 update explained here (https://fractalsoftworks.com/forum/index.php?topic=19879.msg355617#msg355617).
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Histidine any reason why there are no AI-related alignment?
As a way to ensure ai-loving and ai-hating factions don't end in same alliance.
For example Imperium and Hegemony are both militaristic and mostly similar, but they should NOT be in same faction under any circunstance.
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Is there any reason why remnant raids have to have a dozen large fleets that invade my newly established system? It's just not a fair setup.
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Histidine any reason why there are no AI-related alignment?
As a way to ensure ai-loving and ai-hating factions don't end in same alliance.
For example Imperium and Hegemony are both militaristic and mostly similar, but they should NOT be in same faction under any circunstance.
There are already 'likes/hates AI' traits (they won't come into play if the other faction doesn't use any AI cores, but I'd argue this is kinda the correct behavior). The Imperium/Hegemony case specifically already has its own handling with maximum relations capped at -40, unless the player is using random/flattened faction relationships.
Is there any reason why remnant raids have to have a dozen large fleets that invade my newly established system? It's just not a fair setup.
Nex's Remnant raid targeting is just RNG, but (unless there's a bug in this code I haven't noticed) they won't target a size 3 player colony, except when it gets caught up by being in the same system as a valid target. This protection is removed on Starfarer mode.
(Also I've never seen a 12 fleet Remnant raid on default settings, seems to peak at 5)
I don't know if any other mod adds Remnant raids, but if one does that may be what's happening here.
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But are the traits respected when deciding alliances? It feels like certain trait combos should automatically disable certain alliances.
Suppose a very persistant player or a unlikely chain of events cause hegemony to get a lot of opinion bonus toward imperium, right now they can still ally.
Although in a way this makes sense, you sometimes see enemies alliying with other out of need temporarily, only to go happily killing each other again after the threat is gone.
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While playing as MVS I noticed they have too little faction traits, and now I realize why: it is the trait they need doesn't exist.
So traits suggestion:
"Commercial": hates pirates, behaviour similar to monopolist but less extreme, they prefer oligopoly instead (ie: they like trade so they need other economic powerhouses, but they don't want to be left behind in market share by too much).
"Arms Trader": lower limit for selling stuff on military market, but probably won't ever sell their own blueprints willingly (Except for modspecs maybe, since the game doesn't have another way of getting those). Disposition bonus toward factions that are being screwed by others...
idea is "commercial" and "arms trader" traits would usually be used with each other, with factions suggested for needing these traits being MVS, Dassault-Myiokan, Diable, etc...
Idea is "commercial" factions care about trading and hate trade disruptions, so they don't like pirates, raiders, blockades, etc... don't like competitors that are blocking them out of market (monopolists), and so on.
Idea for "arms trader" is mark specific factions that derive their power from arms trade, and thus trive selling ships and weapons to others, maybe they aren't "commercial" in normal sense and are monopolist instead, or they support pirates. What matters to them is have guns in their clients pockets, and money in their own pocket, also they probably love underdogs that need "help" but have money, like Mayasuran navy (or any faction reduced to too few markets and risk being wiped out), because this means those factions are desperately in need of weapons and probably would take loans and do whatever it takes to get them, and having them disappear means less clients.
Is it possible for faction mods add new traits to Nex by the way?
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Also worth trying the Java 8 update explained here (https://fractalsoftworks.com/forum/index.php?topic=19879.msg355617#msg355617).
This describes the issue exactly. I have the fix installed, and so far, so good.
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Any reading material on diplo?
In particular how to effect "traits" and "revanchism" or what they even are, I'm -50 to -70 in these and I'm not totally use how to change/efffect them.
I'm +100 favor in a faction I want in my alliance, but due to "traits" and "revanchism" being in the minus it cancels out the +25 I get from having them +100 rep in the dipl profile screen on intel.
Any kind of alliance/diplo guide?
In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
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Suppose a very persistant player or a unlikely chain of events cause hegemony to get a lot of opinion bonus toward imperium, right now they can still ally.
Like I said, Hegemony and Imperium are capped at -40 and can't ally (they barely stay at peace).
Is it possible for faction mods add new traits to Nex by the way?
Any mod can define traits, but most (maybe all) of the existing ones use hardcoded hooks into the game systems.
Any reading material on diplo?
In particular how to effect "traits" and "revanchism" or what they even are, I'm -50 to -70 in these and I'm not totally use how to change/efffect them.
I'm +100 favor in a faction I want in my alliance, but due to "traits" and "revanchism" being in the minus it cancels out the +25 I get from having them +100 rep in the dipl profile screen on intel.
Revanchism is from holding planets and stations the faction originally held. A list of affected colonies is at the top of the intel item.
The trait modifier is from the faction traits at the bottom of the intel, the trait descriptions should explain where everything is coming from even if it doesn't include exact values.
In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
There's no such systems at present. The only current mechanic is the war/peace vote, which is only called after hostilities have already commenced or ended between two of the factions involved.
(All this might and should change if I ever get around to doing that diplomacy & strategy update)
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The biggest issue I've had with this mod so far is in how it doesn't explain the starting options and their effects. If you added to the front page the effects those options have, I'd really appreciate it. Thanks for reading.
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The biggest issue I've had with this mod so far is in how it doesn't explain the starting options and their effects. If you added to the front page the effects those options have, I'd really appreciate it. Thanks for reading.
mouse-over hint isn't enough ?
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Not sure if it's an issue with this specific mod or MVS, but when random core worlds is enabled with everyone getting an equal start, MVS still had its usual two systems. I also had derelict enabled as well.
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In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
Pretty sure you can start a vote by rigging a faction's relations to below -50 with operatives. So if two members of an alliance have bad juju with some other guy, but one's at -46, and the other is at -20, you can use an operative to lower relations of the -46 to below -50. The 46 will go to war and then call a vote for war, which is likely to pass.
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I see the issue being mentioned a few times here in the past few months: player special task groups tend to ignore orders (regardless whether the "independent mode" is turned on or off) and are just eternally stuck in the "patrolling system" (actually seems just one planet) order.
Today I first tried the feature and, indeed, that's what I'm experiencing: none of the task groups I tried to create followed any orders, they maybe try it for 5 seconds (IE: you see them engaging the burn and having the "travelling" order if you told them to go orbit a certain location) but immediately revert to the patrol.
Has anybody found a workaround, or has any insight into what exactly triggers the bug and if it's in any way avoidable?
This would be one of the recently introduced features I'm most interested in (finally some way to put to use all those unique modded ships that you can't take with you: themed task groups!), but currently it looks pretty much broken to me.
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I've found and fixed some bugs involving task groups thinking they should do something else, hopefully next release catches all the issues.
(Still working on the one where the ships forget their loadouts sometimes)
Not sure if it's an issue with this specific mod or MVS, but when random core worlds is enabled with everyone getting an equal start, MVS still had its usual two systems. I also had derelict enabled as well.
Not generating stuff in random sector (or deliberately choosing to do so) is the faction mod's responsibility :)
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Trying to launch Starsector with Nexerelin and it doesn’t launch giving me a popup that says Fatal: JSONObject[“id”] not found.
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Trying to launch Starsector with Nexerelin and it doesn’t launch giving me a popup that says Fatal: JSONObject[“id”] not found.
Are you on the latest version of Starsector (0.95.1a-RC6)? If not, download the new installer from the website (can follow the link in the Announcements thread).
Are all your mods up to date for your version of the game?
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Hi Histidine,
First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:
1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The enemy faction's alliance votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.
Is the above scenario intended gameplay?
EDIT: Modified the text of #4 to be clearer.
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Hi Histidine,
First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:
1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.
Is the above scenario intended gameplay?
I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.
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Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.
Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)
Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.
Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
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Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.
Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)
Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.
Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
Yeah, you can adjust in the Nex settings json to config how long before a faction can start to accumulate invasion points, and how many points a faction needs to launch an invasion.
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Hi Histidine,
First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:
1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.
Is the above scenario intended gameplay?
I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.
You misunderstand the scenario. I am not in an alliance. The AI is able to avoid being attacked because IT is an alliance.
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The alliance vote only happens if one of the members makes peace with an enemy faction or alliance (you, in this case). "Make peace" is if relationship goes above -50 for whatever reason such as a diplomacy event or a specific rep-raising action, or (although this is technically just a subset of the first one) the player specifically accepts the ceasefire offer from the other faction.
If the relationship is becoming non-hostile without a diplo event or any action to raise relations... well, someone recently reported that their relationship with Iron Shell was getting raised to >50 on its own on day zero of invasions, though I'm not sure that's the same thing, and neither Tim nor I knew where it might be coming from in any case. Which faction were you fighting?
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I am playing with several faction mods. In this instance, I was at war with the Galactic Empire from the Star Wars mod. It seems the Emperor really does have unlimited power. They are in an alliance with the First Order and the Chiss Ascendancy. After engaging one of their planets' defenses on their outskirts to begin open hostilities, I sent 3 invasion fleets to one of the Empire's key worlds, and they somehow orchestrated peace before my fleets got there without a ceasefire or peace prompt on my end.
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The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair
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The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair
The player faction has two Task Forces. You can guess which the other one is.
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Is there any way to increase how many point you start with when you make your own faction?
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The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair
The player faction has two Task Forces. You can guess which the other one is.
Also it's not like the player needs help stomping the NPC factions.
That said, having multiple task groups probably isn't a balance issue of any real impact, so I've removed the limit for next version.
Is there any way to increase how many point you start with when you make your own faction?
No :( Although I'll reiterate that it's only a guide for players; you can spend 9999 points at start if there are that many things to buy.
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Hey, I've gotten myself into a silly situation probably due to my own short sightedness. Basically I became best friends with Midnight Dissonant and neutral to the Remnant so they didn't attack me. I noticed one of their systems had two tasty terran planets and I thought "hey, free space defences too" and I used them.
The thing is, my planets are in constant shortage. I'm not at war with anyone, there are no pirates nor Pathers, so the only possible culprit is them. I thought they wouldn't attack my caravans since I'm neutral to them but apparently they do.
Is there any way to remedy this, or will I have to clean them from the system?
Thanks.
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The alliance vote only happens if one of the members makes peace with an enemy faction or alliance (you, in this case). "Make peace" is if relationship goes above -50 for whatever reason such as a diplomacy event or a specific rep-raising action, or (although this is technically just a subset of the first one) the player specifically accepts the ceasefire offer from the other faction.
If the relationship is becoming non-hostile without a diplo event or any action to raise relations... well, someone recently reported that their relationship with Iron Shell was getting raised to >50 on its own on day zero of invasions, though I'm not sure that's the same thing, and neither Tim nor I knew where it might be coming from in any case. Which faction were you fighting?
Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.
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Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.
If you have a save I can try debugging the issue, yeah.
Although if it's running a lot of mods that's troublesome to work with, especially if not all mods are up to date. If you could post a zip of your mod folder it'd help a lot with that issue.
Hey, I've gotten myself into a silly situation probably due to my own short sightedness. Basically I became best friends with Midnight Dissonant and neutral to the Remnant so they didn't attack me. I noticed one of their systems had two tasty terran planets and I thought "hey, free space defences too" and I used them.
The thing is, my planets are in constant shortage. I'm not at war with anyone, there are no pirates nor Pathers, so the only possible culprit is them. I thought they wouldn't attack my caravans since I'm neutral to them but apparently they do.
Is there any way to remedy this, or will I have to clean them from the system?
Thanks.
Yeah, Remnants can attack trade fleets coming to your planets and cause problems like this. If you want to make them go away without losing rep (or cheating), sneak up on their station without being seen by any fleets and destroy it (the fleets know who you are even with transponder off, but the station doesn't) and kill it. The fleets should then disperse after some time.
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Hello. Where edit commander(Special Forces) skills max points? Thx.
Sry for bad transliteration.
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Bug in "completed story" mode: if you get the ziggurat and land on Galatia, the quest actually starts :S
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Just out of curiosity, how hard would it be to implement a non-random way to choose your starting fleet? I imagine you would be given either a dollar or DP amount depending on the group selected (i.e. small combat, large combat, small trade, large trade etc.) then it would open up a trade window and you would make your selection from there. (ask because I'm banging my head against the wall trying to get the (M) version of the flotilla leader must've rolled like 500+)
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Spoiler
(https://cdn.discordapp.com/attachments/403662108010610688/992277355865309194/unknown.png)
Not entirely sure what happened to trigger this, there is a remnant raid about to attack one of my systems but I've already told the task group to ignore it (by just orbiting a different planet). Was just flying around in hyperspace when the message appeared. I made a quick copy of the log in case it's needed.
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Just found out Nexerelin has 3 "EX" admin skills... what are these for?
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Hello. Where edit commander(Special Forces) skills max points? Thx.
Sry for bad transliteration.
Hardcoded, sorry!
Spoiler
(https://cdn.discordapp.com/attachments/403662108010610688/992277355865309194/unknown.png)
Not entirely sure what happened to trigger this, there is a remnant raid about to attack one of my systems but I've already told the task group to ignore it (by just orbiting a different planet). Was just flying around in hyperspace when the message appeared. I made a quick copy of the log in case it's needed.
I think the task group is idling, likely because its existing order expired.
Next version I've fixed it so the fleet continues whatever it was doing before.
Just out of curiosity, how hard would it be to implement a non-random way to choose your starting fleet? I imagine you would be given either a dollar or DP amount depending on the group selected (i.e. small combat, large combat, small trade, large trade etc.) then it would open up a trade window and you would make your selection from there. (ask because I'm banging my head against the wall trying to get the (M) version of the flotilla leader must've rolled like 500+)
Well the main issue is doing the GUI for it. A proper one would take a long time to get the framework I need in the first place; I could make a crude imitation using the cargo picker dialog if I didn't mind it being kinda bad.
If you really want a specific starting ship, might be easier to just specify it as past of a starting fleet preset in the faction's Nex config.
Just found out Nexerelin has 3 "EX" admin skills... what are these for?
They're assigned to named character admins in non-random sector (specifically Daud, Sun and Andrada).
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I want to make my custom start the player be sort of affiliated with explorarium.
1. How I make sure ships are DSS not ISS in name?
2. should I tag player faction as remnant or something? what I need to be aware off to pull this off?
My idea is player will be someone from post-collapse but before hegemony arrived, that flew slower than light toward a system that was cut-off from hyper, and this person was a explorarium employee (maybe even worked on Beholder station before Luddic Church stole it). So it would be cool to use explorarium flag and symbols and whatnot.
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Anyone have Agents disappear? Is this a bug?
Context, I got an agent, immediately sent him to Magellan Homeworld and never saw him again. Not only that but I never came across another agent but that could
Just be luck?
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Anyone have Agents disappear? Is this a bug?
Context, I got an agent, immediately sent him to Magellan Homeworld and never saw him again. Not only that but I never came across another agent but that could
Just be luck?
Huh. There should be no way normally to lose agents except by dismissing them, and I don't know which mod would even want to try removing them. Sorry I can't help :(
I want to make my custom start the player be sort of affiliated with explorarium.
1. How I make sure ships are DSS not ISS in name?
2. should I tag player faction as remnant or something? what I need to be aware off to pull this off?
My idea is player will be someone from post-collapse but before hegemony arrived, that flew slower than light toward a system that was cut-off from hyper, and this person was a explorarium employee (maybe even worked on Beholder station before Luddic Church stole it). So it would be cool to use explorarium flag and symbols and whatnot.
For 1), depends on the implementation.
If you're just making derelict a starting faction in its Nex faction config ("playableFaction":false and "startingFaction":true), add "spawnAsFactionId":"player", to the config file as well. This sends player back to the player faction on game start; DME's Blade Breaker Deserter start works like this.
For a 'true' custom start (like how the tutorial start is implemented), set PlayerFactionStore.setPlayerFactionIdNGC(Factions.DERELICT); at the start of the custom start script, then call Global.getSector().getMemoryWithoutUpdate().set("$nex_spawnAsFaction", Factions.PLAYER);
exerelin.campaign.customstart.TemplarApostate has an example.
To configure the player faction as a Explorarium lookalike, have a script (can be the custom start script) call the relevant FactionAPI methods on player faction:
setDisplayNameOverride(String displayNameOverride);
setDisplayNameWithArticleOverride(String displayNameWithArticleOverride);
setDisplayIsOrAreOverride(String displayIsOrAreOverride);
setShipNamePrefixOverride(String shipNamePrefixOverride);
setPersonNamePrefixAOrAnOverride(String personNamePrefixAOrAnOverride);
setFactionLogoOverride(String factionLogoOverride);
setFactionCrestOverride(String factionCrestOverride);
Keep in mind that this stuff won't make your faction have fleets full of AI cores; I haven't really investigated how to do that myself but it looks like it requires some work with a GenerateFleetOfficersPlugin.
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Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.
If you have a save I can try debugging the issue, yeah.
Although if it's running a lot of mods that's troublesome to work with, especially if not all mods are up to date. If you could post a zip of your mod folder it'd help a lot with that issue.
You're right. I'll do this the "by the book way." I'll try reproducing it with only Nex and its dependencies. Thanks for the reply. If you don't see a response, then I couldn't reproduce it.
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Might be good to test with the Star Wars mod as well, if its factions were involved in the observed issue.
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Is Nex responsible for the random rep loss from other factions because your friendly with their enemies? if so is there a way to turn it off? Because how is that fair when you spend time working on everyone's reps to be friendly with them all. Seems like its a complete waste of time to even try and makes the game more grindy.
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Hello
i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.
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Is Nex responsible for the random rep loss from other factions because your friendly with their enemies? if so is there a way to turn it off?
Looks like it's from Ruthless Sector. You can turn it off in that mod's options .ini, if you're on the latest version.
Hello
i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.
Do this in vmparams (https://fractalsoftworks.com/forum/index.php?topic=23385.msg350287#msg350287), or use Java 8 (or just run fewer mods).
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Thank you so much! I feel bad now thinking it your your mod. again thanks a bunch!
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Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
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Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
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Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.
Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?
If it's the former, that's a bug in non-independent special task group AI. It might fix itself when the fleet finds a more high-priority task, or you can give in and just make it independent; else the beta version I plan to release tomorrow will fix it.
If the latter, dunno. If you have a save that doesn't have too many mods (preferably <50) I could debug it.
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Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.
Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?
If it's the former, that's a bug in non-independent special task group AI. It might fix itself when the fleet finds a more high-priority task, or you can give in and just make it independent; else the beta version I plan to release tomorrow will fix it.
If the latter, dunno. If you have a save that doesn't have too many mods (preferably <50) I could debug it.
It's the former, so there's a chance they'll fix themselves eventually huh, thanks for the info. I was worried they'd be stuck in a single system since I burned a bunch of credits buying capital ships for them that would be wasted if they can't get out of a system and defend my other colonies.
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how do relations of alliance members work? In my playthrough, the declare war alliance diplomatic event has happened, and both factions vote yes, but only one faction ends up being hostile to the defending faction. Also, when two factions join together, they don't carry over their wars to the other alliance member, so if I as a player am commissioned in a faction that is part of an alliance, and I am by an allied planet/station that is being attacked, but my faction is not at war with the attacking faction, I can not defend the allied base without damaging my relation with my commissioned faction for attacking a "neutral" fleet.
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Beta for next version. There's a couple of changes I wanted to do but got lazy (minimum raid strength to inflict unrest, and one other thing I forgot), maybe next version.
Download (https://www.dropbox.com/s/vvd6aqkx6xwa2qc/Nexerelin_0.10.4y.zip?dl=1)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
how do relations of alliance members work? In my playthrough, the declare war alliance diplomatic event has happened, and both factions vote yes, but only one faction ends up being hostile to the defending faction.
Mostly alliance relations (with factions outside the alliance) just work through the vote system: if war/peace state of one member changes, the alliance votes on whether everyone should do the same.
If both members vote yes on war but only one is hostile afterwards, the possibilities that come to mind are:
- One member has minimum relationship above -50 with the enemy, so it doesn't become hostile (but it should have automatically voted no in that case, so that sounds like a bug)
- Some other mod is resetting relationships between the affected factions following the vote
If #2 is the case, it's starting to be frequent enough that I'd like to get a repro case and track it down.
Also, when two factions join together, they don't carry over their wars to the other alliance member, so if I as a player am commissioned in a faction that is part of an alliance, and I am by an allied planet/station that is being attacked, but my faction is not at war with the attacking faction, I can not defend the allied base without damaging my relation with my commissioned faction for attacking a "neutral" fleet.
The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?
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I saw funny war states happening because hegemony inspection.
My alliance was at peace with hegemony alliance.
Hegemony declares inspection that gets resisted.
this triggers a sequence of war and peace between both alliances, and relations go all over the place.
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Testing "ruler" mode:
So far things I noticed:
1. when you found a colony you create your own faction automatically, you have to give the colony back to the comissioner to fix it.
2. colonies don't show on the colonies screen, so you can't administrate them remotely, and most interestingly, they don't count against administrator limits in any form, in fact it feels op, you can administrate infinite colonies and get +1 stability from management bonus, also you have no limits on administrators.
3. you can purchase governorship of colonies you already "own", feels silly, maybe this option shouldn't show up at all in ruler mode.
4. the colonies get a market even without commerce industry, this can be OP, but at same time might be useful. But you don't get access to "resources" screen. (since to me that screen is useless, I never found what it is actually useful for, I prefer it this way, w ould want even if vanilla did this).
good things that I noticed:
1. you are default administrator of that faction colonies, as expected.
2. you can form factions :) this is biggest feature I wanted out of this actually, I believed it was impossible, found out with this feature it is possible, this is awesome. would use this even if just a workaround: enable feature, form faction, disable feature again.
3. IFF seemly works correctly.
4. faction diplomacy seemly works correctly too, other factions wanting peace for example show to you the peace screen correctly.
EDIT:
maybe governorship is necessary after all... got zero income from colonies.
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"Can turn in AI cores to Remnant contact"
thank you so much for this !!! :)
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The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?
So, when I first got the game, I remember attacking an independent fleet when I was commissioned into the persean league, and my rep with the persean league dropping. I assumed this would happen every time after that, and so never tried it until I got into the situation I described at the end of my previous comment, and the popup happened for attacking a neutral party, I didn't end up attacking since I thought I would lose rep with my faction. I did a new game and did the same thing, and no change with my commission happened, so I assume either this was changed from a previous version of StarSector, or my brain completely made up the situation, and I have been behaving in game on a false memory...
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Does nex_expeditionDelayPerExistingColony in /nexerelin/data/config/settings.json apply seperately to each faction? I.e., does it make the faction that controls more colonies take longer before launching expeditions? Or does it make all factions take equally longer by the total number of colonies? If it is the latter, I think that a variable that allows us to slow down the winner would be interesting!
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I invited "MaybeGoogle" faction from eveyrone loves KoC to my alliance.
Right after I undocked I got this error:
12935019 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.VictoryScoreboardIntel.generateRankings(VictoryScoreboardIntel.java:340)
at exerelin.campaign.SectorManager.checkForVictory(SectorManager.java:962)
at exerelin.campaign.SectorManager.checkForVictory(SectorManager.java:1008)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:449)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:360)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:460)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:472)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:661)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:612)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:709)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:983)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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@speeder: Keep in mind that current ruler implementation doesn't give the player direct ownership over the faction, since even a partial revenue stream from (say) the Hegemony would immediately make the player very rich indeed with no investment. This was back when faction rulership was meant as a random fun thing for use with existing factions ("I'm the High Hegemon now"); for a faction created from scratch (e.g. more like the regular player faction) the considerations are different and I'll need to change some parts.
In a later version I might have ruled-faction colonies treated like player autonomous colonies; e.g. get 20% of their revenue, they don't count towards player admin limit; and you can configure them remotely through the special menu. Then the player could have a bunch of personally owned colonies (through colony founding, governorship, or taking invasion targets for self) on top of that.
So, when I first got the game, I remember attacking an independent fleet when I was commissioned into the persean league, and my rep with the persean league dropping. I assumed this would happen every time after that, and so never tried it until I got into the situation I described at the end of my previous comment, and the popup happened for attacking a neutral party, I didn't end up attacking since I thought I would lose rep with my faction. I did a new game and did the same thing, and no change with my commission happened, so I assume either this was changed from a previous version of StarSector, or my brain completely made up the situation, and I have been behaving in game on a false memory...
Ah, this was long ago? Yeah, in Nex there used to be a 'warmonger penalty' with your commissioning faction for starting new hostilities with other factions. I can't remember how long it's been since I removed that though...
(since it was impractical to determine each possible case of whether the player's violence was provoked by the other party)
Does nex_expeditionDelayPerExistingColony in /nexerelin/data/config/settings.json apply seperately to each faction? I.e., does it make the faction that controls more colonies take longer before launching expeditions? Or does it make all factions take equally longer by the total number of colonies? If it is the latter, I think that a variable that allows us to slow down the winner would be interesting!
It applies to all factions. I could make a separate "prefer factions that don't already have new colonies" mechanic.
I invited "MaybeGoogle" faction from eveyrone loves KoC to my alliance.
Right after I undocked I got this error:
Yeah, beta currently crashes if an alliance member has no invadable markets. Fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1)
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I'm curious about the factions expanding colonies...
Will they only expand if there are surveyed uncolonised worlds ? Do they only expand to surveyed worlds ?
One of the things I wanted to do, was to eventually restore to habitation all the worlds that had remnant populations on them, as you find several uncharted worlds with scattered surviving populations, it'd be nice to allow them to rejoin stellar civilisation.
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I'm curious about the factions expanding colonies...
Will they only expand if there are surveyed uncolonised worlds ? Do they only expand to surveyed worlds ?
One of the things I wanted to do, was to eventually restore to habitation all the worlds that had remnant populations on them, as you find several uncharted worlds with scattered surviving populations, it'd be nice to allow them to rejoin stellar civilisation.
NPC colony expeditions don't check for whether the player has surveyed the planets involved, no.
They also won't go to star systems with a hostile station (or sufficiently strong hostile fleets) in them, including pirates and Remnants. Clear out the station first.
Although even then they may not pick that particular star system for a long time, so if you wanna restore those lost worlds, probably best to do it yourself (you can give the colonies autonomy or transfer them to independents, if you can't administer them yourself).
Incidentally, have you encountered the variant of the decivilized planet encounter where you can give the locals some supplies to help them connect to the stars again? I think the encounter is one of my mod's cooler features, but this form in particular is pretty warm-fuzzy-feeling :) even when you're evil and do it while there's still an active Remnant nexus in the system
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Hello everyone, new poster here. Quick question, does anyone know how to stop those random events that cause faction changes?
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Since it's the whole point of that mod... well... Maybe just not using Nex would solve the issue?
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Lol, that is one of the things in the mod, but the faction changes are like 15 points, that is just unrealistic. When a film star cheats with a costar of another faction and the relationship changes 15 points. That is just 2 much. If it were 1 or 2 it would be ok. Hell if I could change it to 1 or 2 it would be good.
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If it were 1 or 2 I might as well remove the event and not have it clutter the UI. (This was indeed a problem with the very first versions of Nex, too-frequent too-small events)
Anyway you can change overall event frequency, and all specific events, by editing Nexerelin/data/config/exerelin/diplomacyConfig.json.
Doesn't look like there's a switch to turn off random events completely. Although the concept will be changed dramatically anyway when I ever get around to the mythical diplomacy/general 4x layer revamp.
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so if you wanna restore those lost worlds, probably best to do it yourself (you can give the colonies autonomy or transfer them to independents, if you can't administer them yourself).
transfer using the console commands ? or is there an ingame method ?
Incidentally, have you encountered the variant of the decivilized planet encounter where you can give the locals some supplies to help them connect to the stars again? I think the encounter is one of my mod's cooler features, but this form in particular is pretty warm-fuzzy-feeling :)
I did run across a decivilised planet that hailed my fleet unexpectedly. Spoiler
They asked if Half-Life 3 had been released yet lol
Not sure if that's the one you mean though. Did trade some stuff with them.
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Okay, we should be ready for the official release now.
(v0.10.5 is same as beta 0.10.4y except with some bugfixes and the change to Prism midgame spawn)
Nexerelin v0.10.5
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.5/Nexerelin_0.10.5.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Add counter-invasions vs. player ground battles
* Victory score: Alliance score no longer summed up; instead, individual members contribute half their own score to all allies
* Special task group improvements and fixes
* Fix fleets sometimes wandering off to do their own thing even in non-independent mode
* Fix upkeep costs not being charged
* No longer capped at one fleet
* Automated Ships skill no longer available to special task group commander (automated ships will always be usable anyway)
* Player special task groups can also be created at commissioning faction markets, for now
* Dead player special task groups can be respawned instead of disbanded (experimental)
* Prevent issues when transferring Secrets of the Frontier's Sierra to a task group
* Attempt to debug variants sometimes being lost
* Restore player relations on resigning commission
* Relations are saved on receiving commission
* On resign, if any relations are lower than (stored relation - 10), raise them to that level
* Relations will not be raised with factions that have ever turned hostile to player due to sat bombing
* Can be disabled with `factionCommissionRestoredRelationshipPenalty` value in settings.json (vanilla value, not included in Nex settings by default)
* Operative improvements/fixes
* Can recruit other operatives (requires level 3 or higher)
* Add repeat toggle for raise/lower relations
* Internal security mode doesn't kill cells on commissioning faction's markets
* Can be changed in settings.json if wanted
* Aborting a travel action aborts the queued action as well (instead of letting it be done remotely)
* Fix operative dismissal losing the cost of queued action
* Fix cell kill not targeting governed colonies; fix find pirate base using cell kill logic
* Try to make specialization of operatives in bars more random, less "sticky"
* After ground battle, return marines and heavy arms to player cargo automatically if player fleet is close enough
* Can turn in AI cores to Remnant contact
* Player faction alignment can be set in (new) player faction's diplomacy profile
* Remnant mission 2: Add an illustration in appropriate dialog; tweaks
* Remnant mission 3 improvements
* Delay straggler spawning/departure, and notify on departure
* Give more time to offer services to attackers
* Try to reduce time attack fleets spend avoiding nexus
* Better handling of the faction captains belong to
* Player-initiated rebellions allow governorship discount if successful
* Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use
* Exploit mitigation for repeatedly invading and giving away a planet
* Recipient fleet in build station mission is ignored by other fleets
* No-peace-while-ongoing-invasion applies to Hegemony inspections as well
* Enemy fleet in ground battle tutorial somewhat smaller
### GUI ###
* Ground battle intel: add bullet point for time left to seize planet if desired
* Ground battle log only shows messages from last 50 turns
* Diplomacy profiles have toggle for displaying disposition towards others vs. others' disposition towards us
* Insurance intel displays ships in 2 columns (potentially more with a sufficiently wide screen)
### Fixes ###
* Compatibility with new MagicLib asteroid plugin
* Fix fleets with Follow Me not joining battles when they should
* New game faction picker groups now dynamically handled, no longer break if more than 10 groups
* Safety for `RaidAssignmentAINoWander` and memorial graveyard ship spawning crashes
* Rebellion condition: Don't remove if can't find event (can cause concurrent modification); add report when this happens
* Don't check faction vengeance events for non-live factions
* Fix UX and a potential crash in Remnant mission 1 failure path
* Fix hypershunt discovery encounter being massively oversized with some mods
* Planets that have been VIC virus bombed are rejected immediately as potential targets for colony expeditions
* Block prisoner drops from automated ships even without specific faction config
* Printing mining tools doesn't break completely on invalid variant
* Fix At The Gates dialog (and potentially mission) appearing if player skips story and then interacts with Ziggurat
* Fix admin sometimes not changing on market capture when it should
* Fix vanilla bug where cheap commodity mission doesn't use its 'local' form
* Workaround for vanilla bug where ally fleet commanders can be removed from their ships
* Don't upsize NPC colonies if growth rate is non-positive (fixes potential tug-of-war with VIC virus bomb)
* Fix false information in bluff option tooltip during build station mission
### Modding ###
* Add faction and global settings to use faction relations from config in non-random sector (instead of those applied by script)
* Alliance perma-members still leave if they die or the console command is used
* Fix handling of preferred admin memory key
* Faction alignments stored as MutableStats in memory
* Adjust aquaculture generation logic in random sector
* Random sector/own faction start procgen doesn't add colonies to planets with no-colonize memory flag
### Misc ###
* Add an easter egg with Secrets of the Frontier's Sierra
transfer using the console commands ? or is there an ingame method ?
Talk to an admin on the comm directory of a player faction colony, to transfer ownership to another faction for some rep.
Incidentally, have you encountered the variant of the decivilized planet encounter where you can give the locals some supplies to help them connect to the stars again? I think the encounter is one of my mod's cooler features, but this form in particular is pretty warm-fuzzy-feeling :)
I did run across a decivilised planet that hailed my fleet unexpectedly. Spoiler
They asked if Half-Life 3 had been released yet lol
Not sure if that's the one you mean though. Did trade some stuff with them.
Yeah that's the one :)
If you're wondering, there are four variations of the offer, picked at random: barter, free crew, bomb someone to get stuff (although arguably this is just a subset of the barter one), and spawn colony.
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OMGGGGGGGGGGGGGGGG A NEXERELIN UPDATE!??!?!?!?!? :o :o :o :o
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Just to confirm is the update backwards compatible?
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Nex updates are always reverse compatible unless otherwise specified :)
(if an issue does arise, report it and I can usually provide a fix)
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another little question:
If you sell an upgrade item (e.g. nanoforge) to a NPC colony that has an industry that can be upgraded, will they install it ?
Or would I have to use console commands to do that ?
If it's not currently possible, could it be an option in future ? A dialogue option with the NPC colonial administrator perhaps ?
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If you sell an industry item that the colony can use, on the local open market or military market, they'll put it in their industry (this is vanilla behavior).
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Sick. Will hop on as soon as I'm home.
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Aaaaaaaaaaaaand warcrimes are even less fun then ever before now. Was reputation cap really that neccessary considering how it's just as possible to throw a colony into perpetual chaos by constant raids and starport bombings? Though maybe now there could be a new function for negotiator type of agent.
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Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
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Sorry to bother, hope this issue is just a me thing, but my fleet doctrine won't update with priorities selected. It
I tried to narrow things down as much as I can. I deleted StarSector, fresh install, updated Nex, and activated only Nex and the required libs.
For some reason, on new games, no matter what blueprints I have available, no matter what priorities I select, it just keeps to what I think are the default hulls (ventures, condors, etc).
Now, for some reason, when I go back to my old vanilla game, with Nex+libs mods turned on, it works just fine and I can configure the doctrine however I want.
Has anyone else run into this issue? To test I started a new game, started with a new faction, on the picker grabbed some blueprints, learned them, and then tried to change priorities.
Hopefully I'm just a dumb and there's an easy solution. Thank you!
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Aaaaaaaaaaaaand warcrimes are even less fun then ever before now. Was reputation cap really that neccessary considering how it's just as possible to throw a colony into perpetual chaos by constant raids and starport bombings? Though maybe now there could be a new function for negotiator type of agent.
TBH I just added that effect because one or more people (don't remember more than one of them) asked me to.
That said, the way I see it: If someone is sat bombing they either don't care about making a long-term enemy of the cares-about-atrocities factions (in which case this change won't affect them), or they do, in which case they can try not committing mass murder :thinking emoji:
Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.
Sorry to bother, hope this issue is just a me thing, but my fleet doctrine won't update with priorities selected. It
I tried to narrow things down as much as I can. I deleted StarSector, fresh install, updated Nex, and activated only Nex and the required libs.
For some reason, on new games, no matter what blueprints I have available, no matter what priorities I select, it just keeps to what I think are the default hulls (ventures, condors, etc).
Now, for some reason, when I go back to my old vanilla game, with Nex+libs mods turned on, it works just fine and I can configure the doctrine however I want.
Has anyone else run into this issue? To test I started a new game, started with a new faction, on the picker grabbed some blueprints, learned them, and then tried to change priorities.
Hopefully I'm just a dumb and there's an easy solution. Thank you!
Hulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?
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Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
I was just looking at that as well, actually. I colonized a planet that was previously owned by the Persean League but it decivilized: upon starting a colony on the planet, it was once again marked as "Originally held by Persean League" and the revanchist claim was visible in the diplomatic profiles screen. Is that intended to be that way? I would imagine that if a market were to decivilize they would lose some degree of claim on it, though, at the same time, I suppose that the planet itself could remained claimed, even if they horribly mismanaged it to the point of the leadership on the planet collapsing.
That said, I think that this is probably editable in the save file: it looks like starting faction exists in the save file:
<name>Olinadu</name>
...
<e>
<st>$startingFactionId</st>
<st>persean</st>
</e>
I would guess that simply deleting that entire section (<e> to </e>) would remove the claim. Note that I haven't tested this: make sure to back up your save before doing any editing ;)
Edit: whoops, somehow missed Histidine's response in regards to the save editing, though I suppose my question still stands, ish. I think I've started to convince myself that not losing the claim on decivilization makes sense, as the land itself (stellar body itself?) remains claimed.
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It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.
Thank you very much!
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I saw in the recent patch notes:
" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"
What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.
Thanks!
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Hulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?
Damn, that's it. My mistake. Thank you for your help!
Turns out reading is important!
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Hi first thanks for all your efforts and works put into the modding scene !
Second i was wondering is it really your mod that add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i was going to click on "send a repression fleet" or something like that but then the game instantaneously crashed :c !
Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario" 3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
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New mechanic with pledging your agriworld to the Church looks really great and something vanilla game really lacks to make the Church standout more (and also look a little bit more appealing as potential ally). But could you, please, better explain how it works?
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@Farya: You don't happen to mean this:
https://fractalsoftworks.com/forum/index.php?topic=17103.msg370418#msg370418
?
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@Farya: You don't happen to mean this:
https://fractalsoftworks.com/forum/index.php?topic=17103.msg370418#msg370418
?
Gambare. Now I need not only WhichShip but something similar for other features as well it seems.
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I saw in the recent patch notes:
" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"
What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.
Thanks!
I added these comments to the config for next version:
# old vengeance fleets have the intel item, spawn at a location, then chase you around the map
# new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters
Hi first thanks for all your efforts and works put into the modding scene !
Second i was wondering is it really your mod that add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i was going to click on "send a repression fleet" or something like that but then the game instantaneously crashed :c !
Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario" 3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
Hi!
The rebellion mechanic is indeed Nex. But the buttons in the rebellion intel are debug commands that only appear in devmode, so well, now you know not to press them, I guess. (I wouldn't recommend playing a 'proper game' with devmode on anyway)
The custom scenario menu (although there's only one such scenario currently) and custom start menus should still be there regardless of mods, can you send a screenshot?
(My first suspicion is they're being pushed off the screen due to there being too many dialog options on a low resolution)
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I saw in the recent patch notes:
" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"
What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.
Thanks!
I added these comments to the config for next version:
# old vengeance fleets have the intel item, spawn at a location, then chase you around the map
# new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters
Hi first thanks for all your efforts and works put into the modding scene !
Second i was wondering is it really your mod that add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i was going to click on "send a repression fleet" or something like that but then the game instantaneously crashed :c !
Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario" 3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
Hi!
The rebellion mechanic is indeed Nex. But the buttons in the rebellion intel are debug commands that only appear in devmode, so well, now you know not to press them, I guess. (I wouldn't recommend playing a 'proper game' with devmode on anyway)
The custom scenario menu (although there's only one such scenario currently) and custom start menus should still be there regardless of mods, can you send a screenshot?
(My first suspicion is they're being pushed off the screen due to there being too many dialog options on a low resolution)
Just some feedback - "new" vengeance encounters feel lame and cheap - it is visible how they are always spawning in half a screen away in hyper in your face, whole thing feels very artificial and cheap.
Old style vengeance fleets had to be launched from the markets and were actively searching for you - much better. Suggest developing old style vengeance fleets instead. It would be even better if they didn't come free for the offended faction and some kind of industry capacity and available resources check was implemented. Also, player doesn't necessarily need to be warned about being hunted (old style fleets), out of the blue is more interesting. Good job on the mod.
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Anyone here knows why the "Starting Faction Bonuses" screen lags too much? i have like 1 frame per 10 seconds and it makes it impossible to select the 100 points I want for faction starting bonuses. I do have all the mods (125 mods installed) but wanted to know if someone had this lag issue before :)
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hi, could i make a feature suggestion? would it be possible to remove the cap on the number if ships you can place in the custom production queue? right now you can only queue 2 capital ships at a time, regardless of how much money or production capacity you have. it would be really awesome if this limit could be removed. thanks, and keep up the great work!
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Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.
It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
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Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.
It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.
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Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.
They do? Well, that's good to know. Didn't realise that was the case, because when I checked with Comm Relays, they didn't seem to get the Stability buff on the freshly conquered Market. I guess it just didn't update until the end of the month.
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Comm relay information is not really reliable even for your own colonies if you check them out remotely sometimes. And commissioning faction benefit was added relatively recently.
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Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option
Sorry if this has been addressed and I missed it, I gave up after searching back through February lol
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Recently updated a few mods and began a new playthrough, but after a short time I get this error:
https://puu.sh/JdOKE/556ee96d5e.png
I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png
I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
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Hello, I want to ask if this is an error?
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.
And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
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Would it be possible to seperate invasions from raids and stuff, in terms of config?
I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
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Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option
There isn't a config for it. Although if you're getting 250% hazard planets it means the picker couldn't find any better (young sector?)
If you start a new game in dev mode, it'll generate a debug intel that'll list all the planets it considered for giving the player.
Recently updated a few mods and began a new playthrough, but after a short time I get this error:
https://puu.sh/JdOKE/556ee96d5e.png
I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png
I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).
One thing you can try:
- Update to 0.10.3i (https://github.com/Histidine91/Nexerelin/releases/tag/v0.10.3i)
- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again
If you can do stage 2 at least, that'll let you continue playing the save.
You can also try staying on 0.10.2c and just setting nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.
Hello, I want to ask if this is an error?
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.
And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
Haven't checked the soil nanite code specifically, but I assume it's intentional. Either way, it's vanilla behavior (possibly modified by some other mod) that Nexerelin doesn't touch.
For the AI core crash, it's probably not a Nex error. Post the error message from starsector.log after a crash.
Would it be possible to seperate invasions from raids and stuff, in terms of config?
I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
By default raids always alternate with invasions. A general separation probably isn't gonna happen till I get around to doing the faction strategic AI.
Although there's a few things you can do, like make factions not invade markets they aren't the original owners of.
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Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).
One thing you can try:
- Update to 0.10.3i (https://github.com/Histidine91/Nexerelin/releases/tag/v0.10.3i)
- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again
If you can do stage 2 at least, that'll let you continue playing the save.
You can also try staying on 0.10.2c and just setting nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.
Worked like a charm, thanks!
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Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.
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Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.
You can take on conquer missions which provide a bounty payout after you transfer the market
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I had a thought the other day.
Is it possible to create factions dynamically/spontaneously ? I was thinking about the map, and how stars are grouped in constellations. Now it's possible to settle them, give the colonies to the "independents" faction, but my thought there was... would a minor faction of all the "independent" worlds in a constellation make sense ?
like, here's 4 constellations: Elnor, Anyang, Nysa, and Dargor Nebula. Is it possible for a minor faction of "Anyang Association" to be generated, that would then function like other factions, forming diplomatic agreements, fighting wars etc. ?
[attachment deleted by admin]
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Can i put off faction respawn in a running game?
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I had a thought the other day.
Is it possible to create factions dynamically/spontaneously ? I was thinking about the map, and how stars are grouped in constellations. Now it's possible to settle them, give the colonies to the "independents" faction, but my thought there was... would a minor faction of all the "independent" worlds in a constellation make sense ?
like, here's 4 constellations: Elnor, Anyang, Nysa, and Dargor Nebula. Is it possible for a minor faction of "Anyang Association" to be generated, that would then function like other factions, forming diplomatic agreements, fighting wars etc. ?
I'm not sure dynamically creating factions is currently possible, sadly.
Can i put off faction respawn in a running game?
Type ReloadNexConfig (not case-sensitive) in Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106) mod.
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Thanks a lot!
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Has anyone seen an AI v AI invasion fail naturally?
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I would like to request a "furthest reaches" setting for Own Colony starts, for those that want a different experience.
(Or well, a normal experience in my case, since that's where I normally first settle, but I'd like to be able to skip the seek and colonise stage sometimes.)
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I'm sorry if I just missed it or so but...Does Nexerelin allow the conquering/building of orbital stations? I know it let's you conquer other populated planets. Orbital Stations though? Unsure about that.
Have played with the mod a bit, got a decent run but yeah.
Btw, this may be tangent? Idk. But, can the default story be completely skipped? Like, not completed skipped as the mod makes it but skipped skipped like the player has nothing to do whatsoever with it. Can it be doable to do just that? To make the Galaxia Academic Question completely alien to the player until they hear some news and perhaps investigate it thus actually prompting and starting the storyline fresh but not forced? Kinda weird to me, that start and perhaps even weirder with the mod, albeit as far as I can tell, it generally by default just follows the default storyline but just with less benefits like no monthly income from the Academy unlike the standard game. I hope i made that clear enough to at the very least be understood.
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>Does Nexerelin allow the conquering/building of orbital stations?
Yes/no except for supply stations.
This allows you to build stations:
https://fractalsoftworks.com/forum/index.php?topic=17094.0
Is there no option to start the tutorial with the vanilla core world?
E: "Vanilla" more like non random core world plus Mod content/factions...
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Is there no option to start the tutorial with the vanilla core world?
E: "Vanilla" more like non random core world plus Mod content/factions...
if i'm understanding you correctly, you're looking for the vanilla tutorial start? in nexerlin thats available in the 'custom start' options, you may have to toggle to the next page to find the custom start option
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Well, thank you, I hope this helps:
Btw, this may be tangent? Idk. But, can the default story be completely skipped? Like, not completed skipped as the mod makes it but skipped skipped like the player has nothing to do whatsoever with it. Can it be doable to do just that? To make the Galaxia Academic Question completely alien to the player until they hear some news and perhaps investigate it thus actually prompting and starting the storyline fresh but not forced? Kinda weird to me, that start and perhaps even weirder with the mod, albeit as far as I can tell, it generally by default just follows the default storyline but just with less benefits like no monthly income from the Academy unlike the standard game. I hope i made that clear enough to at the very least be understood.
Or maybe it does not. :o
E: It probably does not, there goes my "idea" and your solution (which I did not manage to find, guess I am blind lel).
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2 ways you could go about it -
Enable tutorial start, which is a natural lead-in to the quest
or
Enable story skipping, but add more credits and ships to lend credence to the fact you've done the quest
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Been using this mod for quite a bit, I'm enjoying it.
However I'm kinda curious is there a way to break alliances up between AI? As going to the special options only allows me to join the alliance that the AI faction is already in.
I looked through the campaign.xml and there's an option to set the alliance as dissolved but the game still seems to think the both AI factions are still part of it.
The code looks something like this in the campaign.xml
Spoiler
<NexAllyIntl z="338213" tt="-55666512000000">
<faction1 cl="Faction" ref="15790"></faction1>
<faction2 cl="Faction" ref="689"></faction2>
<allianceId>a313a757-fdd2-47ec-be7b-74ea219031aa</allianceId>
<allianceName>Greater Hegemony</allianceName>
<isDissolved>true</isDissolved>
I tried setting the relations for both AI Factions in the console to be 0 for each other as well, they didn't leave the alliance either.
Tl;dr Want to form an alliance with AI Faction that consists only of my faction and the AI faction but can't dislodge AI Faction from old faction for some reason.
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If it's Iron Shell (which "Great Hegemony" would suggest), then setting their relationship with each other to 0 won't work - there relationship can't drop below 50,maybe even 100.
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If it's Iron Shell (which "Great Hegemony" would suggest), then setting their relationship with each other to 0 won't work - there relationship can't drop below 50,maybe even 100.
Ahh I see, thanks!
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In 0.10.5 the console command LeaveAlliance should also forcibly break them up (previously it didn't work on permanent alliances).
Btw, this may be tangent? Idk. But, can the default story be completely skipped? Like, not completed skipped as the mod makes it but skipped skipped like the player has nothing to do whatsoever with it. Can it be doable to do just that? To make the Galaxia Academic Question completely alien to the player until they hear some news and perhaps investigate it thus actually prompting and starting the storyline fresh but not forced? Kinda weird to me, that start and perhaps even weirder with the mod, albeit as far as I can tell, it generally by default just follows the default storyline but just with less benefits like no monthly income from the Academy unlike the standard game. I hope i made that clear enough to at the very least be understood.
I'm sorry, I have no idea what you're trying to say :-X
If you don't use the skip story option, the Academy just sits there and you can start the quest chain by going there at any time.
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Don't know if anyone else has mentioned this so far, but in the current defend the Nexus quest line, if you follow the Hegemony task force to their staging system and talk them into letting you go, and your fleet is too large to normally disengage, there is no new dialogue option to leave, and you will need to use another story point to leave via special maneuvers. I don't think this was intended behavior.
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So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
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In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?
And is there any way I can help them to actually start doing something usefull?
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.
In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?
And is there any way I can help them to actually start doing something usefull?
If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?
That's currently the last mission, yeah.
It should probably straight-up fail the mission if you lose track of the fleet completely. But I'd like it there to be (rare, to be sure) situations where the player doesn't have the fleet in sight, but can make a guess where it's going and complete the mission that way. Hmm.
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If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.
Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.
Ah, I suppose that's why trying to do random sector crashes? I tracked it down to Tahlan Shipworks, but it seems to be an intermittent crash.
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If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.
Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?
A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.
Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.
Ah, I suppose that's why trying to do random sector crashes? I tracked it down to Tahlan Shipworks, but it seems to be an intermittent crash.
Crashing outright shouldn't happen in random sector or the mod in general; you'll likely want to look at the specific error in the log to find out which mod is causing it and why.
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A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.
Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.
I actually got a couple of big hauls of resources and just dumped it all on my comission factions capital even if it payed less, they pretty soon after started actually actively doing things so feeding a strugling faction resources to buff its economy actually works :D
And thanks for the colony info.
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Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Thanks
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Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Thanks
Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).
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Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Another idea of mine is to enable invasions after you create your own faction. This would let me build my fleet then start building a planet when im ready to start battling other factions.
Thanks
Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).
I prefer to play the game with vanilla ships, its odd to me that this mod would be balanced around having other faction mods to be balanced. Does the mod author have an intended list of faction mods i should be running along side this mod?
So yeah, my suggestion i hope is still an open possibility and maybe including a hegemony nerf for those playing mostly vannila / without killing storymode for those who prefer it.
I also have another idea for an option that would be nice; invasions start after you create your own faction! thoughts?
Currently, im running this to try slow it down in the config.
pointsRequiredForInvasionFleet": 527000
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Are there instructions on yow to increase sector density with Nexerelin? I see people mentioning it is possible if random core gen is used, but the random gen options only allows inhabited/controlled systems to be added.
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As always, thank you very much Histidine for your relentless and quality efforts for the community.
One question: What is meant with the "new MagicLib asteroid plugin"? I couldn't find anything with forum search.
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.
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Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Another idea of mine is to enable invasions after you create your own faction. This would let me build my fleet then start building a planet when im ready to start battling other factions.
Thanks
Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).
I prefer to play the game with vanilla ships, its odd to me that this mod would be balanced around having other faction mods to be balanced. Does the mod author have an intended list of faction mods i should be running along side this mod?
So yeah, my suggestion i hope is still an open possibility and maybe including a hegemony nerf for those playing mostly vannila / without killing storymode for those who prefer it.
I also have another idea for an option that would be nice; invasions start after you create your own faction! thoughts?
Currently, im running this to try slow it down in the config.
pointsRequiredForInvasionFleet": 527000
I'll just say that I don't have any recommended list of faction mods, or a design expectation that people play Nex with mods. I should probably try running a few hands-off games with an unmodded sector and see if Hegemony regularly stomps other factions; if they do a direct nerf of some kind may be in order. Maybe I'll also add a setting to tie invasions to Academy quest completion.
Depending on whether you care about markets changing hands or just the victory screen appearing prematurely, you could try the enableInvasions and enableVictory settings respectively in the config.
Are there instructions on yow to increase sector density with Nexerelin? I see people mentioning it is possible if random core gen is used, but the random gen options only allows inhabited/controlled systems to be added.
The more factions there are, the bigger the central constellation gets, but beyond that the mod you want is Adjusted Sector.
One question: What is meant with the "new MagicLib asteroid plugin"? I couldn't find anything with forum search.
Beta MagicLib (don't think it's available on forum) introduces a custom asteroid belt plugin which used to cause problems with Nex code looking for a certain parameter in the vanilla belt plugin. I expect the release version of MagicLib will fix this.
May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.
Current versions of Diable Avionics spawn their non-random systems in random sector regardless of the setting*. The Vayra's Sector factions shouldn't appear at start if disabled, but will still spawn using their VSector colonial mechanics. Most/all other factions should work; try it with a vanilla faction like Hegemony.
*If your own mod's faction has the same problem, first post of this thread should explain how to check for random sector before generating systems
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May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.
Current versions of Diable Avionics spawn their non-random systems in random sector regardless of the setting*. The Vayra's Sector factions shouldn't appear at start if disabled, but will still spawn using their VSector colonial mechanics. Most/all other factions should work; try it with a vanilla faction like Hegemony.
*If your own mod's faction has the same problem, first post of this thread should explain how to check for random sector before generating systems
Diable at least doesn't do this anymore. I just made a random core game and disabled them and they were gone. In another random core save they didn't have the non-random systems. I don't use vayra's sector though so there be something there.
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Oh huh current Diable does disable properly. I, uhh, must've not been paying attention recently.
Anyway here's a fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars) for compatibility with the hyperspace setting in the new version of Adjusted Sector. Also fixes a few other bugs I won't list here yet.
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Hi, just a preamble before starting this, but naturally I must express my gratitude towards you for making this mod, it's vastly expanded my enjoyment of the game and it's entirely irreplaceable.
I'll just say that I don't have any recommended list of faction mods, or a design expectation that people play Nex with mods. I should probably try running a few hands-off games with an unmodded sector and see if Hegemony regularly stomps other factions; if they do a direct nerf of some kind may be in order. Maybe I'll also add a setting to tie invasions to Academy quest completion.
I could have sworn you addressed this before and dismissed it for some reason, but I must say that this has certainly been my experience. Ironically my first game was a Persean victory, but since then, I've experienced constant, almost immediate Hegemonic victories. My second game was a Hegemonic victory in two years, and my third was a victory in two months. The next game also ended in months, and my current game 'ended' in a few years. I have an almost exclusively vanilla game, as I'm trying to integrate mods slowly, and I'm only using low impact ones right now.
Depending on whether you care about markets changing hands or just the victory screen appearing prematurely, you could try the enableInvasions and enableVictory settings respectively in the config.
Right, I'll try that. I might suggest having an armestice at the start of the game that prevents wars from being fought for a few years so the player can establish themselves.
Edit: Also I'm having some trouble with my special task force. They don't listen to my instructions at all, and always do what they want. I've tried turning off and on independent mode, but they never listen to me.
Next: I've got a few suggestions on how to tackle this issue if you're interested, otherwise ignore this
1. Alliance victories. I'm not sure these are in the spirit of the game. While I agree that securing a victory through an alliance is more convenient, I think that if you're going to do this there needs to be a hurdle to integrate your two or more empires.
2. Delay to warfare, as mentioned above
3. Weighting only the core worlds. A key problem with the Hegemony is because of how the colonisation works, they emit far more colonies into the sector than other factions, when this is an unbalancing factor, especially compared to other smaller factions.
4. I'm not sure domination victory being based on population is a good idea. A population victory isn't wrong, it's a legitimate victory condition, but I don't think conquest is the best way to allow it. Population victory should be based on growth, or attracting new citizens.
5. Lastly the most obvious, but hardest solution would be to break up the bigger factions like Hegemony, Perseans, and maybe even neutrals into multiple factions. I know it's not possible to set up internal politics, but turning those factions into multiple factions, maybe part of an alliance using your already existing alliance system.
For example Hegemony could be broken up into the 'Aztlani', Aztlan and their satellites; the 'outer worlds', the southern worlds who are less developed, and the 'Core worlds', who are more developed, and more cosmopolitan. Give them a bonus towards maintaining their alliance and forming an alliance with each other, and job's done.
P.S: I think the industrial victory could use some work, but it's not a pressing issue yet like domination.
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Are you on 0.10.5? Special task groups not obeying orders in particular was something specifically fixed in this version, although they can still have trouble with navigating a route or following the player.
Regarding premature Hegemony victories: on default settings it's no longer possible for Hegemony to win within a couple of months, or indeed the first year, even if they ally with League at the start (due to the changed contribution of allies to victory score).
I also ran a test game (three iterations of the same save from early cycle 206) with a minimally modded save (Nex + libraries and utilities) and let it run until cycle 210. In all of these, Hegemony had expanded somewhat but not enough to get the victory screen.
Game 1
As of March 210 Hegemony has taken Cruor, Skathi and Salamanca, and allied with Luddic Church.
Hegemony population score and required amount to win: 90/103
Game 2
I only noticed to stop this one in November 210. Hegemony has taken Sindria, Cruor and Skathi. Church allied with League instead this time.
Hegemony population score: 85/123
Game 3
March 210, Hegemony has taken the entire Askonia system and removed the Diktat (which Church had allied with), along with Skathi. League allied with TT.
Score: 88/115
Based on this limited set, Hegemony victory appears inevitable in the long term but takes considerably longer than four cycles to happen. During this time, the player can easily complete a bunch of things they want to do (including the entire Academy quest series) and intervene to reverse the trend if so desired.
Given the invasion mechanics, there's also a physical limit to how quickly Hegemony can expand even if it wins every invasion. If people are still having rapid Hegemony victories in 0.10.5, I'm not sure how or why that might be occurring.
3. Weighting only the core worlds. A key problem with the Hegemony is because of how the colonisation works, they emit far more colonies into the sector than other factions, when this is an unbalancing factor, especially compared to other smaller factions.
Hegemony has no bonus to its colonisation frequency, and due to the random picking of factions for colony expeditions it has no particular expectation of being the fastest to expand in this way. (And even if it did, at an average of five new colonies every four years this isn't a great buff in the short term)
Tested with the new game option to generate extra colonies at start (numbers are the new colonies by each faction, in two different games):
luddic_church: 6
tritachyon: 13
persean: 13
hegemony: 12
sindrian_diktat: 6
luddic_church: 6
tritachyon: 7
persean: 18
hegemony: 11
sindrian_diktat: 8
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With the new alliance score balance, I don't think instant hegemony victory is going to be a problem anymore.
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When i try to launch the mod (the only others are "a new level of confidence 30", magiclib,lazulib e this one nexerelin), and with all the others it work fine but with nexerelin it crash just after launch when it start the loading and it says:
Fatal:com/fs/starfare/api/campaign/CustomVisualDialogDelegate
Cause: com.fs.starfarer.api.campaign. CustomVisualDialogDelegate
Ceck starsector.log for more info
this is the log i found:
14232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
I Have no idea how to solve it and i din't anithing in the FAQ tread for this kind of problems
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When i try to launch the mod (the only others are "a new level of confidence 30", magiclib,lazulib e this one nexerelin), and with all the others it work fine but with nexerelin it crash just after launch when it start the loading and it says:
Fatal:com/fs/starfare/api/campaign/CustomVisualDialogDelegate
Cause: com.fs.starfarer.api.campaign. CustomVisualDialogDelegate
Ceck starsector.log for more info
this is the log i found:
14232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
I Have no idea how to solve it and i din't anithing in the FAQ tread for this kind of problems
Make sure you have the required library mods too.
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I noticed in my current game when markets increase in size the AI doesn’t add more industries very much… if at all, some of the colonies do but the core worlds do not. I captured Lost Acropolis and it only had one of three industries.
Though I do run several mods, so I’m not sure if that’s what is interfering.
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Hello my game crash since I updated some of my mods, and I got a few errors when I lauch the game.
Here is the one I got with nexerilin, if u can help me pls :)
[attachment deleted by admin]
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I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?
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I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?
That's a bug, and we're both working on fixing it. I can't give you an ETA on the next DME update, unfortunately.
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Does anyone remember what are the lines you need to edit to revert the invasion mechanics to the more simpler version? I dont remember if it was this iteration or the original that allowed for that.
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Hello my game crash since I updated some of my mods, and I got a few errors when I lauch the game.
Here is the one I got with nexerilin, if u can help me pls :)
Your Starsector version is out of date, get the newest installer from the website (you can follow the link in the Announcements thread).
I noticed in my current game when markets increase in size the AI doesn’t add more industries very much… if at all, some of the colonies do but the core worlds do not. I captured Lost Acropolis and it only had one of three industries.
Though I do run several mods, so I’m not sure if that’s what is interfering.
Core sector markets quite often don't use all their industry slots, and Nex only adds new industries (but it can also decide not to use a slot) when the market grows in size or was taken over from the player.
I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?
FYI you can set your starting planet location to only non-core worlds in the new game dialog, I think that'll prevent the Odessa start.
Does anyone remember what are the lines you need to edit to revert the invasion mechanics to the more simpler version? I dont remember if it was this iteration or the original that allowed for that.
legacyInvasions in exerelin_config.json
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question, i just went through your configs and i noticed a new comment on the updated version when setting the prism to sit in hyperspace, claiming that
"if false, Prism will get its own star system (but not if added midgame). Likely to crash, not recommended"
do you mean its better to have the value defaulted to false (giving the prism its own system) or to true (having the prism sit in hyperspace)?
the wording kinda suggests that its a bad idea to give the prism port its own system
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Hello. I have a bug. After some time game crash with this error. I'm not sure if it becouse nexerlin, cause im change jre to 8 version inside starsector and it maybe just cannot find needed library.
605195 [Thread-3] WARN exerelin.utilities.versionchecker.VersionChecker - Failed to retrieve mod update info
java.util.concurrent.ExecutionException: java.lang.NoClassDefFoundError: Could not initialize class sun.security.ssl.SSLContextImpl$DefaultSSLContext
at java.util.concurrent.FutureTask.report(FutureTask.java:122)
at java.util.concurrent.FutureTask.get(FutureTask.java:206)
at exerelin.utilities.versionchecker.UpdateNotificationScript.advance(UpdateNotificationScript.java:132)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NoClassDefFoundError: Could not initialize class sun.security.ssl.SSLContextImpl$DefaultSSLContext
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at java.security.Provider$Service.getImplClass(Provider.java:1728)
at java.security.Provider$Service.newInstance(Provider.java:1686)
at sun.security.jca.GetInstance.getInstance(GetInstance.java:236)
at sun.security.jca.GetInstance.getInstance(GetInstance.java:164)
at javax.net.ssl.SSLContext.getInstance(SSLContext.java:156)
at javax.net.ssl.SSLContext.getDefault(SSLContext.java:96)
at javax.net.ssl.SSLSocketFactory.getDefault(SSLSocketFactory.java:122)
at javax.net.ssl.HttpsURLConnection.getDefaultSSLSocketFactory(HttpsURLConnection.java:332)
at javax.net.ssl.HttpsURLConnection.<init>(HttpsURLConnection.java:289)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.<init>(HttpsURLConnectionImpl.java:99)
at sun.net.www.protocol.https.Handler.openConnection(Handler.java:62)
at sun.net.www.protocol.https.Handler.openConnection(Handler.java:57)
at java.net.URL.openConnection(URL.java:1001)
at java.net.URL.openStream(URL.java:1067)
at exerelin.utilities.versionchecker.VersionChecker.getLatestSSVersion(VersionChecker.java:107)
at exerelin.utilities.versionchecker.VersionChecker.access$400(VersionChecker.java:20)
at exerelin.utilities.versionchecker.VersionChecker$MainTask.call(VersionChecker.java:308)
at exerelin.utilities.versionchecker.VersionChecker$MainTask.call(VersionChecker.java:144)
at java.util.concurrent.FutureTask.run(FutureTask.java:266)
... 1 more
605582 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Faction blackrock_driveyards no longer hostile to luddic_church
605830 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel - Added pirate base in [Delta Heimos Star System], tier: TIER_1_1MODULE
606023 [Thread-3] INFO ruthless_sector.CampaignScript - Reload Penalty: 0.0
606133 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
606629 [Thread-10] INFO sound.public - Creating streaming player for music with id [Stellar_Rust.ogg]
606630 [Thread-10] INFO sound.OooO - Playing music with id [Stellar_Rust.ogg]
606974 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class sun.security.ssl.SSLContextImpl$DefaultSSLContext
java.lang.NoClassDefFoundError: Could not initialize class sun.security.ssl.SSLContextImpl$DefaultSSLContext
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at java.security.Provider$Service.getImplClass(Provider.java:1728)
at java.security.Provider$Service.newInstance(Provider.java:1686)
at sun.security.jca.GetInstance.getInstance(GetInstance.java:236)
at sun.security.jca.GetInstance.getInstance(GetInstance.java:164)
at javax.net.ssl.SSLContext.getInstance(SSLContext.java:156)
at javax.net.ssl.SSLContext.getDefault(SSLContext.java:96)
at javax.net.ssl.SSLSocketFactory.getDefault(SSLSocketFactory.java:122)
at javax.net.ssl.HttpsURLConnection.getDefaultSSLSocketFactory(HttpsURLConnection.java:332)
at javax.net.ssl.HttpsURLConnection.<init>(HttpsURLConnection.java:289)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.<init>(HttpsURLConnectionImpl.java:99)
at sun.net.www.protocol.https.Handler.openConnection(Handler.java:62)
at sun.net.www.protocol.https.Handler.openConnection(Handler.java:57)
at java.net.URL.openConnection(URL.java:1001)
at java.net.URL.openStream(URL.java:1067)
at data.scripts.BoggledUpdateNotificationScript.checkForUpdates(BoggledUpdateNotificationScript.java:41)
at data.scripts.BoggledUpdateNotificationScript.advance(BoggledUpdateNotificationScript.java:100)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?
FYI you can set your starting planet location to only non-core worlds in the new game dialog, I think that'll prevent the Odessa start.
Thanks! It worked.
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Encountered a odd problem when I have my own faction and then do a commission with another faction to gain stuff with them if I invade a enemy world due to I was tired of them invading I don't seem to get the planet I worked hard to invade but instead the faction I'm commissioned with is their a way to set who gains the world I invade? Or do I just have to get rid of my commission for it.
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Hey there!
I really love the mod, but I can't find anyone who sells good mining ships like the bear-class. I really want to buy them. Anyone know where I can reliably find some?
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Hey there!
I really love the mod, but I can't find anyone who sells good mining ships like the bear-class. I really want to buy them. Anyone know where I can reliably find some?
Try a Tarsus with the two fighter bays filled with mining drones. An Enforcer with all its missile racks filled with Hammers might do well, too. But your best bet is probably a Sunder with all the energy slots filled with Mining Blasters.
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Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.
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Hey there!
I really love the mod, but I can't find anyone who sells good mining ships like the bear-class. I really want to buy them. Anyone know where I can reliably find some?
Hello! For the Bear specifically, independents and scavengers have them. The Junk Pirates Reaper is another big mining ship that I know of.
question, i just went through your configs and i noticed a new comment on the updated version when setting the prism to sit in hyperspace, claiming that
"if false, Prism will get its own star system (but not if added midgame). Likely to crash, not recommended"
do you mean its better to have the value defaulted to false (giving the prism its own system) or to true (having the prism sit in hyperspace)?
the wording kinda suggests that its a bad idea to give the prism port its own system
Good call, I'll edit the comment.
Encountered a odd problem when I have my own faction and then do a commission with another faction to gain stuff with them if I invade a enemy world due to I was tired of them invading I don't seem to get the planet I worked hard to invade but instead the faction I'm commissioned with is their a way to set who gains the world I invade? Or do I just have to get rid of my commission for it.
Look in the ground battle intel after you win the battle, there's a button to take over.
Hello. I have a bug. After some time game crash with this error. I'm not sure if it becouse nexerlin, cause im change jre to 8 version inside starsector and it maybe just cannot find needed library.
[...]
That error is just a warning about Version Checker and shouldn't be related to any crash to desktop.
The error message you need should be at the very end of the log when checking immediately after the crash. Else, you can post the full log file.
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Encountered a odd problem when I have my own faction and then do a commission with another faction to gain stuff with them if I invade a enemy world due to I was tired of them invading I don't seem to get the planet I worked hard to invade but instead the faction I'm commissioned with is their a way to set who gains the world I invade? Or do I just have to get rid of my commission for it.
Look in the ground battle intel after you win the battle, there's a button to take over.
Thanks I'll try it again and see.
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I want to get everyone's opinion on commissions - to me they have a lot of upsides with no downsides.
- You can steer your commissioned faction's reputations with others much faster than they can yours. Having less control over relations was the primary downside of commissions in vanilla - with Nex you arguably have more since you're controlling essentially 2 factions.
- You can take over your commissioner's pirate planet to have very easy development and no tribute
- You can dispose of planets to your commissioner rather than having to deal with tacbomb results and rebellions
- If you do plan on getting governorship, you can do so after funding anti-rebellion forces on your commissioner's tab, and increase your own market demand.
- If you plan on pulling an Andrada, the rep penalty is minimal
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I have procured a ship with my operative but I cannot find it anywhere on the planet he procured it.
Where are they stored?
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I want to get everyone's opinion on commissions - to me they have a lot of upsides with no downsides.
- You can steer your commissioned faction's reputations with others much faster than they can yours. Having less control over relations was the primary downside of commissions in vanilla - with Nex you arguably have more since you're controlling essentially 2 factions.
- You can take over your commissioner's pirate planet to have very easy development and no tribute
- You can dispose of planets to your commissioner rather than having to deal with tacbomb results and rebellions
- If you do plan on getting governorship, you can do so after funding anti-rebellion forces on your commissioner's tab, and increase your own market demand.
- If you plan on pulling an Andrada, the rep penalty is minimal
I've been thinking about removing or replacing the relationship sync-with-commissioner thing, at least (though I don't yet have a good idea for what it should look like instead). It makes the commissioning faction's relations with others work a lot differently than NPC-NPC relations (e.g. after player fights enough battles, relations drop to -100, when the same thing doesn't happen without player involvement no matter how long the war goes on). Also adds a bunch of complications to the code.
Though in general, it makes sense that associating with an established power makes you stronger than going alone. It just shouldn't be so easy (as mentioned) to lead that established power around by the nose like a daft ox.
I have procured a ship with my operative but I cannot find it anywhere on the planet he procured it.
Where are they stored?
There's a dialog where you can pick a specific destination while the operative action is ongoing.
It defaults to the production gathering point (where your heavy industry and techmining output is set for delivery), or if that doesn't exist then the nearest market where you have storage access (and aren't hostile to the owner), then the same market the procurement took place.
If you're having trouble finding it, try the Command -> Colonies screen, that lists not only player colonies but also places where you're paying storage rent.
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Brilliant! Thank you!
I found it in the storage of my faction's starting planet.
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<post I forgot to respond to until two days later, whoops>
Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.
For each faction in the game, the picker automatically adds any blueprint package found in the faction config's startSpecialItems list (the files being the ones in data/config/exerelinFactionConfig. You can also add packages manually to the same table in player.json, just follow the formatting.
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sorry but is it save game compatible? edit: i mean the latest update.
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A suggestion: make it impossible to transfer market to a faction that you're hostile with.
Right now you can still invade a pirate base, scrap the buildings, give it back to pirates, wait 1 day for them to start building something, invade again, scrap building, repeat.
Plus it doesn't make much sense to be able to transfer to your enemies.
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<post I forgot to respond to until two days later, whoops>
Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.
For each faction in the game, the picker automatically adds any blueprint package found in the faction config's startSpecialItems list (the files being the ones in data/config/exerelinFactionConfig. You can also add packages manually to the same table in player.json, just follow the formatting.
No worries, thanks for the reply!
I figured that that special items section in the player json file was where to put the starting bps, but is there a way to look up what individual ships' or weapons' blueprints are to add to this special item list?
Like for example, if I wanted to add the heavy needler blueprint, would I just add an entry in special items like this ["heavyneedler_package", ""] ?
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Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.
Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"
IDs can be found in the files or using the console commands mod.
Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.
sorry but is it save game compatible? edit: i mean the latest update.
Nex updates are save-compatible with the immediately prior version of the mod (and often some versions back) unless I mention otherwise or there's a bug, yeah.
A suggestion: make it impossible to transfer market to a faction that you're hostile with.
Right now you can still invade a pirate base, scrap the buildings, give it back to pirates, wait 1 day for them to start building something, invade again, scrap building, repeat.
Plus it doesn't make much sense to be able to transfer to your enemies.
Hmm. For most factions it makes sense to only give markets back after a peace deal, but with pirates there's no diplomacy event so someone who wanted to give pirates markets would have to manually raise rep to inhospitable first.
Think I'll just make the rule be: no giving the market to hostile factions if the 'recently captured' modifier (the one that currently reduces rep gain for taking and then giving back a market) is in effect; that ought to cover all the issues. Thanks for the suggestion!
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Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.
Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"
IDs can be found in the files or using the console commands mod.
Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.
Awesome thanks again for taking the time! I tried adding a bunch from both vanilla and some mods i run and it looks like there might be something else im doing wrong as only two out of probably 10 are showing in the picker, but ill try to experiment a bit more.
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I have no suggestions, but I wish there was a less clunky way to repeatedly mine.
Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?
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I have no suggestions, but I wish there was a less clunky way to repeatedly mine.
Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?
Following up with a suggestion of my own:
Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
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Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)
And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:
Spoiler
public class CswpBBBetrayerStart extends CustomStart {
protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));
public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);
data.getStartingCargo().addHullmods("istl_bbassault", 1);
data.getStartingCargo().addHullmods("istl_bbdefense", 1);
data.getStartingCargo().addHullmods("istl_bbsupport", 1);
FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
}
}
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Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
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I have no suggestions, but I wish there was a less clunky way to repeatedly mine.
Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?
Following up with a suggestion of my own:
Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
Hmm. I don't think the bar needs changing as the player should be able to figure out what it means very quickly. But I could add an option on dialog close (which becomes enforced if over capacity, in which case there will also be a warning message) to open the cargo screen.
Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)
And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:
Spoiler
public class CswpBBBetrayerStart extends CustomStart {
protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));
public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);
data.getStartingCargo().addHullmods("istl_bbassault", 1);
data.getStartingCargo().addHullmods("istl_bbdefense", 1);
data.getStartingCargo().addHullmods("istl_bbsupport", 1);
FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
}
}
Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
If I'm rereading the code right, a faction set to non-playable in its Nex config won't have planets or stations in random sector, and won't appear in the new game faction toggle.*
For the second issue of having a colony at start when starting as that faction, make sure freeStart is set to true in the faction config.
All this is in the existing DME Deserter start which I just tested again, so it ought to work. If you're still having problems, send me the mod and I can see what's wrong. Might be a Nex bug I need to fix.
*next version I'll let playable factions also have no markets in random sector, by reading the freeStart setting
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Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
I think having expensive Maintenance is fine, since you have operatives for pirate/pathers, and multiple ways to invalidate expeditions that aren't taskforces (alliance, aversion, not having AI cores/freeport, defensive structures/industries).
although it's pretty weird how high it is in comparison to restoring it from death.
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Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
Speaking of faction configuration in this folder, it had "playableFaction":false, and freeStart parameter was commented, I uncommend it and set is as "freeStart":true, but didn't tested yet.
Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
Speaking of my feedback on Strike Force, while on paper its sounds as good variant of putting to use ships which you put in storage, on practice what hurts them most, is what all off screen battles are calculated via hidden fleet point stats of each ship, which represent "strength" each ship for off-screen battle calculation, and there both issues with it, one is what your ship loadout really don't matter at all, no matter how your loadout is powerful enough, the fleet points will be same, and second, man modders neglect this stat, and its not always represent actual power of ship, and vanilla XIV ships have highest fleet point stat, XIV Onslaught have more fleet points than Paragon or Radiant, so unless your strike force consist of purely XIV ships you will loose your strike force alot.
And to be honest I'm not sure how to resolve this issue nicely. As option, maybe when strike group enters combat, give two options, either auto resolve it, or enter the combat and command your strike group as you command your own fleet in battle.
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Does the player have any sway in which alliance their commissioned faction joins/leaves?
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For those who missed the Discord discussion, there's a couple of bugs in the supply cost calculation (in particular it includes CR recovery/repair costs, when it wasn't intended to because of the incentives this creates) which will be fixed.
Does the player have any sway in which alliance their commissioned faction joins/leaves?
Other than manipulating relations with the alliance members (or adding more members to the alliance, as the chance of joining already-large alliances is reduced), the player can't influence this decision.
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Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.
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Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.
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On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids
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Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.
You don't lose rep for a friendly planet getting invaded (unless there's some obscure bug involved), so I'm not sure what you mean. If something like it happens again, look at the surrounding notifications and intel items and see if there's any cause of the rep loss (which may not have anything to do with the invasion itself).
On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids
Next update implements a minimum raid strength (based on market size) to cause nonzero unrest. At some point I may also add diminishing returns to the unrest caused by raids.
Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.
Yeah, I guess I didn't change the cost records to support multiple task groups. Will fix, thanks!
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Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
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Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.
(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
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Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.
(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
Will try it, thank you friendly amino acid.
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Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.
Nexerelin v0.10.5b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.5b/Nexerelin_0.10.5b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
* Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well
### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
* Fix having multiple special task groups but only paying for one
* Fix player special task groups costing supplies for repairs and CR recovery
* Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting
### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message
### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
* New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector
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It's probably a dumb question but is there any way to track heg. fleet in showdown mission without following it? I can't find it for some reason...
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* Random sector: Constrain min/max stars in central constellation
v0.10.5b - I cannot find such an option when I make a new run, not in sector generation, be it random or non random core worlds, nor in any of the configs (exerelin_config.json, settings.json in configs) in the the mod folder. :o
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Oh, it's not an option, it's something hardcoded to keep the constellation from growing out of hand with the star system count set too high in the new game dialog.
It's probably a dumb question but is there any way to track heg. fleet in showdown mission without following it? I can't find it for some reason...
If you create a blank file Starsector/saves/common/nex_dev.data the mission intel will show some debug locational info.
If the fleet hasn't reached its destination system yet, you can also go into hyperspace, enable dev mode and press Ctrl+Z to see everything in the location (although playing with this setting left on is not recommended)
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Ah, okay. Thank you for the update. :D
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Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
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Speaking of funding revolutionaries - is the "trade with enemies" relation malus supposed to factor in black market trade?
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Reputation changes from trade is handled by vanilla code. Looking at it, it might be intentional, although I don't know if anyone has specifically brought it up to Alex.
Hmm, I think I did say previously I wanted to override this behavior, so maybe I will next version...
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?
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Reputation changes from trade is handled by vanilla code. Looking at it, it might be intentional, although I don't know if anyone has specifically brought it up to Alex.
Hmm, I think I did say previously I wanted to override this behavior, so maybe I will next version...
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?
nope that was literally it
i even checked what else it could have done, since it left me so baffled why it just kicked me out so hard like that
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Hello, I've been using Nexerelin Mod for a week a noticed how the mod changes how the srarsector vanilla market prices behaves.
On Vanilla I was used to play as a smuggler on early game and buy RD (recreational drugs) at 150+ Credits and sell on planets on 500+ Credits.
With the Nexerelin mod this breaks and leaves no only smuggling, but any trade from being profitable.
Even normal trading of commodities.
As an example the maximum price I can sell RD with Nexerelin turned on is 250+ CRT at maximum while with the mod disabled I can sell even in 700+ CRT on some of the more demanding planets of the inner systems.
I want to know if this can be changed via settings or if I have to bear the broken market while using the mod, because it happens with every commodity ingame.
This breaks Trader, Smuggler and Pirates gamestyles in my opinion.
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Hm. Vanilla never had such huge price discrepancies 'naturally' either, only during shortages. Nex just removes some of the free perma-shortages (specifically involving Luddic and pirate markets).
Shortages can still occur due to events, or you can create them yourself. Bar delivery quests are also an option. Keep in mind that Nex also reduces the tariffs for legitimate trade considerably (30% -> 18%, or 9% with free port).
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question, is showdown a unique mission? cause the hegemony fleet got absolutely yeeted into oblivion by hyperstorms (what a fun gamemechanic... -.-) so i completly lost it.
can i do the mission again when it fails for obvious reasons? or am i just done with that?
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It's gone if you fail (dunno if devmode brings it back, probably not).
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So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
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I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
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So I've been trying to get a specific behaviour set up.
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
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Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
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i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
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So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.
I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).
So I've been trying to get a specific behaviour set up.
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
Copy and paste the following into console:
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)
Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)
i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
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thank you for the suggestions
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Hi i love the mod and was wandering if modded ships can be added so you can start with the ships from added factions (ie star wars mod)
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Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.
Nexerelin v0.10.5b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.5b/Nexerelin_0.10.5b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
* Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well
### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
* Fix having multiple special task groups but only paying for one
* Fix player special task groups costing supplies for repairs and CR recovery
* Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting
### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message
### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
* New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector
I some how missed that this updated this month - does it break saves?
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Well I found out what causes the new game picker slowdown, workaround in next mod update (and next Starsector version will fix it generally).
Hi i love the mod and was wandering if modded ships can be added so you can start with the ships from added factions (ie star wars mod)
Most factions already implement their own starts, where you get their ships and a commission with that faction. If it doesn't, or you want different ships, you can add starting ships to the faction configs in data/config/exerelinFactionConfig/ (in the Nex folder for player and vanilla factions, or in the mod folder for third-party factions).
I some how missed that this updated this month - does it break saves?
Nex updates are always save-compatible at least with the previous version, unless otherwise specified (or there's a bug) :)
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Hello, my game crashed every time I interact with my own created special task group. any solution for this? :'(
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Hello, my game crashed every time I interact with my own created special task group. any solution for this? :'(
You may want to check starsector.log in order to see what the problem is.
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Feature request:
Thanks for the mod. Its excellent. I just finished the story mission and have built up Penelope system with 4 planets, the 5th being outside the system for organics.
I'm starting to engage in warfare with the other factions and have a decent sized fleet and I'm finding it harder/time consuming to get fuel/supplies due to the fights & the syndic fuel depot world got taken by a strong Persian/hegemony alliance.
Any chance of setting up a logistics officer/operative that supplies the player fleet with intervals of supplies & fuel so player can spend more time plotting/exploring/fighting factions? Sorry If I don't understand the scope of what I'm asking.
Either way, great mod.
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There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
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There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
Thanks for the tip- I was ignoring waystations because I started in Penelope. I've only considered them for their access boost and not a means of supplies and fuel for my fleet.
I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good? I got the impression they were a exploration tool when you are far out. Do they make supplies and fuel at planets for you at cost? Does it make any sense to put one in Penelope alongside my colonized planets?
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You should try it all out once you are home, but since you don't have way stations this will be the solution, they pile huge amounts of supplies and fuel, one is usually enough to supply more than one huuuge fleet, but the 10% or so access you gain may also be worth it, access multiplies your export value and the way station upkeep is cheap, you can supply at every single of your colonies if you build them on all your colonies, I recommend doing that. Remember that a blue redacted core makes them stock even more.
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Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.
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immediately invaded tigra city and installed an alpha core admin, the first step towards n o h e g e m o n y except mine
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There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
Thanks for the tip- I was ignoring waystations because I started in Penelope. I've only considered them for their access boost and not a means of supplies and fuel for my fleet.
I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good? I got the impression they were a exploration tool when you are far out. Do they make supplies and fuel at planets for you at cost? Does it make any sense to put one in Penelope alongside my colonized planets?
Be mindfull however, since drawing supplies /fuel from a waystation still costs you money
a better way is to use variable manufactories with supply/fuelsupply vlc slotted into them
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variable manufactories with supply/fuelsupply vlc slotted into them
That is Industrial Evolution aka mod content and not a vanilla aka base game feature...
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Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.
The autoresolve basically just sums the 'fleet point' strength of all fleets belonging to the attacking and defending faction, and the station around the specific target. This includes the requested defense fleets. The side with more points wins. (Third parties aren't counted even if they're friendly/hostile to one side or the other, which is a bit annoying)
One thing that can shift the strength comparison (without otherwise being known to the player) is if a special task group or two on either side decides to invite themselves to the battle.
Also fleets can't die in autoresolve, so if e.g. you encounter fleets in hyperspace returning from a failed raid they'll all be at full strength.
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i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
do i need to run the code of every save load?
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It should only be needed once from what I can see, but I haven't actually tried it.
If the hostility events are disappearing every game load, guess you'll have to do the runcode every load (or consider the idea shot, since I assume it forgets what it was doing before the reload).
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Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.
I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)
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kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.
alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.
so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?
i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
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kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.
alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.
so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?
i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
Could be that the factions have beliefs that oppose the core beliefs of your alliance. If a faction is against the core ideology of an alliance they will not be able to join no matter how high their standing is with the members of said alliance.
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Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.
I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)
You might also find it desirable to enable pirate invasions in the same config, if you're trying to make them 'main factions'.
Pirate-type factions (this is pirates and Pathers in vanilla) don't enter alliances on their own, but player can invite them the same as other factions (dock at market -> special functions).
kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.
alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.
so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?
i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.
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There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.
i know there's a screen that shows which factions "can and cant" join an alliance, or rather, are "eligible or ineligible", i reference it constantly as i try to expand the alliance, as well as see what factions exist that would be good candidates. currently, my alliance is technocratic, which is a broad one, and allows for several factions to join. i also have a small whiteboard with all of the factions listed that i'd want, with their respective commissioned crew buffs, so i can curate who to enlist next.
i wasnt certain if factions needed to only have a high standing with the player faction, or all factions involved in an alliance. if it goes off of the latter, how would one influence the AI factions to gain standing among each other? afaik, you cant really directly influence actions/diplomacy between the AI.
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The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),
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I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.
They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.
I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
Any ideas what caused this ? Or am I the only one with this problem ?
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The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),
MY MAN!!! everything i needed to know in that one reply!
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So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?
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I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.
They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.
I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
Hmm, I don't think I've heard of anything similar with 9th BG (especially the win-at-start thing, that shouldn't be possible unless literally all other playable factions are disabled). They also didn't show unusual (or indeed, any) conquests in the test game I ran.
Their faction config file is in the Arsenal Expansion mod, you could try changing the values there and/or bring up the issue to Inventor Raccoon. Are you playing on random sector?
So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?
They should contribute ground support strength (visible in the tab with the other modifiers). As a bonus, it doesn't cost the carrier CR to do this, unlike with normal raids.
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I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.
They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.
I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
Hmm, I don't think I've heard of anything similar with 9th BG (especially the win-at-start thing, that shouldn't be possible unless literally all other playable factions are disabled). They also didn't show unusual (or indeed, any) conquests in the test game I ran.
Their faction config file is in the Arsenal Expansion mod, you could try changing the values there and/or bring up the issue to Inventor Raccoon. Are you playing on random sector?
So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?
They should contribute ground support strength (visible in the tab with the other modifiers). As a bonus, it doesn't cost the carrier CR to do this, unlike with normal raids.
I'm playing on random sector with default weight value to try and balance their conquest (not really sucsessful so far). And I actually play with Arsenal Expansion. I can modify the value to stop the Eye from popping no matter what but that's it. Still leagues better than what at had before.
Thanks.
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I'd like to make a petty suggestion:
The ability to change the agent/operative's portrait, usually i have to dive into a save game to change it to whatever i like and it would be cool if the option was there in-game.
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Suggestion: An option to prevent invasions from occurring until you have founded your own faction, similar to the GracePeriod setting but controlled by whether you have made your own faction instead of a set number of days.
This is good for players who want to have their own faction formed before having to worry about planets switching hands, this can be justified as the players faction forming upsetting the balance of power enough that the other factions step up their game using invasions instead of just raids.
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What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
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I love this mod and I want you to know that ;D
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What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
I haven't actually used the new player invasion fleets, funnily enough, but if they operate at all like the NPC ones, they will remain in orbit around the invasion target until any starbase is back online and help guard the conquest during that period, and then they will return to their spawning point and despawn in a manner similar to a military patrol despawning.
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Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
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Mr Modder or anyone can you help me pls? I satured planet so it has like -40 unrest what do I need to change here
"decivSamplingMonths":
"decivZeroStabilityMinFraction":
"decivMinStreak":
"decivProbPerMonthOverStreak":
So that planet will deciv almost now. Like 3 months max. Wanna deciv the whole galaxy ;D
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What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
(Successful) invasion fleets, including ones sent by the player, will orbit the target for 90 days then go home. They won't obey the Follow Me command and can't be ordered around in general.
Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.
Mr Modder or anyone can you help me pls? I satured planet so it has like -40 unrest what do I need to change here
"decivSamplingMonths":
"decivZeroStabilityMinFraction":
"decivMinStreak":
"decivProbPerMonthOverStreak":
So that planet will deciv almost now. Like 3 months max. Wanna deciv the whole galaxy ;D
If you really want stuff to deciv ASAP, set sampling months to like 3, min fraction and min streak to zero, and decivProbPerMonthOverStreak to 1.
(The logic is in the com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker class in Starsector API, for anyone who wants to go digging
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Wouldn't be me, I've never (successfully) touched market code*.
(*The Bazaar technically counts, but all that does is C&P vanilla code, and then adjust numbers based on industry id.)
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Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.
Only the military submarket (In this case, I'm commissioned by UAF, and the UAF is allied with Hegemony and Iron Shell. The Hegemony/IRS military submarket is inaccessible and said that I still need to be commissioned by them), and from what I've been testing, commissioned w/Iron Shell and interacting with Hegemony military submarket, removing mods and such and still ended up with the same problem.
Also, here's my mod list for reference.
Core library mods: GraphicsLib, Lazylib, MagicLib, YunruCore
The rest: Vayra's Sector (bootleg from discord), UAF, Iron Shell, Scalartech, tahlan_shipworks, O.R.A, Kadur Remnant, Magellan Protectorate, HMI, Secrets of The Frontier, Battle music, Gundam UC, PAGSM, Sunrider, Whichmod, Industrial.Evolution, Diktat Enhancement, A New Level of Confidence (30), Starship Legends, Mayasuran Navy, DME, Progressive S-Mods, Arma Armatura, Combat Chatter, Hyperdrive, Terraforming And Station Construction, Interstellar Imperium, Immersion Friendly Portrait Pack, SpeedUp, Nexelerin, Autosave, Yunru mods(Hullmods, Low Tech/High-Tech/Midline and Civilian Expansion), Seeker_UC, Console Commands, Diable Avionics, SCY, Commissioned Crews, Audio plus.
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on the latest version of this mod im getting a crash error "command [nex_fencingDuel] not found in packages:...." it then list the packages
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I don't know this is nex or other mod problem but when I request fleet ( from interstellar imperium ) to defend my colony, they just arrive and hover around colony and do nothing, when invasion fleet or pirate come, they never engage even if it just a tiny fleet. Anyone has fix for this ?
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I might need to check if defense fleets were broken at some point.
on the latest version of this mod im getting a crash error "command [nex_fencingDuel] not found in packages:...." it then list the packages
First try a clean reinstall of Nex (delete old folder), make sure the file Nexerelin/jars/ExerelinCore.jar exists (and don't replace it with a different .jar file from elsewhere, unless it's a hotfix specifically by me and newer than the 0.10.5b release).
If it still doesn't work, see if the game runs with just MagicLib. I suspect it might be that odd issue where mod code isn't loaded by the game. (https://fractalsoftworks.com/forum/index.php?topic=24928.msg371075)
Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.
Only the military submarket (In this case, I'm commissioned by UAF, and the UAF is allied with Hegemony and Iron Shell. The Hegemony/IRS military submarket is inaccessible and said that I still need to be commissioned by them), and from what I've been testing, commissioned w/Iron Shell and interacting with Hegemony military submarket, removing mods and such and still ended up with the same problem.
Also, here's my mod list for reference.
Core library mods: GraphicsLib, Lazylib, MagicLib, YunruCore
The rest: Vayra's Sector (bootleg from discord), UAF, Iron Shell, Scalartech, tahlan_shipworks, O.R.A, Kadur Remnant, Magellan Protectorate, HMI, Secrets of The Frontier, Battle music, Gundam UC, PAGSM, Sunrider, Whichmod, Industrial.Evolution, Diktat Enhancement, A New Level of Confidence (30), Starship Legends, Mayasuran Navy, DME, Progressive S-Mods, Arma Armatura, Combat Chatter, Hyperdrive, Terraforming And Station Construction, Interstellar Imperium, Immersion Friendly Portrait Pack, SpeedUp, Nexelerin, Autosave, Yunru mods(Hullmods, Low Tech/High-Tech/Midline and Civilian Expansion), Seeker_UC, Console Commands, Diable Avionics, SCY, Commissioned Crews, Audio plus.
Hmm. Modlist looks fine at a glance.
Try a new game with just Nexerelin, Iron Shell and dependencies, then start as Iron Shell and check if you can access the Hegemony military submarket. If you can't, do a clean reinstall of Nex as described above.
Advanced bug hunting
Look for the file data/campaign/submarkets.csv in other mod folders and see if any of them contain a row starting with generic_military (easy way to do it is to use something like Notepad++'s Find in Files with filename filter.
Any such instance means that mod is overriding the military submarket plugin, which may be causing a conflict with Nex depending on mod load order.
That said, the only mod I know of that does this is Starpocalypse, which has compatibility for Nex alliances.
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it has the jar file and still gives the error and it runs with just magic lib
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The game is crashing while entering fleet high tech seller. In mid/late game :(
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The game is crashing while entering fleet high tech seller. In mid/late game :(
Post the error from the log (Starsector/starsector-core/starsector.log, it'll just be named 'starsector' if you have file extensions turned off).
The high-end seller crash I remember is from an outdated version of SWP. If your copy is newer than the last save-breaking update (I think it was the one where Vanguard was renamed to Caliber) then update your mod; else download this file (https://cdn.discordapp.com/attachments/619635013201428481/872414982745247754/prism_boss_ships.csv) and place in Ship and Weapon Pack\data\config\prism.
it has the jar file and still gives the error and it runs with just magic lib
Not sure what's going on then, sorry. If you poke me on the Discord server's tech support channel (when I'm around), it might be possible to dig into the issue further.
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I'm not sure if this belongs here, but due to the fact that I've encountered this bug as a direct consequence of doing Midnight Dissonant missions and having Remnants not be hostile to me anymore I thought I'd post here for posterity's sake: While hunting for a bounty fleet I've encountered the target fleet engaged in battle with a damaged remnant nexus, and since remnants were neutral to me I was able to join the battle on their side. I've joined in with my flagship, however my character was unassigned from my flagship upon loading into the battle, and had to select my flagship on the map screen and hit X so I could assume manual control of my flagship. After taking care of the fleet, another pirate fleet nearby decided to engage the nexus and I again joined the battle on its side and the exact same thing happened again.
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I feel like I am abusing a bug. If you invade a colony and then transfer its ownership to a third faction, it cancels out the rebellion (it even days that the colony was "liberated" by their new owners). I know that it would happen anyway as rebellions on non-player worlds always fail unless player intervenes, but I assume that future versions will fix that balance issue. I think that bailing out after the invasion should make rebels favored to win.
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Donated thousands of supplies to the colony administration but month later still have unrest and rebellion. Something isn't working.
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The game is crashing while entering fleet high tech seller. In mid/late game :(
Post the error from the log (Starsector/starsector-core/starsector.log, it'll just be named 'starsector' if you have file extensions turned off).
Okay i found the issue. I messed something up while disabling IED ships from "Luddic enchancement mod" and after fixing that it works correctly. My bad
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Any intention to make the [REDACTED] a joinable faction? They have that rep that meets you and gives you their ships.
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Donated thousands of supplies to the colony administration but month later still have unrest and rebellion. Something isn't working.
Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Any intention to make the [REDACTED] a joinable faction? They have that rep that meets you and gives you their ships.
Not unless they start having planets and such, which is currently outside the scope of my plans :)
(I don't intend to do anything along those lines until the game's story is further developed regarding the Remnants)
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Do you have any plans for diplomacy rework?
If so, when would it happen?
What do you plan to change and how?
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Sorry, first time poster on the starsector forums but I've been getting a CTD as I win my invasion on a station-habitat
Please forgive/correct me on any formatting errors in my post
638997 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 333
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 387
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 442
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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This is the modlist, just incase that would be needed
{"enabledMods": [
"armaa",
"lw_autosave",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"diableavionics",
"gundam_uc",
"IndEvo",
"Imperium",
"lw_lazylib",
"leadingPip",
"mag_protect",
"MagicLib",
"nexerelin",
"OcuA",
"ORA",
"sun_starship_legends",
"Terraforming & Station Construction",
"underworld",
"vic",
"shaderLib"
]}
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Do you have any plans for diplomacy rework?
If so, when would it happen?
What do you plan to change and how?
It might happen in the next major update (finally!)
The concept is still at an early stage of work, but I want to unify a bunch of separate systems (including invasions, operative use and industry construction, among others). Each faction will have a strategy AI that decides what problems it has and then decides what action it should take to solve those problems.
Sorry, first time poster on the starsector forums but I've been getting a CTD as I win my invasion on a station-habitat
Please forgive/correct me on any formatting errors in my post
638997 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 333
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 387
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 442
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
This happens when the market you're fighting on doesn't have a storage on it (though this normally shouldn't happen). Workaround: Type addsubmarket storage in console while docked with the station, you can remove it afterwards with a removesubmarket command if you like.
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I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.
Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."
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Is there a way to teach the scavengers how to properly compare fleet strength? They often force battles where their mainly freighters plus some escorts ram themselves into my small-but-deadly, highly upgraded battle fleets. I am using about 150% larger battle size and max fleet size than vanilla. Could that be causing the issue? Pics because it did happen:
https://i.imgur.com/OWbIDdR.png
https://i.imgur.com/nVQsRLY.png
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I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.
Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."
Well, after you proposed it in Discord I bumped the range up to 500 :)
Is there a way to teach the scavengers how to properly compare fleet strength? They often force battles where their mainly freighters plus some escorts ram themselves into my small-but-deadly, highly upgraded battle fleets. I am using about 150% larger battle size and max fleet size than vanilla. Could that be causing the issue? Pics because it did happen:
https://i.imgur.com/OWbIDdR.png
https://i.imgur.com/nVQsRLY.png
That encounter (with scavengers turning from independent to pirate) is vanilla. Anyway the pirate faction is very aggressive in general; I think it's the engageWhenEvenStrength setting in the .faction file.
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@Histidine
And do you have a detailed concept for the rework?
Would you mind sharing it with us? Maybe some of us can add some ideas worth considering :)
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@Histidine
And do you have a detailed concept for the rework?
Would you mind sharing it with us? Maybe some of us can add some ideas worth considering :)
Brief excerpt from my scribbled dev notes for the feature:
== General concept ==
Each faction is presented with a list of `concerns`, categorized into economic, military and diplomatic (e.g. 'we have an enemy colony in one of our systems')
Each concern has a 'menu' of `actions` to deal with it (e.g. if we have an economic competitor we could build our own industry further, raid them, or sabotage them with operatives)
Concept: Other factions may also have `responses` to our actions, e.g. respond to our provocations or our diplomatic overtures?
Which concerns a faction cares about more, and which actions it is more likely to take, depend on its personality
Strategic actions can have states: presented, ongoing, failed
each faction can do X actions of a given type (econ, mil, diplo) every N months?
On every strategic AI iteration:
Review all existing concerns, check if still relevant
If yes, gradually increase priority?
If not, remove
Add new concerns
If we have actions available, take an action on the highest priority concern of that type
Once we decide to action a concern, generate list of possible actions and pick the most favored one
Screenshot of the current debug intel (I haven't even started on implementing actions yet). A player-facing intel similar to this will probably be in the completed version, so players will have some idea what the AI is thinking of.
Spoiler
(https://i.imgur.com/DSriFjj.png)
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Hello there!
Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!
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Hello, thank you for this great mod!
I have a small problem though.
With the current amounts of diplomacy points randomly added and subtracted its very hard to keep the levels of diplomacy where I want them.
For example, I need to put in lots of effort into growing a diplomatic relation from 0 to 15 by doing certain bounties, certain missions and donating prisoners.
But then the random diplo-engine decides that some marriage goes wrong (guy walking off or something) with a whooping -17 on my relations as punishment.
And that's just not right.
Is it possible to lower the influence of these random diplomatic changes to a level I as a player can cope with?
I'm talking about one's, two's and three's instead of "ten plus" numbers.
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Hi, both of you!
Hello there!
Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!
You can look in Nexerelin/exerelin_config.json, there's a bunch of settings you can toggle (enableInvasions is probably the biggest one). This post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg377961#msg377961) has that and a couple of other things you might want to do.
Hello, thank you for this great mod!
I have a small problem though.
With the current amounts of diplomacy points randomly added and subtracted its very hard to keep the levels of diplomacy where I want them.
For example, I need to put in lots of effort into growing a diplomatic relation from 0 to 15 by doing certain bounties, certain missions and donating prisoners.
But then the random diplo-engine decides that some marriage goes wrong (guy walking off or something) with a whooping -17 on my relations as punishment.
And that's just not right.
Is it possible to lower the influence of these random diplomatic changes to a level I as a player can cope with?
I'm talking about one's, two's and three's instead of "ten plus" numbers.
I'd recommend opening Nexerelin/data/config/exerelin/diplomacyConfig.json and increasing the eventFrequency value at the top. You can also change the effect amounts of each diplomacy event, but I wouldn't recommend making the values tiny (otherwise the events may as well not happen).
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All the new diplomacy stuff looks &%$!ing awesome. :D
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Hello,
Great mod, firstly. Anyways, I'm doing a Luddic Path run (if the pfp didn't give it away) and I got some bad roles on cell funding base/military station market locations. So I let the other factions nix them to get some better spawns. BUT, they aren't spawning (shocked_Pikachu.png). Is this because I'm commissioned with the Path? Or because I selected the "no faction respawn" in the beginning? Both? It has been at least a cycle and a half (Pirate bases still spawn too). Lastly, if they indeed won't spawn on their own, is there a way to force spawn them somehow? Maybe in the console, or save manipulation?
Edit/Update: I think it was indeed the fact that I was commissioned by the Path and had the faction respawn off. Went into the console and turned it back on, and stations started respawning. Does it work the same for the Pirates? I would think the "anarchistic" trait would enable these two to keep respawning despite the no respawn flag and a commission. Or I could be totally off base lol. Awesome mod though.
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Does it matter what sort of ships I put in task groups?
Do I need to put in logistics ships and the like to make them function or make them better?
or can I just stack as much warships in them and not have a problem at all?
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Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Thank you for the reply. Can we get an indication for how our contribution has helped the rebellion suppression?
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Hey I love this mod loads!
But I noticed a bit of a problem with the "Showdown" quest.
If you don't let any of the Hagemony fleets get close enough to the Nexus, the quest never actually updates to tell you do defend the nexus.
So if you defeat them too fast, the quest gets softlocked entirely.
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Where in the files can I remove the -50% colony growth speed from starfarer mode? I like fighting big vergence fleet more often and colonies being a bit less of a money printer but don't like artificially drawing out the game.
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Hello there!
If I set a faction in the faction config from playableFaction true to playableFaction false, do they stop raiding, colonizing, satbombing, sending invasions, and the like?
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Hello!
Hello,
Great mod, firstly. Anyways, I'm doing a Luddic Path run (if the pfp didn't give it away) and I got some bad roles on cell funding base/military station market locations. So I let the other factions nix them to get some better spawns. BUT, they aren't spawning (shocked_Pikachu.png). Is this because I'm commissioned with the Path? Or because I selected the "no faction respawn" in the beginning? Both? It has been at least a cycle and a half (Pirate bases still spawn too). Lastly, if they indeed won't spawn on their own, is there a way to force spawn them somehow? Maybe in the console, or save manipulation?
Edit/Update: I think it was indeed the fact that I was commissioned by the Path and had the faction respawn off. Went into the console and turned it back on, and stations started respawning. Does it work the same for the Pirates? I would think the "anarchistic" trait would enable these two to keep respawning despite the no respawn flag and a commission. Or I could be totally off base lol. Awesome mod though.
(thumbs up)
Nex doesn't modify pirate/pather base spawning behavior directly, except that the bases will stop appearing if the faction has no regular colonies (i.e. wiping the Path out means no new Pather bases). Is this consistent with what you were seeing?
Does it matter what sort of ships I put in task groups?
Do I need to put in logistics ships and the like to make them function or make them better?
or can I just stack as much warships in them and not have a problem at all?
Their logistics capacity isn't simulated (although usage partly is), so go wild with the warships if you like!
Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Thank you for the reply. Can we get an indication for how our contribution has helped the rebellion suppression?
Well if you have a sufficiently high-level operative (or two or more lower-level ones; level needs to sum to 5) you can get the exact strength values. Maybe I'll add a GUI message with the approximate strength added by a transfer to officials (or a sale to black market if you're funding the rebels).
Hey I love this mod loads!
But I noticed a bit of a problem with the "Showdown" quest.
If you don't let any of the Hagemony fleets get close enough to the Nexus, the quest never actually updates to tell you do defend the nexus.
So if you defeat them too fast, the quest gets softlocked entirely.
Will fix, thanks for report :)
Where in the files can I remove the -50% colony growth speed from starfarer mode? I like fighting big vergence fleet more often and colonies being a bit less of a money printer but don't like artificially drawing out the game.
hardModeColonyGrowthMult in exerelin_config.json
Hello there!
If I set a faction in the faction config from playableFaction true to playableFaction false, do they stop raiding, colonizing, satbombing, sending invasions, and the like?
It (should) indeed do those things in a new game, assuming I didn't hardcode more things for independents than I thought.
If you change playableFaction midgame, that faction will stop invading/raiding others, but I'm not sure what happens with other Nex actions like diplomacy.
Also non-playable factions might still be invaded by others, I hear Legio does this to independents for instance.
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Is there a console command to force the event that will spawn Midnight Dissonant in the bar encounter? I've tried to find the mod(s) that conflicts but since I've got nearly a hundred mods running nothing short of disabling everthing but Nexerelin helps.
Great mod nonetheless!
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(late reply, whoops)
Is there a console command to force the event that will spawn Midnight Dissonant in the bar encounter? I've tried to find the mod(s) that conflicts but since I've got nearly a hundred mods running nothing short of disabling everthing but Nexerelin helps.
Great mod nonetheless!
There isn't a console command. You can try messing with the row in Nexerelin/data/campaign/rules.csv that creates the bar event (nex_remM1_begin), but most of the requirements for mission spawning are set in code.
(The code requirements are: The mission spawn location needs to be Prism Freeport if it exists, or any independent market otherwise; another independent market other than the spawn location must also exist, not be 'hidden' like popup pirate bases, and not be in hyperspace)
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Might be a bug or maybe not, but if you disrupt the military actions of a planet or station they can still launch vengeance fleets through their off screen dark matter.
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(late reply, whoops)
There isn't a console command. You can try messing with the row in Nexerelin/data/campaign/rules.csv that creates the bar event (nex_remM1_begin), but most of the requirements for mission spawning are set in code.
(The code requirements are: The mission spawn location needs to be Prism Freeport if it exists, or any independent market otherwise; another independent market other than the spawn location must also exist, not be 'hidden' like popup pirate bases, and not be in hyperspace)
No worries!
Glad to learn bit by bit as all I know is a bit of tweaking of ship stats aside from world settings. Also surprised to learn that one of the triggers is the amount of days passed (At least it lowers the odds of the issue being a mod conflict considering that I have... 109 active mods ; v ; ).
EDIT: Yeah I've tested the DaysSinceStart stat and yeah Midnight still works.
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Not even sure if they are from this mod but… does N have any specific spawning locations? I would rather her spawn in my own base since I am pretty much going to take on everyone and conquer the sector in my current run. If N is not from this mod and anyone knows what mod she is from that would also be great. Hard to know what Is what with 90 some mods running around.
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A small complain/suggestion: When random core worlds is enabled I frequently find hyper valuable industry items like Pristine Nanoforges/Syncotron Cores/Alpha Cores/etc on tiny colonies with little to no defense. I get that it's random generation (and I obviously benefit from finding these unguarded treasures) but I feel like these types of items should be reserved for the bigger colonies.
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I tried searching the thread, but didn't see anything on this: Is there any way to colonize a new planet for the sake of your commissioned faction, instead of the player owned faction?
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I tried searching the thread, but didn't see anything on this: Is there any way to colonize a new planet for the sake of your commissioned faction, instead of the player owned faction?
Colonize it and immediately transfer it to your commissioning faction. You can perform transfers via the secretary on the colony's comm screen.
You cannot establish colonies as your commissioning faction, though. Do remember that you count as "allied" to your commish, tho, so any colonies you control is added to their win condition count if you're trying to win that way.
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Hmm... I colonize, go to comms, and there's no one there at all. How long does it take to get a secretary?
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Is it possible, or could it be possible in a future release to make colonies but give them to a faction you have a commission under. Just in a way that you remain the governor of the colony same way how you currently can buy governorships, but the planet itself stays under the faction.
While at it, it would be cool if you could Order 66 them and declare independence and take away half or more of their colonies. Expensive as heck sure but would be incredibly cool.
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You can just grant them to them the moment the spaceport is complete and then pay one cred.
Also, while you can't start a civil war (which I think it would be pretty cool if you could splinter away with all worlds you govern, at the cost of triggering invasions on all of them and setting relations to -100 with them and all allies, and locking you at inhospitable or lower), you CAN pull an Andrada by refusing to hand over your conquests in quick succession.
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You can just grant them to them the moment the spaceport is complete and then pay one cred.
So I colonize a planet. Do the normal "create a faction" stuff and once the spaceport is complete I somehow gift the colony to a faction and it instantly removes my faction? Okay tested this. I can colonize a planet, wait for the spaceport to be completed. Then talk to the planetary admin and govern a colony in the factions name that I'm working with. The player faction is instantly eliminated afterwards.
you CAN pull an Andrada by refusing to hand over your conquests in quick succession.
Can you ELI5 (Explain to me Like I'm 5) this? Refusing to hand over my conquests in a quick succession. Pull an Andrada? Today I did figure out I can take over a colony if I re-invade it few days after my own faction lost it and pull a Sindrian Dictat in a way, but I think that's not an independent faction, just grabbing the governors chair for a reputation hit.
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Hmm... I colonize, go to comms, and there's no one there at all. How long does it take to get a secretary?
Should happen immediately on undock+redock. (Though there's a bug where the secretary can be removed and sometimes not be readded when you change the planet's admin)
Not even sure if they are from this mod but… does N have any specific spawning locations? I would rather her spawn in my own base since I am pretty much going to take on everyone and conquer the sector in my current run. If N is not from this mod and anyone knows what mod she is from that would also be great. Hard to know what Is what with 90 some mods running around.
N is from Nex, yeah.
She always appears in the same location where her bar event spawns, which is always Prism Freeport if it exists. If Prism isn't around, can be any independent market (and if you don't like the current one, IIRC you can avoid clicking on the bar event and go somewhere you like better).
A small complain/suggestion: When random core worlds is enabled I frequently find hyper valuable industry items like Pristine Nanoforges/Syncotron Cores/Alpha Cores/etc on tiny colonies with little to no defense. I get that it's random generation (and I obviously benefit from finding these unguarded treasures) but I feel like these types of items should be reserved for the bigger colonies.
It does try to put special items on larger colonies, but that may not always be possible (e.g. none of the large planets have no atmosphere and/or fuel production). Hmm, I could try at least making stronger defense structures on colonies when they receive an industry item.
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You can just grant them to them the moment the spaceport is complete and then pay one cred.
So I colonize a planet. Do the normal "create a faction" stuff and once the spaceport is complete I somehow gift the colony to a faction and it instantly removes my faction? Okay tested this. I can colonize a planet, wait for the spaceport to be completed. Then talk to the planetary admin and govern a colony in the factions name that I'm working with. The player faction is instantly eliminated afterwards.
you CAN pull an Andrada by refusing to hand over your conquests in quick succession.
Can you ELI5 (Explain to me Like I'm 5) this? Refusing to hand over my conquests in a quick succession. Pull an Andrada? Today I did figure out I can take over a colony if I re-invade it few days after my own faction lost it and pull a Sindrian Dictat in a way, but I think that's not an independent faction, just grabbing the governors chair for a reputation hit.
If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.
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If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.
Its a bit silly that you have to pay half a mil to a million+ probably for a governorship if you took over a planet under your commissioned factions name. Its like me making a pizza, paying for the ingredients and production, bringing it to work and then having to pay my boss so I can have few slices from it. Perhaps something that should be reworked to be a massive discount? Big as I've seen it is 0.5x factor for lowering the price so 50% off.
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Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?
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Hi. Thanks again for this great mod.
Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.
Thanks for fixing this.
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Not sure if this crash is related to Nexerelin or not.
2090448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.WIP.IndEvo_D ronesAbilityPlugin.addTooltip(IndEvo_DronesAbilityPlugin.java:53)
at com.fs.starfarer.api.campaign.impl.items.consumables.singleUseItemPlugins.IndEv o_BaseConsumableItemPlugin.createTooltip(IndEvo_BaseConsumableItemPlugin.java:159)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?
Not currently, sorry! Maybe as part of a planned voting rework.
Not sure if this crash is related to Nexerelin or not.
If you haven't already found out: It's from IndEvo, looks like a 'drones' consumable which I haven't encountered myself. (Maybe it's not supposed to be usable yet?)
Hi. Thanks again for this great mod.
Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.
Thanks for fixing this.
Funny how my Sindria always sticks around pretty long even if Volturn and Cruor go down :thinking emoji:
I might just put an alpha core on the station and/or the LG HQ at some point; in the meantime use Diktat Enhancement (https://fractalsoftworks.com/forum/index.php?topic=22852.0) if your Sindria is dying off too easily.
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Not sure if this crash is related to Nexerelin or not.
happens when you try to console in an unfinished IndEvo consumable item!
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Hello, I have some ideas which might be cool to have.
First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.
Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.
And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.
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Hello, I have some ideas which might be cool to have.
First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.
Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.
And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.
I always thought they don't use them more due to doctrinal conservatism, not due to inability. Hege is not gonna roll out paragons, even if they have the BP.
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So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.
I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).
So I've been trying to get a specific behaviour set up.
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
Copy and paste the following into console:
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)
Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)
i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
Much appreciated, will try this next run for sure.
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I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not. An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic. That indicates to me that the fleets aren't being calculated accurately. I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).
EDIT: I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.
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Can my faction or my Alliance faction use my awakened gates?
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Can my faction or my Alliance faction use my awakened gates?
NPCs can't use gates, and it probably wouldn't be feasible for me to change this :-X
I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not. An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic. That indicates to me that the fleets aren't being calculated accurately. I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).
By auto-resolve do you mean you actually go into the system and watch the fleets fight each other?
The strength estimate and 'far' autoresolve (when player isn't anywhere near the system, so the fleets are purely abstracted instead of appearing on campaign map) just adds up the strength in 'fleet points' for the attacking and defending faction, and compares the two numbers.
But if the player is close enough that fleets are actually generated, they can end up doing things like repeatedly the invasion fleets always locally overpowering patrols that fail to concentrate force against the attackers. Or conversely, they could wander into a hostile third party's battlestation and die that way.
HOWEVER even in far autoresolve the estimate still seems unreliable. Next playthrough I'll probably make it print debug data to show the actual strengths of participating fleets and see if funky things are going on.
EDIT: I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.
Factions can resettle decivilized colonies that the specific faction previously owned (and should do so with a very high priority if it was a core world colony). The faction that previously owned the colony may just not have been picked for colony expeditions; else, I may need to look into it.
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Here's some example of weird colonization oversights in my current playthrough:
(https://i.imgur.com/5e1ji7w.png)
(https://i.imgur.com/TwHnEG3.png)
Seems like they eventually did recolonize some of them, but there's still a lot of decivilized worlds from frequent invasions that weren't ever reclaimed. Maybe they're too marginal even if they're habitable? Not sure. I did scoop up a couple of the ones that were decivlized (like Diable Avionic's Silvie, a class V)
Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it. No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).
Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction. It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate. Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.
Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone. Realistically, it should have a more gradual curve. Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all. It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.
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Marie-Galante is already decivilized at the start of the game. Perinthus is (well, was) pirate, and pirates don't [re]colonize. Both are bad enough that a different faction might not otherwise pick them up. (I forget if DME has also applied the do-not-colonize tags to Marie-Galante)
Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it. No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).
I found a way to mess with the rep penalty for being caught with your transponder off, so I might well remove it in a future version. It's the most annoying part of the mechanic, especially if it happens to push you over the hostile threshold.
Sadly I don't have a way to change the behavior of patrol fleets regarding the 'bother a huge fleet which realistically should be presumed hostile' behavior (here's an interesting post/thread on a related topic, at least (https://fractalsoftworks.com/forum/index.php?topic=18238.msg285207#msg285207)).
Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction. It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate. Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.
For a colony in their system, just pay the tribute when the demand is made, or have an alliance with the system owner.
Expeditions in general are vanilla (and a placeholder mechanic, I assume) but Nex already lets you turn them off! enablePunitiveExpeditions in exerelin_config.json
I've considered making that setting default off since expeditions are a really daft concept in a bunch of ways, but I dunno if I want to outright remove features from the base game.
Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone. Realistically, it should have a more gradual curve. Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all. It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.
If sat bombing by NPC factions had reputation penalties, I'd need a way for the faction to figure out whether it was actually worth doing so. The upcoming strategic AI could do just that (so I might implement this at that time), but it's likely the answer (compared to alternative actions by the faction) would be 'never'. Which, to be fair, is also often the case for player.
That said, the asymmetry here with player getting punished when NPCs don't is exactly why there's an allowNPCSatBomb setting in the config file :)
As for player's rep penalties, there are currently a few cases where the impact is reduced: a third party faction is vengeful to the target; the target faction has the Monstrous trait; or the planet/station is small (size 3 or lower) and/or outside the core worlds.
Other than that, well, if you mass-murder a hundred thousand or a million civilians in an already decaying sector, don't expect other factions to approve of this :-X
(Insta-hostile is an unlikely response, insta-suspicious or inhospitable with a large numerical penalty to push already-neutral factions into hostile territory would be more likely. All the same, I don't have a particular reason to change this right now, especially when a remarkably large number of players in the community are apparently still perfectly happy to sat bomb Hegemony and others for comparatively minor offences)
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Marie-Galante is already decivilized at the start of the game. Perinthus is (well, was) pirate, and pirates don't [re]colonize. Both are bad enough that a different faction might not otherwise pick them up. (I forget if DME has also applied the do-not-colonize tags to Marie-Galante)
Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it. No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).
I found a way to mess with the rep penalty for being caught with your transponder off, so I might well remove it in a future version. It's the most annoying part of the mechanic, especially if it happens to push you over the hostile threshold.
Sadly I don't have a way to change the behavior of patrol fleets regarding the 'bother a huge fleet which realistically should be presumed hostile' behavior (here's an interesting post/thread on a related topic, at least (https://fractalsoftworks.com/forum/index.php?topic=18238.msg285207#msg285207)).
Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction. It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate. Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.
For a colony in their system, just pay the tribute when the demand is made, or have an alliance with the system owner.
Expeditions in general are vanilla (and a placeholder mechanic, I assume) but Nex already lets you turn them off! enablePunitiveExpeditions in exerelin_config.json
I've considered making that setting default off since expeditions are a really daft concept in a bunch of ways, but I dunno if I want to outright remove features from the base game.
Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone. Realistically, it should have a more gradual curve. Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all. It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.
If sat bombing by NPC factions had reputation penalties, I'd need a way for the faction to figure out whether it was actually worth doing so. The upcoming strategic AI could do just that (so I might implement this at that time), but it's likely the answer (compared to alternative actions by the faction) would be 'never'. Which, to be fair, is also often the case for player.
That said, the asymmetry here with player getting punished when NPCs don't is exactly why there's an allowNPCSatBomb setting in the config file :)
As for player's rep penalties, there are currently a few cases where the impact is reduced: a third party faction is vengeful to the target; the target faction has the Monstrous trait; or the planet/station is small (size 3 or lower) and/or outside the core worlds.
Other than that, well, if you mass-murder a hundred thousand or a million civilians in an already decaying sector, don't expect other factions to approve of this :-X
(Insta-hostile is an unlikely response, insta-suspicious or inhospitable with a large numerical penalty to push already-neutral factions into hostile territory would be more likely. All the same, I don't have a particular reason to change this right now, especially when a remarkably large number of players in the community are apparently still perfectly happy to sat bomb Hegemony and others for comparatively minor offences)
Yeah, the tribute is fine though it has a couple of issues with it. Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops). Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile? Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.
On the saturation bombardment topic though no faction as far as I know are ever vengeful with pirates or luddic path, so if you wanna nuke them everyone will hate you for it, despite everyone being hostile to those factions with a couple of exceptions. There's also the thing that, for the most part, it's just much easier to just repeatedly raid the industries over and over and over again as it gives no major penalties aside from just needing the marines and a couple in game days to go and sang bag their industries till they're -30 or more instability. That's more of a vanilla issue though. I guess in general the saturation bombardment being so punitive relative to you know, invading worlds so hard that they decivilize entirely or mass invading the entire sector like the space mongols is a far healthier for your reputation, especially given that other factions also use saturation bombardment fairly regularly.
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Two things:
First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex. I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home. I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them. Both of these behaviors were reasonable. This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before). Anyway, this is cheating and it's *** me off. How do I make this stop, and have any response fleets have to actually search for and find me?
Second, I am comissioned with a faction and took a mission to conquer a planet for another faction (it was an easy target - most conquest missions are ridiculously harder than the money being offered - and I could use the cash). However, having taken it, I can't give it to them. I can only buy the governorship and, once I have it, cede it. Is the intended behavior that faction-comissioned players cannot successfully complete the conquest missions? If so, it's a dirty trick to make the missions visible and acceptable to the player without any warning that they'd need to resign their commission before being able to complete it. I expect that, having done the work of taking the planet, if I resign my comission now it just reverts to my current faction, meaning I've totally wasted my time and effort and probably need to revert to an earlier save.
Edit: ok, never mind that second part. After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it. Never saw that before. So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing. Net profit 200K. Opportunity cost? This is TERRIBLE. Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time. Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money. Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!
Well, now I know. And I know to apply a reduction to the posted mission rewards for those. Making them probably even less likely to be worth it.
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Yeah, the tribute is fine though it has a couple of issues with it. Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops). Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile? Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.
Hmm, if I didn't break anything then tribute should crop up eventually even for captured colonies (unless it's size 5 or larger, big colonies won't get territorial satbombed and so don't require tribute).
The colony screen with the warning of claimed systems uses the vanilla logic, where player can never be considered the owner of a system (and also it doesn't detect Nex alliances), but the mod does make it so player can be the system owner under the same rules as the NPC factions.
Two things:
First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex. I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home. I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them. Both of these behaviors were reasonable. This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before). Anyway, this is cheating and it's *** me off. How do I make this stop, and have any response fleets have to actually search for and find me?
Nothing's changed with vengeance fleet pursuit logic in over a year (other than the addition of the setting described below). They always had a maphack to find the player, but lose it when getting close. In particular, if they've seen your fleet once but lost it, they have trouble finding you again until you leave the system.
If you find things sufficiently bothersome, there's a useNewVengeanceEncounters setting in the main config you can try. Although one could argue it's even worse in terms of somehow knowing where the player is.
Edit: ok, never mind that second part. After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it. Never saw that before. So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing. Net profit 200K. Opportunity cost? This is TERRIBLE. Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time. Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money. Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!
Well, now I know. And I know to apply a reduction to the posted mission rewards for those. Making them probably even less likely to be worth it.
Is that 200k net after the supplies, fuel, etc.? I'd say that's pretty good for not having to leave the core worlds, considering top-end intel bounties are like 350k gross.
(If it's 200k gross, how tiny was the planet you took?)
That said, I've already increased the payout somewhat in dev (payment for market size is now 6k * 2^size instead of 5k * 2^size, and it counts six months of market income instead of three). Also might make ground battle deployments cost fewer supplies.
As for the amount printed in the mission intel, well the parameters that go into the reward calculation are specifically listed in the intel description before accepting, so
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You can drag vengeance fleets into whatever faction is at war with their faction. If you cruise around the core worlds, they generally just die. I've had multiple instances of only getting a "vengeance fleet defeated" message without even seeing those idiots.
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Yeah, the tribute is fine though it has a couple of issues with it. Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops). Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile? Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.
Hmm, if I didn't break anything then tribute should crop up eventually even for captured colonies (unless it's size 5 or larger, big colonies won't get territorial satbombed and so don't require tribute).
The colony screen with the warning of claimed systems uses the vanilla logic, where player can never be considered the owner of a system (and also it doesn't detect Nex alliances), but the mod does make it so player can be the system owner under the same rules as the NPC factions.
Two things:
First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex. I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home. I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them. Both of these behaviors were reasonable. This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before). Anyway, this is cheating and it's *** me off. How do I make this stop, and have any response fleets have to actually search for and find me?
Nothing's changed with vengeance fleet pursuit logic in over a year (other than the addition of the setting described below). They always had a maphack to find the player, but lose it when getting close. In particular, if they've seen your fleet once but lost it, they have trouble finding you again until you leave the system.
If you find things sufficiently bothersome, there's a useNewVengeanceEncounters setting in the main config you can try. Although one could argue it's even worse in terms of somehow knowing where the player is.
Edit: ok, never mind that second part. After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it. Never saw that before. So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing. Net profit 200K. Opportunity cost? This is TERRIBLE. Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time. Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money. Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!
Well, now I know. And I know to apply a reduction to the posted mission rewards for those. Making them probably even less likely to be worth it.
Is that 200k net after the supplies, fuel, etc.? I'd say that's pretty good for not having to leave the core worlds, considering top-end intel bounties are like 350k gross.
(If it's 200k gross, how tiny was the planet you took?)
That said, I've already increased the payout somewhat in dev (payment for market size is now 6k * 2^size instead of 5k * 2^size, and it counts six months of market income instead of three). Also might make ground battle deployments cost fewer supplies.
As for the amount printed in the mission intel, well the parameters that go into the reward calculation are specifically listed in the intel description before accepting, so
Here's a screen shot from my longish run with all the places that got decivilized and didn't get rehabitated:
(https://i.imgur.com/ktcR0uo.png)
EDIT: A weird bug, I assume, but a raiding force retreated before taking action, but no reason was given (not destroyed as I was trailing the fleet looking for freebies, not due to changing faction attitude as they're still hostile to each other). How does that happen? The fleets jumped in, and them immediately jumped out of the system from the nearest point.
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i recently joined an alliance but i don't want to have the game pause with popups aka "make peace/war with x". i know about ceasefireNotificationPopup:false but is there a option to always abstain or say yes to alliance proposals. otherwise i'll have to leave because popups pausing my game unexpectedly is something i don't want.
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Can Nexerelin adjust the market discount given for ships with dmods for sale at stations?
I want to change the discount off the base price for the number of dmods. To say 20% per dmod or something similar.
Does anyone know where this variable is? I know you can change the ship price easily in the config. Can’t find the dmod scale though.
Thanks,
B
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Here's a screen shot from my longish run with all the places that got decivilized and didn't get rehabitated:
Spoiler
(https://i.imgur.com/ktcR0uo.png)
EDIT: A weird bug, I assume, but a raiding force retreated before taking action, but no reason was given (not destroyed as I was trailing the fleet looking for freebies, not due to changing faction attitude as they're still hostile to each other). How does that happen? The fleets jumped in, and them immediately jumped out of the system from the nearest point.
Well, a lot of the names look like pirate and/or marginal planets. But I'm more concerned in that this is a lot of planets to be decivilizing in the first place. How long has this game been running?
The 'raiders retreated before action' thing happens if the raiders are weaker than the system patrols + least defended planet when they arrive (and the faction isn't too aggressive; else they'll take their chances with the weakest planet).
i recently joined an alliance but i don't want to have the game pause with popups aka "make peace/war with x". i know about ceasefireNotificationPopup:false but is there a option to always abstain or say yes to alliance proposals. otherwise i'll have to leave because popups pausing my game unexpectedly is something i don't want.
There currently isn't a setting for that, sorry! The code currently expects an immediate response; maybe I'll change this as part of the improved voting system in the future diplomacy rework.
Can Nexerelin adjust the market discount given for ships with dmods for sale at stations?
Doesn't look like it's readily moddable, alas. I thought there was a line in base game's settings.json for it, but I think it only controls the price penalty for the player selling the D-modded ship to a market.
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Can Nexerelin adjust the market discount given for ships with dmods for sale at stations?
[/quote]
Doesn't look like it's readily moddable, alas. I thought there was a line in base game's settings.json for it, but I think it only controls the price penalty for the player selling the D-modded ship to a market.
[/quote]
Thank you for replying to my question, I thought I might be missing something obvious. I am trying to make pristine ship prices very high (like 5x or 10x) with dmods bringing down the price by a decent amount (say 20% per dmod). Like you said, the config file lets you adjust the overall price but I cant seem to find any reference to the dmod discount anywhere. I am loving Nexerilian with Starpocalypse to make things a little harder.
I will dig through a few more config files and see if I can find it.
Thanks again.
B
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Hi Histidine, didn´t know where you want to get the feedback on v0.10.6 released on discord. There is a bug currently, where you are hard locked in the military option screen ( the one to decide to steal stuff or disrupt something), when you have too few marines. There is some text about a % exception
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Hello, when creating a player faction alliance, is it possible to select which attribute will be used to create the Alliance? I am trying to ally with two otherwise opposed factions (hegemony and the league) but keep getting that they are incompatible ideologies.
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Your XP for colony income ratios is a little overtuned
(https://media.discordapp.net/attachments/824584422036340799/1053457995796856882/image.png?width=586&height=228)
(https://media.discordapp.net/attachments/824584422036340799/1053457915257823302/image.png?width=737&height=213)
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Welp, that's something I'll have to review later. The math doesn't look right at first glance, unless you previously had a colony you then gave away.
In the meantime, here's the update for anyone who isn't on the Discord:
Nexerelin v0.10.6
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6/Nexerelin_0.10.6.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
### Gameplay ###
* Add custom start fleet
* Add Buy Ship, Military System Bounty and Supply Rebellion missions, and a contact version of conquest mission
* Increase reward of existing conquest and build station missions
* Adjust behavior of liberation outcome for rebellions
* Previously would happen if a new faction that was Suspicious or better with rebel faction took over the market
* Now requires the new owner to be at least Welcoming, and if liberator is a non-player faction it will give the planet to rebel faction
* Peaceful transfer of market to rebel faction also counts as liberation
* Ground battle improvements
* Combat on an industry can disrupt it for up to its base disrupt time from a marine raid
* Depends on local attacker damage dealt that round compared to local defender damage dealt, scaling from zero at equal strength to full time at attacker strength being twice defender strength
* Attacker must do at least 15% more damage than defender to inflict any disruption
* Inspire gives 25% bonus XP (was zero)
* Unrest from raiding is reduced based on existing unrest
* Market transfer no longer requires the spaceport not be disrupted, only that it exists
* Player gains XP monthly based on size and profit margin of colonies personally governed
* New dialog options for removing AI core admin
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
* Add a new raid task to the decivilized planet random encounters
* Remnant mission adjustments/fixes
* Player special task groups: Another attempt to fix losing variants; don't allow training commanders in hidden skills
* Fleets can be requested from allied markets
* Settings option for factions to start invasions only after player faction is created
* Try to make agent sabotage industry count for completing Nex's disrupt industry mission
* Hiring AIM mercs gives a bit of rep with the relevant faction
* Restrict starting contacts to certain posts (e.g. base commander)
* Random sector improvements
* Strengthen defenses on markets when they are given a synchrotron core or pristine nanoforge
* IndEvo Salvage Yards require heavy industry instead of excluding it
* League has 0.5 corporate alignment, Diktat has 0.5 technocratic alignment
### UI ###
* Ground battles: New GUI for selecting industry destination/target
* Ongoing ground battles can be opened from the military options menu
* Operative repeat relations won't happen if another action is manually queued
* Mining cooldown bar works with UI scaling
* Revamp some parts of mining info display
### Fixes ###
* Fix storage unlock crash after ground battle if storage submarket is absent for any reason
* Fix faction commission crash with Boggled PK
* Smuggling doesn't cause trading-with-enemies penalty
* Try to fix a bug with incorrectly attributed rep loss after supplying a successful rebellion
* Work around framerate drop when viewing many blueprints in new game bonus picker
* Fix a weird sector manager crash
* Max relations between two factions can't drop below -100 (e.g. if you sat bomb too many times)
* Fix Hegemony not inspecting colonies of player with Hegemony commission
* Fix ground battle UI spamming texture loads
* Fix a bug where colony expedition might fail when attempting autoresolve
* Fix a bug where conquest missions could underpay due to heavy industry anti-exploit
* Fix special task group interrogating player even with transponder already on
* Fix invisible Brother Cotton in random sector
* Fix player colonies not having admins on comm board sometimes
### Text ###
* Write strength effect of rebellion-related contributions/transactions to dialog
* Add some Sierra thoughts after Remnant missions 2 and 3
* Remove some out-of-place jokes from dialogs
* Random sector tooltip warns of mod incompatibilities
### Modding ###
* Various compatibility changes for Crew Replacer mod
* Added the following CR jobs for ground battles:
* `nex_groundBattle_marines`
* `nex_groundBattle_heavyarms`
* `nex_groundBattle_tankCrew`
* Add relevant Nex functions to some UAF admins
* Faction rulers generate autonomous colony income from faction markets they don't control directly
* Move autonomous colony income mults to settings.json
EDIT: Here's (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) a quick and dirty hotfix for crashes on trying to start a Derelict Empire game.
Hello, when creating a player faction alliance, is it possible to select which attribute will be used to create the Alliance? I am trying to ally with two otherwise opposed factions (hegemony and the league) but keep getting that they are incompatible ideologies.
Currently not settable, although if it's a freshly-created alliance you can just leave and remake it until you get the alignment you want.
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Is it save compatible?
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(reuploaded the hotfix a couple of hours after editing the posts, so anyone who got it then may want to redownload)
Is it save compatible?
It's meant to be and nobody has reported any issues with past saves so far :)
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Is it save compatible?
It's meant to be and nobody has reported any issues with past saves so far :)
Well, looks like I'm lucky to be first. :)
Failing to load. 14 years in. Multiple colonies.
Error log
89441 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/milestoneDefs.json)]
89614 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Roider Union]
92554 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/contact_tag_data.json)]
92554 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/contact_tag_data.json)]
92555 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/contact_tag_data.json)]
92575 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/common.json)]
92581 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/wingrole.json)]
92585 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/shipapi.json)]
92590 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/groupingstrategy.json)]
92593 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/query.json)]
92695 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/exerelin/diplomacyConfig.json)]
92695 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
92711 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/exerelin/allianceNames.json)]
92711 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/allianceNames.json)]
92894 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
92894 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
---- Debugging information ----
message : Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1167175
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
---- Debugging information ----
message : Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1167175
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:456)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
92901 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
92901 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
114210 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
-
Recently found a compatibility issue in that ongoing ground battles will get stuck.
I may update the hotfix .jar for this tommorow; in the meantime, if you already have a stuck battle, or haven't updated yet and don't want to wait for the battle to finish before doing so:
Download this file (https://cdn.discordapp.com/attachments/619635013201428481/1053695319625449573/nex_dev.data) and put in Starsector/saves/common
This enables some dev behavior in Nex, the relevant one here being that it adds 'Wipe attackers' and 'Wipe defenders' buttons to the ground battle intel.
Click 'Resolve round' and let the ground battle end.
Is it save compatible?
It's meant to be and nobody has reported any issues with past saves so far :)
Well, looks like I'm lucky to be first. :)
Failing to load. 14 years in. Multiple colonies.
Oh, joy. This error looks like it's not viable for me to fix-for-everyone in the mod code :(
Annoying potential workaround: don't have any autonomous colonies for at least 2 months, save game, then update Nex.
Alternatively, there's this console runcode to wipe the colony data from the current and previous month's financial reports (note: this will delete all colony-related income and expenses that have been accumulated in the month to date!) Copy and paste:
runcode import com.fs.starfarer.api.impl.campaign.shared.SharedData;
SharedData.getData().getCurrentReport().getNode("node_id_outposts").getChildren().clear();
SharedData.getData().getPreviousReport().getNode("node_id_outposts").getChildren().clear();
-
Can confirm that console shenanigans solve the problem. Thanks ;)
-
I have another bug to report unfortunately - happens after I do a transverse jump which worked previously in 10.5.b
Spoiler
19201 [Thread-3] java.lang.RuntimeException: Error loading [data/trails/trail_data.csv] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getMergedSpreadsheetDataForMod(Unknown Source)
at data.scripts.plugins.MagicAutoTrails.getTrailData(MagicAutoTrails.java:247)
at data.scripts.Magic_modPlugin.onApplicationLoad(Magic_modPlugin.java:56)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Updated hotfix .jar with the fix for ground battles that were ongoing at the time of update.
I have another bug to report unfortunately - happens after I do a transverse jump which worked previously in 10.5.b
Hmm, are your mods (MagicLib specifically) up to date?
If the issue persists after updating MagicLib, you could just take a blank trail_data.csv (here's one (https://www.dropbox.com/s/wifqy1kkpn9wk6b/trail_data.csv?dl=1)) and put it in a data/trails/ folder in any mod, that should suppress the error. If that doesn't work, post the full log file, there may be more to the error.
(Issue doesn't have anything to do with Nexerelin, but if you updated any other mods at the same time that may be involved)
-
Is there a possibility that Nexerelin could generate a video memory leak? I discovered this phenomenon in myself, the game suddenly began to take up 4 gigabytes of video memory and continuously devours more.
Or is it some kind of mod with ships, planets and animation?
-
I did the update today (I can only get on the PC on my "weekends" from work so like 1-2 times a week); because my game loads so slowly (maybe because of the 53 mods??) I tested this twice, but my game keeps crashing after using custom start fleet. I wanted to start fresh with the update, but will I need to go back to 10.5b?
**disregard... i forgot to apply the hotfix... its good now.**
-
Hello,
Having problems with Nexerelin's update. When I load into my saved game, it goes about half a day before it crashes. The error message is "null", and the log looks like this:
https://pastebin.com/m4i8xnYn
Help would be appreciated, don't want to abandon my save just because of a bug that came from an update. Thanks!
Btw, reverting back to Nexerelin's old version causes the game to not load at all and gives me a huge error message, so I can't do that.
From Bug Reports & Support (Modded), dropping this here for more visibility.
-
Hi! When I start a new game and choose Agent 1 level 20,000 credits. Then in the game I have not a level 1, but a level 3 as a special agent! Why is it so? I want to be a level 1!
-
* Work around framerate drop when viewing many blueprints in new game bonus picker
I'm actually really curious what was up with this one - anything you can share about what was actually going wrong / what the fix was?
-
Is there a possibility that Nexerelin could generate a video memory leak? I discovered this phenomenon in myself, the game suddenly began to take up 4 gigabytes of video memory and continuously devours more.
Or is it some kind of mod with ships, planets and animation?
Shouldn't have anything to do with Nex, unless there's a weird graphics bug somewhere.
VRAM usage is mostly from mods that add graphics (ship sprites mainly, but also things like system backgrounds). GraphicsLib also has a multiplier effect on VRAM usage due to use of normal, material and surface maps, although you can turn those features off. You could try using SMOL mod manager (https://fractalsoftworks.com/forum/index.php?topic=24348) which has a VRAM usage estimator.
Another thing to note is that almost all graphics are loaded at startup, so VRAM usage shouldn't increase significantly over the course of an application run, barring mods that load images on demand like Illustrated.Entities.
Hi! When I start a new game and choose Agent 1 level 20,000 credits. Then in the game I have not a level 1, but a level 3 as a special agent! Why is it so? I want to be a level 1!
Hmm, works for me: pick Tri-Tachyon as starting faction -> super ship -> Agent start -> level 1 in pregame character screen -> start game -> still level 1 when actually ingame.
Are you on latest Nex? Are you running any other mods that modify Nex's new game setup? (though I can't think of any that would do this in particular) You didn't accidentally click the option to start with custom starting credits and level, did you?
* Work around framerate drop when viewing many blueprints in new game bonus picker
I'm actually really curious what was up with this one - anything you can share about what was actually going wrong / what the fix was?
Posted about it here! (https://fractalsoftworks.com/forum/index.php?topic=5061.msg377439#msg377439)
-
Thanks for the mod! It REALLY makes nexerelin! Like you said - it's all like that! But I start with: new game - Own faction - ship selection - 1: Agent (1 point, 20,000). The game still adds 2 points. In nexerelin 0.10.5b everything was fine, went to 0.10.6 and this happens.
-
I'm having issues when I try to recruit another agent. As soon as I send them off with the mission they immediately cancel it. I only have 1 level 4 hybrid agent
-
help!
i have an error upon loading my favorite save to date
Spoiler
61074 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: rocketStars
61076 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
61076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 15831
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : com.fs.starfarer.campaign.CampaignPlanet
class[6] : com.fs.util.container.repo.ObjectRepository
class[7] : com.fs.starfarer.campaign.StarSystem
class[8] : com.fs.starfarer.campaign.CircularOrbit
class[9] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[10] : com.fs.starfarer.campaign.CustomCampaignEntity
class[11] : exerelin.campaign.ai.concern.PirateActivityConcern$RageEntry
class[12] : java.util.HashSet
class[13] : exerelin.campaign.ai.concern.PirateActivityConcern
class[14] : exerelin.campaign.ai.MilitaryAIModule
class[15] : exerelin.campaign.ai.StrategicAI
class[16] : com.fs.starfarer.campaign.Faction
class[17] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[18] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[19] : exerelin.campaign.ai.DiplomaticAIModule
class[20] : com.fs.starfarer.campaign.econ.Submarket
class[21] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[22] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[23] : com.fs.starfarer.campaign.econ.Economy
class[24] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[25] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[26] : com.fs.starfarer.campaign.Hyperspace
class[27] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 15831
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : com.fs.starfarer.campaign.CampaignPlanet
class[6] : com.fs.util.container.repo.ObjectRepository
class[7] : com.fs.starfarer.campaign.StarSystem
class[8] : com.fs.starfarer.campaign.CircularOrbit
class[9] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[10] : com.fs.starfarer.campaign.CustomCampaignEntity
class[11] : exerelin.campaign.ai.concern.PirateActivityConcern$RageEntry
class[12] : java.util.HashSet
class[13] : exerelin.campaign.ai.concern.PirateActivityConcern
class[14] : exerelin.campaign.ai.MilitaryAIModule
class[15] : exerelin.campaign.ai.StrategicAI
class[16] : com.fs.starfarer.campaign.Faction
class[17] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[18] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[19] : exerelin.campaign.ai.DiplomaticAIModule
class[20] : com.fs.starfarer.campaign.econ.Submarket
class[21] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[22] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[23] : com.fs.starfarer.campaign.econ.Economy
class[24] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[25] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[26] : com.fs.starfarer.campaign.Hyperspace
class[27] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
:-\
...i have the hotfix applied already and it IS a derelict empire save
-
Guys, thanx for your work and i dare to address you some needs, clearly can be resolve only by your mod. As i see, NPC markets refuse to build anything. Planets naked, defenseless and sometimes have absolutely absurd roster of industries. its possible to do something about? Like contracts to build for player in NPC markets or joint NPC-player industries?
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I would have wished to start and play as the [REDACTED] but the thought was kinda simply crushed after finding out their stations are technically classified as a "fleet" being unable to dock and do whatever typical things you do in a station.
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I would have wished to start and play as the [REDACTED] but the thought was kinda simply crushed after finding out their stations are technically classified as a "fleet" being unable to dock and do whatever typical things you do in a station.
Hello! There is a mod The Galaxy Tigers, You can play as a race REDACTED. (Galaxy Tigers faction)
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Is this option relatively new, or did I somehow miss it for years?
"invasionsOnlyAfterPlayerColony":
Anyway, I just wanted to mention I appreciate it, going to be setting it to true.
-
So had an interesting Issue. Someone already mentioned getting a lot of EXP. For me the Colony Profit EXP kinda ... uh "exploded"?
I went from lvl 20 to Maximum lvl (I use a mod for 40) with over 2000 Skillpoints.
Messing with the Colony did nothing, even if it produced zero or even Negative Profit it still happened.
It happened in a June on Cycle 211.
Do you need anything else?
Up until then is there a way to disable that Feature for now?
:EDIT: I just remembered but the other notable event was that one of my three Colonies reached Size 5.
[attachment deleted by admin]
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I'm having issues when I try to recruit another agent. As soon as I send them off with the mission they immediately cancel it. I only have 1 level 4 hybrid agent
Looks like this bug happens when you try to recruit on your own market. Send them elsewhere for now, I'll fix it for the coming update.
Guys, thanx for your work and i dare to address you some needs, clearly can be resolve only by your mod. As i see, NPC markets refuse to build anything. Planets naked, defenseless and sometimes have absolutely absurd roster of industries. its possible to do something about? Like contracts to build for player in NPC markets or joint NPC-player industries?
The joint investment thing is an idea I've had before, but no current plans to implement it. Maybe in the future!
(or I might offload the work to SirHartley for Industrial.Evolution, lol)
help!
i have an error upon loading my favorite save to date
There's some extra stuff just under that error, can you post it?
(Also if the save doesn't have too many mods, you could upload it somewhere like Dropbox or Google Drive and I'll take a look)
The message indicates something broke on loading a mercenary company, the last one loaded is the Rocket Stars from ArmaA but I'm not sure if it's actually involved in the error. Make sure all the mods used in the save are enabled, and that none of them have undergone a save-breaking update.
So had an interesting Issue. Someone already mentioned getting a lot of EXP. For me the Colony Profit EXP kinda ... uh "exploded"?
I went from lvl 20 to Maximum lvl (I use a mod for 40) with over 2000 Skillpoints.
Messing with the Colony did nothing, even if it produced zero or even Negative Profit it still happened.
It happened in a June on Cycle 211.
Do you need anything else?
Up until then is there a way to disable that Feature for now?
:EDIT: I just remembered but the other notable event was that one of my three Colonies reached Size 5.
The screenshot suggests the huge XP jump is from the game recalculating player level for the modified XP curve from A New Level of Confidence. It doesn't have anything to do with Nex as such, except that any XP gain triggers the recompute.
Still if you want, you can try disabling colony income XP gain by changing nex_xpPerProfitMargin in Nexerelin/data/config/settings.json
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The screenshot suggests the huge XP jump is from the game recalculating player level for the modified XP curve from A New Level of Confidence. It doesn't have anything to do with Nex as such, except that any XP gain triggers the recompute.
Still if you want, you can try disabling colony income XP gain by changing nex_xpPerProfitMargin in Nexerelin/data/config/settings.json
Thank you. Guess when I want to use that Mod I have to disable that Income then for now. I actually wondered if it's the culprit but what confused me was that it only happened at that moment and everything else was otherwise fine. Guess the Script went insane at that certain moment.
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Merry Christmas! I've pushed the hotfix .jar contents (plus a few others) as an official update.
I don't know what causes the extra levels on super ship level 1 (agent) start, but if anyone can identify a specific mod or provide exact modlist + repro instructions that would be nice.
Nexerelin v0.10.6b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6b/Nexerelin_0.10.6b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Reduce market size multiplier for XP from colony profits
* Was (size), now (size - 2) with floor of 0.5
* Fix crash on starting a Derelict Empire game
* Don't auto-abort recruit operative action on own markets
* Fix a previous-version-save compatibility issue with ongoing ground battles
* Fix/improve Crew Replacer handling with ground battles
* Show available amounts of all usable commodities, and breakdown of commodities used by each unit
* Fix commodity transformation bug
* Fix unit composition after splitting
* Fix possible double payment of commission bounty for kills
-
there are more than a few lines under it...
here you go!
also, once again, i never start a run without nex
thanks for your contribution!
Spoiler
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.isNeutralFaction(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.intel.merc.MercFleetGenPlugin.inflateFleet(MercFleetGenPlugin.java:134)
at exerelin.campaign.intel.merc.MercContractIntel.readResolve(MercContractIntel.java:82)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 600 more
135948 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
135948 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
-
One of the merc fleets in your game is defined with a faction that apparently doesn't exist. Did you update any other mods recently?
If not, lemme write a quick runcode to try and validate (start a new game with the same modlist, then copy and paste into console):
runcode import exerelin.campaign.intel.merc.MercDataManager;
for (MercDataManager.MercCompanyDef def : MercDataManager.getAllDefs()) {
String str = String.format("Merc company %s has faction ID %s, faction ID for ship picking %s", def.name, def.factionId, def.factionIdForShipPick);
Console.showMessage(str);
if (Global.getSector().getFaction(def.factionId) == null) {
Console.showMessage(" WARNING: invalid faction " + def.factionId);
}
if (Global.getSector().getFaction(def.factionIdForShipPick) == null) {
Console.showMessage(" WARNING: invalid faction " + def.factionIdForShipPick);
}
}
-
i did like you asked and it spawned the fleets. i then did a save copy and loaded, then it loaded
i think i know what happened
i dismissed the officers from the ships, then left them in storage on my home planet
i was trying, at the time, to end the contract, but it didnt end the contract (naturally)
eventually it ended on its own
suppose thats the issue?
it was the rocket whatever merc group, the pink mech boys from armaa
-
I don't know if this has been brought up yet or not, I looked at the last couple of pages to be sure... But when I try to do any kind of Raid (at the moment a rescue mid-conflict mission) the game crashes and gives me an error (in below link).
https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view (https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view)
Spoiler
6303149 [main] INFO data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission - Checking command PSE_checkCompletion
6304275 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6304275 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6317952 [main] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6317967 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6319119 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.raidConfirm(CRNCMarketCMD.java:1210)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.execute(CRNCMarketCMD.java:230)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
-
Hey i can't get this mod Working with Adjustable Skill Thresholds. Is there a fix for this?
-
Hello, this is my first time posting on the forum, and I would like to say thanks for the wonderful mod.
I have a question regarding the request fleet ability. I don't remember if this one comes from Nexerelin, and if it does not please disregard the rest of the post.
I updated to the latest version, and I cannot request fleet from my own faction, both for colony and defense. I am commissioned with the UAF, and can request fleet from member of their alliance. Is this a bug or is working as intended?
-
I don't know if this has been brought up yet or not, I looked at the last couple of pages to be sure... But when I try to do any kind of Raid (at the moment a rescue mid-conflict mission) the game crashes and gives me an error (in below link).
https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view (https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view)
Spoiler
6303149 [main] INFO data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission - Checking command PSE_checkCompletion
6304275 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6304275 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6317952 [main] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6317967 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6319119 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.raidConfirm(CRNCMarketCMD.java:1210)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.execute(CRNCMarketCMD.java:230)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Hmm, which mod is CRNC? It might have been written/compiled for an old version of Nex; in any case, that modder needs to fix it.
Hey i can't get this mod Working with Adjustable Skill Thresholds. Is there a fix for this?
There shouldn't be any incompatibilities between the two mods. Can you describe what you see vs. what should be there? Is there an error message?
Hello, this is my first time posting on the forum, and I would like to say thanks for the wonderful mod.
I have a question regarding the request fleet ability. I don't remember if this one comes from Nexerelin, and if it does not please disregard the rest of the post.
I updated to the latest version, and I cannot request fleet from my own faction, both for colony and defense. I am commissioned with the UAF, and can request fleet from member of their alliance. Is this a bug or is working as intended?
It's a bug, and an embarrassing one *facepalm*
Happens when your commissioning faction has an alliance (should work fine if you're allied directly as player without a commission). Thanks for reporting, I'll fix it next version.
-
When i have both mods installed and activated it sets the skills to like 20% more but not what i set them too. like it'll have the automated ships skill from 120 to 140 instead of what i set it at 200. it failed the version check too but that didn't prevent it from working before.
-
Is it possible to update from 10.5b to 10.6b mid campaign?
-
huh thats odd it isnt showing up in the enabled mods list
-
When i have both mods installed and activated it sets the skills to like 20% more but not what i set them too. like it'll have the automated ships skill from 120 to 140 instead of what i set it at 200. it failed the version check too but that didn't prevent it from working before.
Hmm works for me with just Nex + Adjustable Skill Thresholds + libraries and utility mods. (Well, other than the bug I found where Tactical Drills shares the Crew Training/Flux regulation threshold instead of its own)
Make sure you're not using other skill-modifying mods like Quality Captains.
Is it possible to update from 10.5b to 10.6b mid campaign?
It's safe, unless there are any save compatibility bugs that didn't get caught in 0.10.6b.
-
When i have both mods installed and activated it sets the skills to like 20% more but not what i set them too. like it'll have the automated ships skill from 120 to 140 instead of what i set it at 200. it failed the version check too but that didn't prevent it from working before.
I have both installed and it works with about 91 mods installed
-
Dunno if anyone has mentioned this before, sort of an exploit:
1. Accept invasion mission
2. Successfully invade
3. Market gets auto transferred and you get payout
4. "Take control" of the market with the surface battle intel tab
Since the mission payout depends on the cost of industries, you can get almost double the amount of credits by deconstructing all industries & structures after taking control. Then give that 0 industry market away to either faction. A potential "fix" would be to not give the payout until after the 7 days when you can take control.
Edit: I think this only happens if you are commissioned with the invading faction. Otherwise, you'd have to take control first before giving the market to another faction.
-
I don't know if this has been brought up yet or not, I looked at the last couple of pages to be sure... But when I try to do any kind of Raid (at the moment a rescue mid-conflict mission) the game crashes and gives me an error (in below link).
https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view (https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view)
Spoiler
6303149 [main] INFO data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission - Checking command PSE_checkCompletion
6304275 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6304275 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6317952 [main] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6317967 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6319119 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.raidConfirm(CRNCMarketCMD.java:1210)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.execute(CRNCMarketCMD.java:230)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Hmm, which mod is CRNC? It might have been written/compiled for an old version of Nex; in any case, that modder needs to fix it.
I'll have to look into which one CRNC is... Closest I could find to a name acronym is the 'Crew Replacer Nexerelin Compatibility' patch. I wasn't sure if that was necessary to keep anymore after the 10.6. I'll delete it and try it.
EDIT: Yeah that fixed the issue. I suppose the compatibility patch isn't necessary anymore. Sorry to have bothered you with this :-X
-
Is it possible to update from 10.5b to 10.6b mid campaign?
It's safe, unless there are any save compatibility bugs that didn't get caught in 0.10.6b.
[/quote]
I tried it and got an error
Failed calling method
cause exception : java.lang.runtimeexception
cause-message : market condition
[yunru_rdplanet] not found etc...
So i guess now there is an incompatibility with some of yunru's mods that was fine with 0.10.5b.
-
516127 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: dickerson
516128 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: steinerGuards
516129 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: pilgrimsGrace
516129 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercLegio
516130 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: westernesseKingsOwn
516130 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: bbplus_mercNightRavens
516131 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercKnightsErrant
516131 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercRosenritter
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: theJokers
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: endbringer
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: menFromVolturn
516133 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: trigun
516133 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: dorasSurvey
516134 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: rocketStars
516155 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
516155 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 14819
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : scripts.campaign.prv_station_rb
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : com.fs.starfarer.campaign.CustomCampaignEntity
class[8] : com.fs.util.container.repo.ObjectRepository
class[9] : com.fs.starfarer.campaign.StarSystem
class[10] : com.fs.starfarer.campaign.CampaignPlanet
class[11] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[12] : java.util.HashMap
class[13] : exerelin.campaign.ColonyManager
class[14] : java.util.LinkedHashSet
class[15] : com.fs.starfarer.campaign.CircularOrbit
class[16] : com.fs.starfarer.loading.specs.FactionProduction
class[17] : com.fs.starfarer.campaign.Faction
class[18] : com.fs.starfarer.campaign.econ.Submarket
class[19] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[20] : exerelin.campaign.ai.MilitaryAIModule
class[21] : exerelin.campaign.ai.StrategicAI
class[22] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[23] : exerelin.campaign.ai.DiplomaticAIModule
class[24] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[25] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[27] : com.fs.starfarer.campaign.econ.Economy
class[28] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[29] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[30] : com.fs.starfarer.campaign.Hyperspace
class[31] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 14819
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : scripts.campaign.prv_station_rb
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : com.fs.starfarer.campaign.CustomCampaignEntity
class[8] : com.fs.util.container.repo.ObjectRepository
class[9] : com.fs.starfarer.campaign.StarSystem
class[10] : com.fs.starfarer.campaign.CampaignPlanet
class[11] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[12] : java.util.HashMap
class[13] : exerelin.campaign.ColonyManager
class[14] : java.util.LinkedHashSet
class[15] : com.fs.starfarer.campaign.CircularOrbit
class[16] : com.fs.starfarer.loading.specs.FactionProduction
class[17] : com.fs.starfarer.campaign.Faction
class[18] : com.fs.starfarer.campaign.econ.Submarket
class[19] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[20] : exerelin.campaign.ai.MilitaryAIModule
class[21] : exerelin.campaign.ai.StrategicAI
class[22] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[23] : exerelin.campaign.ai.DiplomaticAIModule
class[24] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[25] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[27] : com.fs.starfarer.campaign.econ.Economy
class[28] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[29] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[30] : com.fs.starfarer.campaign.Hyperspace
class[31] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
Ran into this while trying to load a save.
Hired a merc company from a prv market (rust station, iirc?) prior to saving.
-
Hi, guys. New to the mod. I have something to report.
Not 100% sure it is something related to Nexerelin, but I think it is (I never had any issue before the last Nexerelin update): after a regular bounty battle (or a month as colony administrator; not sure wich one, it was right after a battle and the notification vanished before I could register) my character got over 2 billion XP and 2167 story points.
(https://i.ibb.co/cbyjXJj/xpbug.png) (https://imgbb.com/)
Anyway, here is my mod list is:
(https://i.ibb.co/WvGBrXj/modlist.png) (https://imgbb.com/)
-
Any way to make battles harder? Like options to give +50% inbattle damage or -50% shield received damage for opponents? Best is to make it scalable like 2 big ships then 1xx bonus if 4 then 2xx bonus or smth like that. I like to play with a lot of mods and interesting stuff but AI does not know how to use it. Vanilla has the same problem but still mods have it more visible. Best case is to make most ships with top officers and top in-build hulls and smth like that.
-
I figured out my issue i had scaling skill limits installed and didn't realize it. Just confirms that i am in fact a dumbass.
-
Hi, i am not sure is the nerexelin fault but i dont find the way to rez my dead fleet, not personal one but the fleet i make and handle by IA commander
i dont find them in the map and i not able to give order to them
sorry for my english, is not my native language
ty for the help
-
Dunno if anyone has mentioned this before, sort of an exploit:
1. Accept invasion mission
2. Successfully invade
3. Market gets auto transferred and you get payout
4. "Take control" of the market with the surface battle intel tab
Since the mission payout depends on the cost of industries, you can get almost double the amount of credits by deconstructing all industries & structures after taking control. Then give that 0 industry market away to either faction. A potential "fix" would be to not give the payout until after the 7 days when you can take control.
Edit: I think this only happens if you are commissioned with the invading faction. Otherwise, you'd have to take control first before giving the market to another faction.
Thanks for the report!
Okay that's funny; I might just automatically prevent taking personal control of the market as part of the mission completion.
Hi, guys. New to the mod. I have something to report.
Not 100% sure it is something related to Nexerelin, but I think it is (I never had any issue before the last Nexerelin update): after a regular bounty battle (or a month as colony administrator; not sure wich one, it was right after a battle and the notification vanished before I could register) my character got over 2 billion XP and 2167 story points.
Hmm I thought this was from Adjusted Skill Thresholds, but you're not using it.
Wonder if it's doing a divide by zero when calculating the XP gain? I'll add a safety for that.
In the meantime, if you need to make the excess story points go away, use the AddStoryPoints command in console with a negative number.
Hi, i am not sure is the nerexelin fault but i dont find the way to rez my dead fleet, not personal one but the fleet i make and handle by IA commander
i dont find them in the map and i not able to give order to them
sorry for my english, is not my native language
ty for the help
You should be able to revive the special task group from its button in the intel screen, under the 'Special forces' tab.
(Well, assuming it was a Nex special task group and not Industrial.Evolution's fleet detachment. If one of those died, I'm pretty sure it's gone for good.)
Any way to make battles harder? Like options to give +50% inbattle damage or -50% shield received damage for opponents? Best is to make it scalable like 2 big ships then 1xx bonus if 4 then 2xx bonus or smth like that. I like to play with a lot of mods and interesting stuff but AI does not know how to use it. Vanilla has the same problem but still mods have it more visible. Best case is to make most ships with top officers and top in-build hulls and smth like that.
That stuff is outside Nex's scope. That said, you can try some of the optional rules in the Unofficial New Game Plus (https://fractalsoftworks.com/forum/index.php?topic=16680.0) mod.
-
Hmm I thought this was from Adjusted Skill Thresholds, but you're not using it.
Wonder if it's doing a divide by zero when calculating the XP gain? I'll add a safety for that.
In the meantime, if you need to make the excess story points go away, use the AddStoryPoints command in console with a negative number.
Thanks for your attention, Histidine.
I've made "nex_xpPerProfitMargin": 0 (default is 4000) in settings.json to remove the admin xp until you isolate the issue and fix it (I suppose thats the right line, because I got no admin xp after that).
About the excess of story points, I reverted back to an old save, its ok.
-
Quick question, with Nex will the faction controlled colonies improve themselves eventually? I have seen a faction that is size 4, but it has not built industries. Are the factions static?
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I have a problem with an existing save. The same error occurs when i try to update the mod form v0.10.5b to v0.10.6 or v0.10.6b.
Spoiler
com.thoughtworks.xstream.converters.ConversionException: Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
---- Debugging information ----
message : Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1181738
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:456)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
34434 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
34434 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
248031 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_DouglasDeneb_3502189951935507340...
248039 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 2
248039 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
251336 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
251336 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
Edit fixed it for me:
Recently found a compatibility issue in that ongoing ground battles will get stuck.
I may update the hotfix .jar for this tommorow; in the meantime, if you already have a stuck battle, or haven't updated yet and don't want to wait for the battle to finish before doing so:
Download this file (https://cdn.discordapp.com/attachments/619635013201428481/1053695319625449573/nex_dev.data) and put in Starsector/saves/common
This enables some dev behavior in Nex, the relevant one here being that it adds 'Wipe attackers' and 'Wipe defenders' buttons to the ground battle intel.
Click 'Resolve round' and let the ground battle end.
Is it save compatible?
It's meant to be and nobody has reported any issues with past saves so far :)
Well, looks like I'm lucky to be first. :)
Failing to load. 14 years in. Multiple colonies.
Oh, joy. This error looks like it's not viable for me to fix-for-everyone in the mod code :(
Annoying potential workaround: don't have any autonomous colonies for at least 2 months, save game, then update Nex.
Alternatively, there's this console runcode to wipe the colony data from the current and previous month's financial reports (note: this will delete all colony-related income and expenses that have been accumulated in the month to date!) Copy and paste:
runcode import com.fs.starfarer.api.impl.campaign.shared.SharedData;
SharedData.getData().getCurrentReport().getNode("node_id_outposts").getChildren().clear();
SharedData.getData().getPreviousReport().getNode("node_id_outposts").getChildren().clear();
-
Hi
When i try to start a custom game, with custom core worlds, i choose to disable a faction (In this case, MSV) But the MSV still generate with their colonies.
My wish was to see if i could disable the MSV, but still Choose to start an own faction with their blueprints to choose from. Maybe i have missed some obvious thing, but why do they generate when i list them as disabled?
My suggestion is to be able to start a game as an own faction with no planet, but to be able to choose a set of blueprints from the mods (As you may, when you start with a colony) What i feel would be neat is if you then could choose to have unique ships as an emergent faction. Rather than share MSV ships, with the MSV faction.
Sometimes i just want their sweet ships as solely my own, role playing to be able to start as faction emerging from scratch, rather than with an established planet. The custom start could be that you as a small space explorer came across some long lost civilizations blueprints, and know the quest is to make them roam the sector once again.
Also on another point: i am very much against that when being enlisted with a faction i may choose to engage in hostilities that drag your employer into a entire new war. I should not be able to attack factions other than the ones that the faction you are enlisted with, is already at war with. You are merely a merc. This freedom feels contra intuitive and kind of anarchistic. Unless you may convice your employer to start the war, with subterfuge, of course
Thanks for this great mod and your hard work
-
so a little sugestion, maybe let players do the disruption missions using the operatives ? because i fell like they are not worth recruiting half of the time
-
Quick question, with Nex will the faction controlled colonies improve themselves eventually? I have seen a faction that is size 4, but it has not built industries. Are the factions static?
Markets will sometimes build stuff when they grow in size or if another faction takes over them from the player, but they can decide not to build anything.
For the someday-to-come strategy rework I intend to have a more dynamic and 'smarter' system for this.
so a little sugestion, maybe let players do the disruption missions using the operatives ? because i fell like they are not worth recruiting half of the time
It should already work for the Nex 'disrupt competitor' mission, although not vanilla's spaceport or heavy industry disruption missions. Though anyway, I find the most useful application of saboteurs is to knock out heavy batteries or otherwise soften planets for invasions.
Hi
When i try to start a custom game, with custom core worlds, i choose to disable a faction (In this case, MSV) But the MSV still generate with their colonies.
My wish was to see if i could disable the MSV, but still Choose to start an own faction with their blueprints to choose from. Maybe i have missed some obvious thing, but why do they generate when i list them as disabled?
Hi!
Factions spawning their own colonies/systems even in random sector is an issue with the mod not implementing support for Nex's random sector (or sometimes a deliberate decision, like with Underworld's Styx) and should be handled by that modder.
My suggestion is to be able to start a game as an own faction with no planet, but to be able to choose a set of blueprints from the mods (As you may, when you start with a colony) What i feel would be neat is if you then could choose to have unique ships as an emergent faction. Rather than share MSV ships, with the MSV faction.
Sometimes i just want their sweet ships as solely my own, role playing to be able to start as faction emerging from scratch, rather than with an established planet. The custom start could be that you as a small space explorer came across some long lost civilizations blueprints, and know the quest is to make them roam the sector once again.
I might add a blueprint picker to free start at some point, yeah. Starting with a faction's ships but not that faction itself would also be interesting, although I'll need to think about implementation details a bit more.
Also on another point: i am very much against that when being enlisted with a faction i may choose to engage in hostilities that drag your employer into a entire new war. I should not be able to attack factions other than the ones that the faction you are enlisted with, is already at war with. You are merely a merc. This freedom feels contra intuitive and kind of anarchistic. Unless you may convice your employer to start the war, with subterfuge, of course
It's pretty silly in a lot of cases, yeah. Although I can't readily block a commissioned player from attacking random factions ('no bombardments or invasions of non-hostiles until you resign your commission' is pretty straightforward, but for fleet encounters, what if the other fleet is scripted to attack you, is the dialog now stuck?)
Generally the whole 'your relations = your commissioner's relations' system has some jank in it and I'd like to redo things, though I haven't figured out a full replacement yet. Hopefully someday!
-
I can't get this mod to work -- I'm having a lot of mod errors (outside of libraries) in general, but this is the mod that I want to get working the most!
From the logfile:
15589 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
19300 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
17913 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
These are coming from a grep through the log file; it's like 4 mb and these aren't the last things in it. The last several hundred (thousand?) entries in the log are all:
19342 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.rulecmd.AdjustRepActivePerson] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
I'm running windows 10, i5-9600, RTX2070, 64 GB RAM. JRE in the game folder supports 64 bit. All the mods are marked rev 6 and I'm on SS rev 12; was there some breaking change in one of the revisions between 6 and 12?
edit to add:
The game doesn't load to menu when the mod is running. The error window pops up with:
Fatal: com/fs/starfarer/api/campain/CustomVisualDialogDelegate
Cause: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
Check starsector.log for more info
-
Make sure you're on Starsector 0.95.1a; you can download the newest version of the game from the website (can follow a link from the thread in Announcements).
-
Make sure you're on Starsector 0.95.1a; you can download the newest version of the game from the website (can follow a link from the thread in Announcements).
...aaaaaaaaand I'm dumb -- I was running an older version of the game :o. Thanks!
-
Hey I love playing this mod but I have a question about the ai colonizing. I want to increase the rate since I have more worlds than all of the other factions. I thought I changed the right numbers but I've still noticed no change. Could anyone show me how to increases the rate.
-
You reduced colonyExpeditionInterval in exerelin_config.json (and perhaps nex_expeditionDelayPerExistingColony in settings.json), correct?
(Although there's some randomness in whether any given colony 'check' at the specified interval is successful, and some factions just can't colonize so if you wipe out all the ones that can...)
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Whatever happened to agents? I haven't played this mod in a while, and now that I'm back I can't seem to find any. It would be great to deal in some shady political practices or steal a couple Tri-Tachyon ships, but I don't know how to get them anymore. I vaguely remember previously that it involved visiting bars before, but I can barely even seem to find the terraforming rig interactions now!
-
Pure RNG, be it Nex agents or DiY "scar(r)ed spacers", although agents are somewhat rare, lvl3 agents can recruit more of whatever type you want, and scared or scarred spaces are common as &%$! :D
-
Hello, I have a question, can I set the distance from the core in own faction start, because even the non-core start places me next to the core
so there is a way to set a minimum light-year from core?
-
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
-
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
Copy the json to any other folder and edit it there, then copy it back to the nex folder
Some mods for me have permanent copy/writing protection and dont alove modifications to the point where it reverses the changes, so just edit the files in a different directory
-
Hello, I have a question, can I set the distance from the core in own faction start, because even the non-core start places me next to the core
so there is a way to set a minimum light-year from core?
Nein
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
-
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
[/quote]
I see, I had a feeling that was the case. Thanks for clearing that up for me.
-
can we get dates on the changelogs :-[
-
Hi,
Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.
Conquest Idea is fun for me ( I like big fleets brawling), but in longer period of time it creates imballance between factions and decreases diversity.
-
So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.
-
can we get dates on the changelogs :-[
They all already have dates on the GitHub changelog, so you can look there. Maybe I'll make a habit of having them in the forum OP as well.
Hi,
Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.
There isn't an option for that currently. In a later version the upcoming strategy AI may prioritize reconquest, albeit depending on the faction's personality.
Although if Sindria with its orbital works and such is lost, the Diktat is going to have a real hard time taking it back without outside help.
So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.
My design idea is that factions should not generate their designed systems/planets/stations in random sector (I don't draw a distinction between vanilla and modded planets here), unless there's some specific functionality tied to that location like with Styx.
To make them appear anyway, you'll have to ask the faction modder to make them do so (since it's handled in the faction mod's code), either always (I think you could make a good case for UAF, for instance) or with an optional setting. Or, write your own mod with code that calls each mod's system generation code; this is easy enough to do for any one mod, although doing it for every mod you're using might be a bit troublesome.
Well actually, you could also modify ExerelinModPlugin (https://github.com/Histidine91/Nexerelin/blob/0a30d9377a03c0b2c74280cff2159dfd95ca23ca/jars/sources/ExerelinCore/exerelin/plugins/ExerelinModPlugin.java#L484-L492) and ExerelinNewGameSetup (https://github.com/Histidine91/Nexerelin/blob/0a30d9377a03c0b2c74280cff2159dfd95ca23ca/jars/sources/ExerelinCore/exerelin/world/ExerelinNewGameSetup.java#L323-L337) in the Nex source to make it so the mod generates the random core worlds and not the vanilla ones, while still telling the mods it's in non-random sector. If something burns down in the process, well
-
I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.
I then went on a expedition on the outer rim of the sector and the planet flipped.
How can I prevent that from happening in the future?
My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.
Also: is there a way to turn off rebellions?
-
I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.
I then went on a expedition on the outer rim of the sector and the planet flipped.
How can I prevent that from happening in the future?
My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.
Also: is there a way to turn off rebellions?
I've always used the stability penalty to indicate rebellion, sounds like a bug
-
hey, I have a question regarding random sector.
started up a new game, with random sector on, and i noticed after a while i was having a lot of lag. like i was at 30 - 40 fps at all time. tried with a non random sector and had a solid 60fps.
tried to reduce the number of markets that spawn but even at its minimum, i still was at like 40 - 50 fps.
was random sector always like this, or is one of my mods trying to do something not very nice to my game but only when random sector is on?
-
I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.
I then went on a expedition on the outer rim of the sector and the planet flipped.
How can I prevent that from happening in the future?
My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.
Also: is there a way to turn off rebellions?
That seems odd, a falling unrest value should indicate the rebellion is in decline (and I always use it as an indicator of improvement when I'm playing). And 1k each of marines, heavy weapons and supplies sounds like it'd definitely suppress the rebels even on someplace like Chicomoztoc.
With a level 5 operative (or e.g. two operatives of levels 2 and 3) on the market, or with devmode turned on, you can check the exact strength of the government and rebel forces. Other than that, are you sure it wasn't because a counter-invasion showed up while you were away?
For disabling rebellions, setting rebellionMult to zero in exerelin_config.json should prevent random rebellions, but I didn't implement a switch for the rebellions on market capture. Operatives might also cause them to happen rarely.
hey, I have a question regarding random sector.
started up a new game, with random sector on, and i noticed after a while i was having a lot of lag. like i was at 30 - 40 fps at all time. tried with a non random sector and had a solid 60fps.
tried to reduce the number of markets that spawn but even at its minimum, i still was at like 40 - 50 fps.
was random sector always like this, or is one of my mods trying to do something not very nice to my game but only when random sector is on?
I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.
-
I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.
I have no idea what a profiler is, but if you can point me to run, I can run a profiler on this. it sounds useful.
-
Quick version:
- Open jvisualvm.exe in the JDK folder
- Connect to Starsector while it's running
- Click Sampler tab -> CPU and see if anything is using up an unusual amount of CPU time; at the bottom of the screen you can type exerelin to filter out non-Nex classes
(there's also an actual Profiler tab, but I've never gotten it to work)
-
Quick version:
- Open jvisualvm.exe in the JDK folder
- Connect to Starsector while it's running
- Click Sampler tab -> CPU and see if anything is using up an unusual amount of CPU time; at the bottom of the screen you can type exerelin to filter out non-Nex classes
(there's also an actual Profiler tab, but I've never gotten it to work)
ok so i looked at the things, and compared the differences between random sector and not random sector. (not: i only started the sampler after the save was loaded, turning it off between uses)
your exerelin files seem to be using almost nothing, to my understanding. like if i had 10 more of them it would not make a difference.
the most in my face difference was the fact that something called
com.fs.starfarer.campaign.BaseLocation.getEntitiesWithTag
it seemed to be using some 50% of everything. I'm not sure what I'm reading, tbh, but it was using 50.4% of self time, and had about 7X of the next things total time.
another thing that was using noticeably more was something called
com.fs.starfarer.campaign.BaseLocation.advance()
but thats only some 8.1% self time, and was the next most used thing.
compare that to not using random sector, when the most used thing was tied between something called:
com.fs.starfarer.O0OO.OOoO$1.run()
com.fs.starfarer.combat.CombatMain$1.run()
sound.OooO$w.run()
they used some 22.7% - 22.4% of self time, and the exact same total time.
I'm not going to be using starsector for a few days, so if there is anything that would help in regards to using this strange sampler in my game, I can get some more samples.
hope this is at least somewhat helpfull
-
Okay that's interesting.
What's the modlist? I couldn't repro with a 'minimal Nex modlist' so I'm wondering if something like Adjusted Sector is required for the issue to show up.
Has the Nex config been modified, in particular making the colony expedition cooldown very short?
If it doesn't require a lot of mods, I might see if I can figure out which mod is checking all the entities with tags. Can you post the save in case I need it?
-
my current mod list exists. from a matter of perspective it 'doesn't require a lot of mods', however this is not a view I have.
I am using adjusted sector, and have not modified nexerelin or its configs.
if you want, I could give send you my mod folder so you could try and see what's sup, as I understand tracking down the few mods I have might be unfun.
Spoiler
"$$$_lightshow",
"$$$_trailermoments",
"AI-Retrofits",
"Adjusted Sector",
"AAIPP",
"all_the_domain_drones+NewDrones",
"all_the_domain_drones+Vanilla",
"anotherportraitpack",
"ApproLight",
"ApproLightPlus",
"arthrspiratesbutepic",
"lw_autosave",
"timid_admins",
"beyondthesector",
"bountiesexpanded",
"ORK",
"CaptainsLog",
"Csp",
"chatter",
"cmutils",
"lw_radar",
"timid_commissioned_hull_mods",
"lw_console",
"aaacrew_replacer",
"DetailedCombatResults",
"diableavionics",
"dronelib",
"edshipyard",
"seven_nexus",
"XLU",
"fleethistory",
"fleetsizebydp",
"forge_production",
"sun_fuel_siphoning",
"hellomod",
"GrandColonies",
"HMI",
"HexShields",
"hte",
"IndEvo",
"JYD",
"kadur_remnant",
"keruvim_shipyards",
"kingdomofterra",
"kyeltziv",
"lw_lazylib",
"ArkLeg",
"logisticsNotifications",
"lunalib",
"exshippack",
"MagicLib",
"Mayasuran Navy",
"missingships",
"niko_moreCombatTerrainEffects",
"more_hullmods",
"ness_saw",
"nexerelin",
"kayse_phaseships",
"OcuA",
"oas",
"ORA",
"pn",
"pearson_exotronics",
"wisp_perseanchronicles",
"Polaris_Prime",
"PulseIndustry",
"QualityCaptains",
"reactiveui",
"rotcesrats",
"sv",
"sikr",
"tahlan_scalartech",
"SCY",
"secretsofthefrontier",
"SEEKER",
"PT_ShipDirectionMarker",
"stardustventures",
"sun_starship_legends",
"superweapons",
"timid_supply_forging",
"supportships",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"exalted",
"star_federation",
"TORCHSHIPS",
"transfer_all_items",
"underworld",
"uaf",
"US",
"ungp",
"URW",
"vanidad",
"XhanEmpire",
"astroidships",
"aaamarketRetrofits",
"prv",
"shaderLib"
Edit: just reread the message, and you asked me to post the save? I uh, don't know how to do that, but if I had a email I could google drive it to you?
No wait there is a way to send such things with links isn't there? Can't do it today, but I might be able tomorrow at some point.
-
Google Drive and Dropbox work yeah (there are other file hosting services, but these two seem the most reliable).
Though anyway, I tried it with just Nex + Adjusted Sector + a few utility mods and couldn't get a slowdown even with the huge sector; a few seconds after loading into the new game save I had a steady 60 FPS with >20% idle, with the Shift speedup. So I'm tempted to write this off as an issue with one or more currently unidentified mods, and won't hold back the 0.10.6c release for it.
If I have time at some point, I might learn how to use Java dynamic proxies so you could have code to determine what keeps calling getEntitiesWithTag.
-
I don't know if you created the domain derelict fighters, but I found something goofy with one of them [the bailey] that might be a bug.
With two LPC's equipped, it looks like I should have four fighters, and I do until later in combat when they replicate. In the attached cap,
you can count 11. Just thought I'd mention this. Thanks again for your hard work o7
[attachment deleted by admin]
-
Hey Histidine,
I chatted briefly with you earlier on Discord about a possible bug. I checked to make sure Nexerelin and its dependencies were updated, and I started a new game with only Nexerelin(plus dependencies) and Console Commands loaded. Here is a screenshot of the mods:
(https://i.imgur.com/VoAH0Kb.png)
I then proceeded through the following steps:
1. Selected Sindrian Diktat start because there is a pirate world in the starting system
2. Used console command to give myself an extra ship
3. Docked at Sindria to create the task force
4. After it was created, I had the task force orbit Sindria for a month. The upkeep was deducted properly
5. After the month, I gave orders to the task force to orbit Umbra, the pirate planet, in the same system
6. I waited for the task force to be destroyed by the pirates.
7. I docked with Sindria again. I revived the fleet from the Special Forces UI.
8. I waited 3 months after reviving, and no upkeep was paid for the task force after reviving.
-
Hi! I got an error trying to load save file. Restoring it from .bak copy didn't work. As I can see from error message this error connected to exerelin.campaign.intel.merc.MercContractIntel.readResolve() method. So my question: is it possible to somehow restore save file?
[attachment deleted by admin]
-
Use the Discord beta update (https://cdn.discordapp.com/attachments/825068217361760306/1066229279769231531/Nexerelin_0.10.6b2.zip), it should fix the issue.
(I'll be releasing the official 6c update soon, but you shouldn't wait for it)
-
Use the Discord beta update (https://cdn.discordapp.com/attachments/825068217361760306/1066229279769231531/Nexerelin_0.10.6b2.zip), it should fix the issue.
(I'll be releasing the official 6c update soon, but you shouldn't wait for it)
Wow, great! Thank you very much, it worked fine!
By the way, you did good mod, starsector feels alive with it.
-
Thanks!
Anyway, it's a little later than it should have been, but here's an update to clean up lingering bugs. Happy Year of the Rabbit!
Nexerelin v0.10.6c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6c/Nexerelin_0.10.6c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Update handling of ApproLight's Unos station in random sector
* Draw map location and arrows of special task group in intel screen
* Fix issues with zero or negative profit/cost in calculating XP from profitable colonies
* Fix a savegame load failure involving AIM merc fleets
* Fix buy ship crash when selecting no ships
* Fix crash if using Ignis Pluvia ability with no available targets
* Fix a random sector generation crash when no enabled factions have synchrotrons
* Fix fleet request origin list
* Previously it didn't list player faction markets if player had a commission and commissioner was allied with anyone
* Fix/refactor a new game custom start fleet bug
* Previously if selecting a faction, then going back and selecting own faction, the available ships would still be from the previous faction
* Fix AI core bribe of Omega encounter not actually giving up any cores
* Buy ship mission: Fix DP check, add a `nex_buy_ship_mission_exclude` tag to prevent its use in mission
* Fix transponder check in supply rebels mission
* Fix briefing text in contact conquest mission
-
Awesome, I was convinced that Faction fleet selection was a mod conflict.
Also I truly adore the custom fleet functionality, thank you for that.
-
sorry for never posting that file btw, i forgot about it. (im going to run some tests myself to find out whats causeing the issue them complain to said mod maker about it, but im doing things right now)
but onto a different topic:
im testing one of my mods, and found a possible bug with nexerline.
Spoiler
296655 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:422)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyDisrupted(OrbitalStation.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1765)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1744)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.bombardConfirm(Nex_MarketCMD.java:2126)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:363)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:166)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
what i did:
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.
i was able to replicate this bug many times.
my mod list:
Spoiler
"AI-Retrofits",
"lw_console",
"aaacrew_replacer",
"lw_lazylib",
"lunalib",
"MagicLib",
"nexerelin",
"aaamarketRetrofits"
if this is not a issue with nerxerlin but a issue with me plz tell me its driving me crazy not knowing.
-
Excuse me, new here but i think i want to report bug with creation of task force group in my game, so after i make my task force group and then go to intel to give them command to patrol my sector i tried to save my game and then it crash is it not compatible with stellar network mod? or the problem is in the stellar network mod? cause i once try to use the intel tab from the stellar Network mod and i think i got the same error line
This is the error code
Spoiler
ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.A
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.Object
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.class
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.new
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.C
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.F
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.util.A
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.util.ooOO.Oo
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.F
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.I
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.K
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.void
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.O0OO.H.o
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.CampaignEngine.o
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.G
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.H
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.OOoO
525878 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O.Oo
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O.o
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.ooOO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.A
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.C
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.F
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.A
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.EventsPanel
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.class
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.N
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.O0OO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.O0OO.o
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.OOoo
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.P
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.S
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.e
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.FactionIntelPanel
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.G
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.H
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.L
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.OOoO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.OoOO
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.SelectedFactionInfo
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525879 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.float
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.B
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.D
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.D.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.return
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.G
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.OoOO.A.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.B
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.P
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.P.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.float
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.C
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.do
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO.Oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.B.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.D
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.Oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.OooO
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.if
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B.Oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.C
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.Oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.oo
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.o0OO
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.return
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.A
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.A.o
525880 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.D
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.D.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.J
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.MultiBarrelRecoilTracker
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.Object
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.new
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.new.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.return
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.A
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.A.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.F
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.G
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.R
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.do
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.Oo
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.oo
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.C
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0.Oo
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.X.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.Z
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.j
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.j.o
525881 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.H
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.I
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.K
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.MapFilter
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.O0oO
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.OO0O
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Object
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.OoOO
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.U
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.W.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.interface
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.oOOo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.super
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.thissuper
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.o0o0
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.ooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.publicsuper.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.WeaponSpreadsheetLoader.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.B
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.BaseWeaponSpec
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.EngineSlot
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.EngineSlot.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N.Oo
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N.o
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.OO0O
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.Q
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.T
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.Z
525882 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.classsuper
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.e
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.g
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.g.Oo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.o0oO
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.o0oO.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.O0
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.OOo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.oo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oOoo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oOoo.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.return
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.thissuper
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.void
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.G
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.G.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.K
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.OOoO
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.OOoO.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.String
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.C
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.D
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.G
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.int
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.int.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.o0OO
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.for.Oo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.fx.SmokeEmitter.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.settings.B
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.H
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.M
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.M.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.oOOO
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.oo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.B.super
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.K
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.N
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.N.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0.Oo
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0.o
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525883 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.Ooo0
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.Q
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.R
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.c
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.classnew.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.classsuper
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.floatsuper
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.for
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.for.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.K
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.O
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.OOoO
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.o0Oo.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.new
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.C
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.G
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.G.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.HintPanel
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.N
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.OO0O
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.OO0O.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.X
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.a
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.o0OO
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.o0oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.thissuper
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOoo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo.Oo
525884 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo.o
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.Oo
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.o
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.oo
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooo
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.r
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.returnsuper
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.super.OoOO
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.thisnew
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.u
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.v
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.util.oOOO
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.util.super.C
525885 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.util.D
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.N
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.G
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.N
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525888 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.G
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.R
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.Oo0O
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.S
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.R
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.comms.v2.A
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525889 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.e
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.o0Oo
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.combat.systems.public
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.E.I
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
525890 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2
525929 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
526042 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
526042 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
526445 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Found 255 serliazed classes not marked with DoNotObfuscate.
java.lang.RuntimeException: Found 255 serliazed classes not marked with DoNotObfuscate.
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.cmdSave(Unknown Source)
at com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Sorry for the inconvenience and thanks in advance.
-
Is there a way to add other modded factions ships to the list of Costume ship start list ?
Nvm i find a way.
Pick a faction start go into the costum ship start then exit out all the way where you can do and sellect a Free start then when you go into the costum ship start the last factions ships that you picked previously will be on the Ships list for you.
yaaaaay
-
I am getting the error below
281033 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)
... 9 more
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.95.1a-RC6 launcher
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
2 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 10 10.0
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_271 (64-bit)
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Everybody loves KoC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\+Ko 1.03.27]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Ex7s [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\7s Integration]
26 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pantera_ANewLevel40R [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A New Level of Confidence - 40 - Rapid]
30 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: NoIllAdvised [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A Well Advised Mod]
33 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Adjusted Sector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adjusted Sector v0.4.1]
36 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: adversary [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adversary]
40 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: alkemia-armoury [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\alkemia-armoury]
42 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: anexweapons [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Anex Weapons]
45 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: apex_design [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Apex Design Collective]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ApproLight [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight]
50 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ApproLightPlus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus]
52 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ash [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Aptly Simple Hullmods]
54 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Arkships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arkships]
58 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: raccoonarms [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.5]
61 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ARSWP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ARSWP]
64 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: astroidships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Asteroid ship pack 1.3e]
67 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: audio_plus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus]
69 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_autosave [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave]
72 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: A_S-F [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A_S-F]
74 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: battlefleets [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Battlefleets of the Gothic Sector]
76 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: better_deserving_smods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Better Deserved S-Mods]
78 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: beyondthesector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BeyondTheSector]
80 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: bricky [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BrickyConstruction]
81 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: bruh_moment_console_commands [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BruhmomentConsoleCommands]
83 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: BSC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BSC 0.1.8]
84 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ORK [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bultach Coalition]
88 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CaptainsLog [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptainsLog]
91 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: capturecrew [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptureCrew]
93 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CFT [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Carter's Freetraders 1.1]
94 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Csp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Caymon's Ship Pack]
97 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CSP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cebby-Ship-Pack-1.1.3]
99 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Celestial Mount Circle [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Celestial Mount Circle]
102 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: cmutils [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CMUtils]
105 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CAS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Alarm Sounds]
106 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: chatter [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter]
108 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: combat_docking_module [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Docking Module 005]
110 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_commissioned_hull_mods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews]
112 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_Concord [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CONCORD]
114 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_console [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
116 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_cum [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Content Unlocking Missions]
117 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: domain_mship_controllable [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Controllable Domain Mothership]
119 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CWSP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CWSP]
121 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Dabble [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DabbledAvionics]
125 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: istl_dassaultmikoyan [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
126 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hm_flagpack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Deluxe Player Flags]
129 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: diableavionics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
131 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Diktat Enhancement [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.1.0]
133 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: diyplanets [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIYPlanets]
136 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: domhist [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Domhist]
139 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: dronelib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DroneLib]
141 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: edshipyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard]
142 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exalted [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exalted]
145 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pt_exiledSpace [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ExiledSpace]
146 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exoticatechnologies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exotica-Technologies-v1.2.7]
148 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exshippack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\EXPSP 0.49]
150 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: XLU [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union]
151 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_FairSMod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fair S Mods]
153 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: fast_engine_rendering [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FastEngineRendering]
156 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: star_federation [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FED]
157 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: fluffships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\fluffShipPack]
159 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: forge_production [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Forge Production]
162 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: a111164_ExtendPack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-master]
164 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_fuel_siphoning [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fuel Siphoning]
166 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hellomod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FuzzyPack]
169 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Gensoukyou_Daze [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gensoukyou]
171 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gladiatorsociety [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GladiatorSociety]
174 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Goat_Aviation_Bureau [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Goat_Aviation_Bureau]
176 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: GrandColonies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Grand.Colonies1.0.d]
178 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
180 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: GMDA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty]
182 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Guardian_prototype [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Guardian Prototype 1.3]
183 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gudalanmu [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gudalanmu]
185 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gundam_uc [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gundam-UC]
188 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gunnyhegexpeditionary [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary]
190 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hiigaran_descendants [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants]
192 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HIVER [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiver Swarm]
194 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
196 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI_brighton [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
199 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI_SV [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_Supervillains]
202 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hcok [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\holy_covenant_of_kemet]
204 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hostileIntercept [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hostile Intercept]
207 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hte [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HTE]
208 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hm_barratry [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hullmod Barratry]
210 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hybrasil_gate [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HybrasilGate]
212 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_hyperdrive [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hyperdrive]
213 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ibo_faction [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO-Faction]
215 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: IndEvo [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.2.a]
216 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: internalaffairs [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Internal Affairs v1.1]
218 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Interstellar Federation Refurbished -unbalanced- [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Federation Refurbished -unbalanced-]
219 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_xiv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Iron Shell]
222 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: jaa [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JAA 0.3.0]
225 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: JYD [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Junk Yard Dogs 1.5]
228 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kadur_remnant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant]
230 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kazeron [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kazeron Navarchy-1.2]
232 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kingdomofterra [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kingdom of Terra]
234 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KFM3 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - BPs and Rebalance]
235 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KGT1 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - Player Faction]
237 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KGT2 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - XIII Ships]
239 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kyeltziv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kyeltziv Technocracy]
241 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
243 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: leadingPip [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip]
245 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ArkLeg [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Legacy of Arkgneisis]
246 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: $$$_lightshow [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lightshow]
248 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lights_out [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LightsOut]
251 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: logisticsNotifications [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Logistics Notifications]
254 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: low_maintenance [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LowMaintenance]
256 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: LTA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LTA]
258 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lunalib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LunaLib]
260 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: mag_protect [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
262 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: MagicLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib]
264 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: idx_magnetar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magnetar 1.0]
266 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: MFE [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Fighter Expansion 0.52]
269 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Mayasuran Navy [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
271 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: missingships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing ships]
274 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_CarrierHullmod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Modern Carrier]
276 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: more_hullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\More HullMods]
278 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: niko_moreCombatTerrainEffects [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release]
279 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: niko_morePlanetaryConditions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MorePlanetaryConditions-release]
281 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Musashimanufactor [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Musashi Manufactorum]
283 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kiith-nabaal-shipyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nabaal]
284 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ness_saw [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nes's SAW]
286 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_new_beginnings [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Beginnings]
288 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
290 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kayse_phaseships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\No Such Org - Phase Ships]
292 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: objects_analysis [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Objects Analysis 002]
294 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: OcuA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Armada]
296 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: luddandlions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Of Ludd and Lions 1.02.28]
298 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: old_hyperion [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\OldHyperion]
301 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ORA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
303 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: oas [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Osiris Alliance]
305 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: PAGSM [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PAGSM v1.8.01]
306 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pearson_exotronics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PearsonExotronics]
308 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: wisp_perseanchronicles [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.3-rc2]
309 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: wyv_planetaryShieldAccessControl [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PlanetaryShieldAccessControl]
311 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pn [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn]
312 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: progressiveSMods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Progressive S-Mods]
314 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prvExtra [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Extraworks]
315 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prvPath [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Path]
317 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks]
318 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: PulseIndustry [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PulseIndustry]
320 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pt_qolpack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\QoLPack]
322 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: QualityCaptains [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Quality Captains]
323 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_pilot_radiant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Radiant Prototype 1.1]
325 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RealisticCombat [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RealisticCombat]
327 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: remnant_command_transfer [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Remnant Command Transfer]
329 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RAA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Armatura 0.2]
331 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: roider [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
333 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: rotcesrats [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RotcesRats]
335 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_ruthless_sector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ruthless Sector]
337 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SalvageEverything [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Salvage Everything]
339 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sikr [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\San-Iris0.9.5]
341 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sanguinary_autonomist_defectors [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SanguinaryAutonomistDefectors]
343 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: tahlan_scalartech [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5]
345 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: scan_those_gates [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ScanThoseGates]
346 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Scrapyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Scrapyard Armories]
348 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SCY [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
350 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Seafood [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Seafood Shipworks]
352 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RC_Second_Wave_Options [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Second Wave Options 0.6.5]
354 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: secretsofthefrontier [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Secrets of the Frontier Prerelease 13.1]
357 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SEEKER [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SEEKER_UC]
358 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
361 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: swp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
368 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ShiplessFactions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShiplessFactionsMod-1.01]
371 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunrutechmining [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Slightly Better Techmining]
373 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: mayu_specialupgrades [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Special Hullmod Upgrades]
375 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: speedUp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp]
377 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: armaa [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.05]
380 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sw [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020]
381 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: swf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020 Starfighter Project]
383 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stardustventures [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stardust Ventures]
385 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: StarfarersHullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarfarersHullmods]
388 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stargateunknowngalaxies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stargate Unknown Galaxies]
390 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: starpocalypse [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\starpocalypse]
393 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nbj_ice [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorICE-EN-master]
395 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Polaris_Prime [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorPolaris-master]
397 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_starship_legends [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends]
399 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stelnet [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
402 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: StopGapMeasures3 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure 1.2.1]
403 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Sunrider [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Sunrider]
405 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: scf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Super Cool Faction Flags]
407 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: superweapons [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Superweapons Arsenal]
408 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_supply_forging [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Supply Forging]
411 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: supportships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Support Ships]
412 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: tahlan [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
414 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Terraforming & Station Construction [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Terraforming and Station Construction]
416 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: seven_nexus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\The Epta Technologists]
418 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_tmi [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Too Much Information]
419 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TORCHSHIPS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships]
421 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: trophysmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\trophysmods]
423 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TrulyAutomatedShips [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Truly Automated Ships]
425 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: uaf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF]
426 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: underworld [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld]
428 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: US [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies]
429 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: UNSC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC]
432 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: URW [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons]
435 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: VSW [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valhalla Starworks]
436 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: VAA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vanilla Armatura 1.1]
438 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vanidad [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VAO]
439 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vayrasector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Sector]
441 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vayrashippack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
442 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]
444 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vic [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VIC]
446 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TouchOfVanilla_vri [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Volantian-Starsector-Mod-0.1.0]
448 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: WEAPONARCS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WeaponArcs]
449 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: weftinships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Weftin's Ship Pack v1.01]
451 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: whichmod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WhichMod]
452 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: XhanEmpire [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
454 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yrex [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YREX]
456 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_arsenal [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Arsenal]
457 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunruhullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Hullmods]
459 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_midline_expansion [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Midline Expansion]
461 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_misc_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Misc Ships]
463 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_pirate_collection [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Pirates and Pathers]
465 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunrucore [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YunruCore]
466 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HHE [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\_HHE]
468 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [..\\mods/enabled_mods.json]
472 [main] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
472 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
565 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x200, 144Hz, 32bpp
565 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x240, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x200, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x240, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 400x300, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 400x300, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 512x384, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 512x384, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x400, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x400, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x600, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x600, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x800, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x768, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x800, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1360x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1360x768, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1366x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1366x768, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1400x1050, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1400x1050, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 144Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 144Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Assuming native monitor resolution is 1920x1080
845 [Thread-2] INFO com.fs.graphics.o0oO - Using refresh rate:144
1641 [Thread-2] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Maximum anti-aliasing samples: 16
1791 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launcher_bg.jpg (using cast)
1808 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launch_button_bg.png (using cast)
1816 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button0.png (using cast)
1820 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button1.png (using cast)
1822 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_on.png (using cast)
1827 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_off.png (using cast)
1829 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/arrow_down.png (using cast)
1831 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fx/scanline11.png (using cast)
1836 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e.png (using cast)
1838 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_bot.png (using cast)
1839 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_top.png (using cast)
1840 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w.png (using cast)
1842 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_bot.png (using cast)
1842 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_top.png (using cast)
1859 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron24aabold_0.png (using cast)
1882 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron20aa_0.png (using cast)
1895 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/insignia15LTaa_0.png (using cast)
1906 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron12_0.png (using cast)
8067 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Running with the following mods (in order of priority):
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Phillip Andrada: Gas Station Manager [id: PAGSM] [version 1.8.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PAGSM v1.8.01)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - $$$ Lightshow [id: $$$_lightshow] [version 1.41] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lightshow)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - A New Level of Confidence [id: pantera_ANewLevel40R] [version 40 2.1 Fast] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A New Level of Confidence - 40 - Rapid)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - A Well Advised Mod [id: NoIllAdvised] [version ] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A Well Advised Mod)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Adversary [id: adversary] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adversary)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Alkemia Armoury [id: alkemia-armoury] [version 0.9.46] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\alkemia-armoury)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Amazigh's Ship Foundry [id: A_S-F] [version 0.8.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A_S-F)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Anex Weapons [id: anexweapons] [version 0.2.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Anex Weapons)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Another Random SWP [id: ARSWP] [version 0.7a.RC1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ARSWP)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Apex Design Collective [id: apex_design] [version 1.1.0b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Apex Design Collective)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Appro-Light (Unofficial Translation) [id: ApproLight] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Appro-Light Plus (Unofficial Translation) [id: ApproLightPlus] [version 0.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Aptly Simple Hullmods [id: ash] [version 0.5.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Aptly Simple Hullmods)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arkships [id: Arkships] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arkships)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arma Armatura [id: armaa] [version 2.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.05)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arsenal Expansion [id: raccoonarms] [version 1.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.5)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Autosave [id: lw_autosave] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Battlefleets of the Gothic Sector [id: battlefleets] [version 0.3.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Battlefleets of the Gothic Sector)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Better Deserving Smods! [id: better_deserving_smods] [version 1.54] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Better Deserved S-Mods)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - BigBeans Ship Compilation [id: BSC] [version 0.1.7a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BSC 0.1.8)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Bricky Construction [id: bricky] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BrickyConstruction)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Brighton Federation [id: HMI_brighton] [version 0.0.2c] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - BruhMoment Additional Console Commands [id: bruh_moment_console_commands] [version 0.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BruhmomentConsoleCommands)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Bultach Coalition [id: ORK] [version 1.0.6 release] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bultach Coalition)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - CWSP [id: CWSP] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CWSP)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Captain's Log [id: CaptainsLog] [version 0.1.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptainsLog)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Capture Officers and Crew [id: capturecrew] [version 1.0.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptureCrew)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Carter's Freetraders [id: CFT] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Carter's Freetraders 1.1)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Caymon's Ship pack [id: Csp] [version 1.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Caymon's Ship Pack)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Cebby Ship Pack [id: CSP] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cebby-Ship-Pack-1.1.3)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Celestial Mount Circle [id: Celestial Mount Circle] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Celestial Mount Circle)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Alarm Sounds [id: CAS] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Alarm Sounds)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Chatter [id: chatter] [version 1.12] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Docking Module [id: combat_docking_module] [version 005] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Docking Module 005)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Misc Utils [id: cmutils] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CMUtils)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Commissioned Crews [id: timid_commissioned_hull_mods] [version 1.999999ggg] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Concord [id: su_Concord] [version 3.5.2g] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CONCORD)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Console Commands [id: lw_console] [version 2021.4.10] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Content Unlocking Missions [id: timid_cum] [version 1.12] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Content Unlocking Missions)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Control Domain Mothership [id: domain_mship_controllable] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Controllable Domain Mothership)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - DIY Planets [id: diyplanets] [version 1.0.14] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIYPlanets)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Dassault-Mikoyan Engineering [id: istl_dassaultmikoyan] [version 1.54a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Deluxe Player Flags [id: hm_flagpack] [version 1.01a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Deluxe Player Flags)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Diable Avionics [id: diableavionics] [version 2.64] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Diktat Enhancement [id: Diktat Enhancement] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.1.0)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Domain Historical Society [id: domhist] [version 0.3a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Domhist)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - DroneLib [id: dronelib] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DroneLib)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ED Shipyards [id: edshipyard] [version 2.5.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Everybody loves KoC [id: Everybody loves KoC] [version 1.03.27] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\+Ko 1.03.27)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Exiled Space [id: pt_exiledSpace] [version 0.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ExiledSpace)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Exotica Technologies [id: exoticatechnologies] [version 1.2.7] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exotica-Technologies-v1.2.7)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Extratential Lanestate Union [id: XLU] [version 0.8.1a-RC2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - FSF Miltary Company - [a111164_ExtendPack] [id: a111164_ExtendPack] [version 3.12rc5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-master)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fair S Mod [id: su_FairSMod] [version 1.1.0a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fair S Mods)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fast Engine Rendering [id: fast_engine_rendering] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FastEngineRendering)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fighter Expansion Rebalanced [id: HHE] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\_HHE)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fluff Ship Pack [id: fluffships] [version 0.2.3-1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\fluffShipPack)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Forge Production [id: forge_production] [version 1.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Forge Production)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fuel Siphoning [id: sun_fuel_siphoning] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fuel Siphoning)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - FuzzyPack [id: hellomod] [version 1.4.8] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FuzzyPack)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gensoukyou Daze~ [id: Gensoukyou_Daze] [version 0.6.0_rc6, in dev] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gensoukyou)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gladiator Society [id: gladiatorsociety] [version 1.3(beta)] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GladiatorSociety)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Goathead Aviation Bureau [id: Goat_Aviation_Bureau] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Goat_Aviation_Bureau)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Grand.Colonies [id: GrandColonies] [version 1.0.d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Grand.Colonies1.0.d)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Grytpype and Moriarty's Defense Authority [id: GMDA] [version 0.9.9b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Guardian Prototype [id: Guardian_prototype] [version 1.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Guardian Prototype 1.3)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gudalanmu [id: gudalanmu] [version 0.22-T1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gudalanmu)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - HMI Supervillains [id: HMI_SV] [version 0.0.4a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_Supervillains)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hazard Mining Incorporated [id: HMI] [version 0.3.5f] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hegemony Expeditionary Auxiliary [id: gunnyhegexpeditionary] [version v1.21] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - High Tech Expansion [id: hte] [version 1.4.10] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HTE)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hiigaran Descendants [id: hiigaran_descendants] [version 2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hiver Swarm [id: HIVER] [version 0.35] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiver Swarm)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Holy Covenant of Kemet [id: hcok] [version 0.2.2h] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\holy_covenant_of_kemet)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hybrasil Gate [id: hybrasil_gate] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HybrasilGate)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hyperdrive [id: sun_hyperdrive] [version 2.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hyperdrive)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - IBO - Faction [id: ibo_faction] [version v2.4.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO-Faction)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ICE [id: nbj_ice] [version 0.4.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorICE-EN-master)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Industrial.Evolution [id: IndEvo] [version 3.2.a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.2.a)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Internal Affairs [id: internalaffairs] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Internal Affairs v1.1)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Interstellar Federation Refurbished (unbalanced version) [id: Interstellar Federation Refurbished -unbalanced-] [version v1.00] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Federation Refurbished -unbalanced-)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Iron Shell [id: timid_xiv] [version 1.181] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Iron Shell)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Jackundor's Advanced Arms [id: jaa] [version 0.3.0 indev] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JAA 0.3.0)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Junk Yard Dogs [id: JYD] [version 1.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Junk Yard Dogs 1.5)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kadur Remnant [id: kadur_remnant] [version 3.2.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kazeron Navarchy [id: kazeron] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kazeron Navarchy-1.2)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kingdom of Terra [id: kingdomofterra] [version 0.13.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kingdom of Terra)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kyeltziv Technocracy [id: kyeltziv] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kyeltziv Technocracy)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LTA [id: LTA] [version 0.6.0b (Pre-Tournament Release 3)] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LTA)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LazyLib [id: lw_lazylib] [version 2.7b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Leading Pip [id: leadingPip] [version 1.9.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Legacy of Arkgneisis [id: ArkLeg] [version v1.9.11] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Legacy of Arkgneisis)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Lights Out [id: lights_out] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LightsOut)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Logistics Notifications [id: logisticsNotifications] [version 1.4.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Logistics Notifications)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Low Maintenance [id: low_maintenance] [version v1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LowMaintenance)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LunaLib [id: lunalib] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LunaLib)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - MAGNETAR!! [id: idx_magnetar] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magnetar 1.0)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Machina Void Shipyards [id: exshippack] [version 0.49] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\EXPSP 0.49)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Magellan Protectorate [id: mag_protect] [version 1.25a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - MagicLib [id: MagicLib] [version 0.45.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mayasuran Fighter Expansion [id: MFE] [version 0.51] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Fighter Expansion 0.52)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mayasuran Navy [id: Mayasuran Navy] [version 8.3.9 RC2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Missing Ships [id: missingships] [version 0.4.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing ships)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Modern Carriers [id: su_CarrierHullmod] [version 1.9.5d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Modern Carrier)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More Combat Terrain Effects [id: niko_moreCombatTerrainEffects] [version 1.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More HullMods [id: more_hullmods] [version 1.11.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\More HullMods)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More Planetary Conditions [id: niko_morePlanetaryConditions] [version 2.1.1a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MorePlanetaryConditions-release)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Musashi Manufactorum [id: Musashimanufactor] [version 1.2.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Musashi Manufactorum)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Nes's ship and weapon [id: ness_saw] [version 1.9d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nes's SAW)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - New Beginnings [id: sun_new_beginnings] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Beginnings)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Nijigen Extend [id: yrex] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YREX)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - No Such Organization - Phase ships [id: kayse_phaseships] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\No Such Org - Phase Ships)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Objects Analysis [id: objects_analysis] [version 002] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Objects Analysis 002)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Oculian Armada [id: OcuA] [version 0.9.1a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Armada)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Of Ludd and Lions [id: luddandlions] [version 1.02.26] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Of Ludd and Lions 1.02.28)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Old Hyperion [id: old_hyperion] [version 0.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\OldHyperion)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Osiris Alliance [id: oas] [version 2.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Osiris Alliance)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Outer Rim Alliance [id: ORA] [version 0.95rc1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - P9 Colony Group [id: pn] [version 0.53] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Pearson Exotronics [id: pearson_exotronics] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PearsonExotronics)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Persean Chronicles [id: wisp_perseanchronicles] [version 2.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.3-rc2)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Planetary Shield: Access Control [id: wyv_planetaryShieldAccessControl] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PlanetaryShieldAccessControl)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Polaris Prime [id: Polaris_Prime] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorPolaris-master)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Progressive S-Mods [id: progressiveSMods] [version 0.8.7] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Progressive S-Mods)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Pulse Industry [id: PulseIndustry] [version 1.1b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PulseIndustry)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - QoL Pack [id: pt_qolpack] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\QoLPack)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Radiant Prototype [id: yunru_pilot_radiant] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Radiant Prototype 1.1)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Realistic Combat [id: RealisticCombat] [version 1.19.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RealisticCombat)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Remnant Command Transfer [id: remnant_command_transfer] [version 1.0.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Remnant Command Transfer)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Roider Armatura [id: RAA] [version 0.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Armatura 0.2)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Roider Union [id: roider] [version 1.4.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - RotcesRats [id: rotcesrats] [version 0.15] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RotcesRats)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Ruthless Sector [id: sun_ruthless_sector] [version 1.3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ruthless Sector)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Salvage Everything [id: SalvageEverything] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Salvage Everything)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - San-Iris [id: sikr] [version 0.9.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\San-Iris0.9.5)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Sanguinary Autonomist Defectors [id: sanguinary_autonomist_defectors] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SanguinaryAutonomistDefectors)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ScalarTech Solutions [id: tahlan_scalartech] [version 0.8.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scan Those Gates [id: scan_those_gates] [version 1.5.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ScanThoseGates)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scrapyard Armories [id: Scrapyard] [version 0.0.9a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Scrapyard Armories)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scy Nation [id: SCY] [version 1.66] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Seafood Shipworks [id: Seafood] [version 0.0.7d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Seafood Shipworks)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Second Wave Options [id: RC_Second_Wave_Options] [version 0.6.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Second Wave Options 0.6.5)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Secrets of the Frontier [id: secretsofthefrontier] [version 0.13.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Secrets of the Frontier Prerelease 13.1)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Shadowyards [id: shadow_ships] [version 0.9.5-rc4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Ship/Weapon Pack [id: swp] [version 1.13.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Shipless Factions [id: ShiplessFactions] [version 1.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShiplessFactionsMod-1.01)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Slightly Better Tech-Mining [id: yunrutechmining] [version 0.95.1-1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Slightly Better Techmining)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Special Hullmod Upgrades [id: mayu_specialupgrades] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Special Hullmod Upgrades)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - SpeedUp [id: speedUp] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Star Wars Mod [id: sw] [version 0.9.8] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Star Wars Pilotable Starfighter Mod [id: swf] [version 0.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020 Starfighter Project)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stardust Ventures [id: stardustventures] [version 0.6.1 Alpha] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stardust Ventures)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Starfarers Hullmods [id: StarfarersHullmods] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarfarersHullmods)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stargate Unknown Galaxies [id: stargateunknowngalaxies] [version 0.9.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stargate Unknown Galaxies)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Starship Legends [id: sun_starship_legends] [version 2.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stellar Networks [id: stelnet] [version 2.6.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stop Gap Measures [id: StopGapMeasures3] [version v 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure 1.2.1)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Sunrider [id: Sunrider] [version 0.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Sunrider)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Super Cool Faction Flags [id: scf] [version 192.168.0.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Super Cool Faction Flags)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Superweapons Arsenal [id: superweapons] [version 2.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Superweapons Arsenal)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Supply Forging [id: timid_supply_forging] [version 1.41] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Supply Forging)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Support Ships Pack [id: supportships] [version 0.6.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Support Ships)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Tahlan Shipworks [id: tahlan] [version 0.8.666a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Terraforming & Station Construction [id: Terraforming & Station Construction] [version 8.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Terraforming and Station Construction)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Epta Technologists [id: seven_nexus] [version 1.3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\The Epta Technologists)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Exalted [id: exalted] [version 1.3.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exalted)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Star Federation [id: star_federation] [version 0.98-RC6 - Bugfixes and Beams] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FED)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Too Much Information [id: timid_tmi] [version 0.96] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Too Much Information)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Torchships And Deadly Armaments [id: TORCHSHIPS] [version 0.17rc1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Trophy S-Mods [id: trophysmods] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\trophysmods)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Truly Automated Ships [id: TrulyAutomatedShips] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Truly Automated Ships)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Underworld [id: underworld] [version 1.7.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - United Aurora Federation [id: uaf] [version 0.7.2g1da] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - United Nations Space Command v0.1d [id: UNSC] [version 0.2D] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Unknown Skies [id: US] [version 0.43] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Upgraded Rotary Weapons [id: URW] [version 1.50] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - VIC [id: vic] [version 1.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VIC)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Valhalla Starworks [id: VSW] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valhalla Starworks)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vanidad y Afliction Operation [id: vanidad] [version 1.1.6a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VAO)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vanilla Armatura [id: VAA] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vanilla Armatura 1.1)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vayra's Ship Pack [id: vayrashippack] [version 1.2.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Volantian Reclamation Initiative [id: TouchOfVanilla_vri] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Volantian-Starsector-Mod-0.1.0)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Weapon Arcs [id: WEAPONARCS] [version 1.7.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WeaponArcs)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Weftin's Ship Pack [id: weftinships] [version V1.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Weftin's Ship Pack v1.01)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - WhichMod [id: whichmod] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WhichMod)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Xhan Empire [id: XhanEmpire] [version 2.3.1 Stirring] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Arsenal [id: yunru_arsenal] [version rc.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Arsenal)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Hullmods [id: yunruhullmods] [version 0.95.1-1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Hullmods)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Midline Expansion [id: yunru_midline_expansion] [version A.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Midline Expansion)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Misc Ships [id: yunru_misc_ships] [version 0.95.1-1.4.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Misc Ships)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Pirates and Pathers [id: yunru_pirate_collection] [version A.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Pirates and Pathers)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - YunruCore [id: yunrucore] [version 0.95.1-1.5.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YunruCore)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ZZ Audio Plus [id: audio_plus] [version 1.1.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - asteroid ship pack [id: astroidships] [version 1.3d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Asteroid ship pack 1.3e)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Extraworks [id: prvExtra] [version v3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Extraworks)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Path [id: prvPath] [version v1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Path)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Starworks [id: prv] [version v25.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - zz GraphicsLib [id: shaderLib] [version 1.6.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - BP/Ship Recovery [id: KFM3] [version 1.03] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - BPs and Rebalance)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - Player Faction [id: KGT1] [version 1.04] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - Player Faction)
8102 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - XIII Ships [id: KGT2] [version 1.04] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - XIII Ships)
8106 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mod list finished
-
Excuse me, new here but i think i want to report bug with creation of task force group in my game, so after i make my task force group and then go to intel to give them command to patrol my sector i tried to save my game and then it crash is it not compatible with stellar network mod? or the problem is in the stellar network mod? cause i once try to use the intel tab from the stellar Network mod and i think i got the same error line
Sorry for the inconvenience and thanks in advance.
It looks like some mod is writing things to the save file it shouldn't, but there's no way to tell which one from here :(
What's your modlist? (you can get it from the log file by searching for Running with the following mods
Are your mods up to date?
Could you post the whole log file? (preferably one from right after the error occurs)
but onto a different topic:
im testing one of my mods, and found a possible bug with nexerline.
[...]
what i did:
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.
i was able to replicate this bug many times.
I'm guessing this is a glitch in base game code due to a race condition or similar. (Station is removed, but industry is still technically there on some level? Then saturation bombardment disrupts the station, so it tries to do things with the station fleet, but said fleet no longer exists)
Anyway the problem is probably all in vanilla code, although the issue doesn't come up in non-devmode vanilla (due to not being able to remove a station and sat bomb the planet in the same gameframe). Could ask Alex to fix it, but even in Nex it's not something that comes up unless you try to do weird things, so *shrug*
I am getting the error below
You have one or more mods that need Nexerelin (IIRC Iron Shell and UAF both do this), but Nex isn't actually enabled.
(If you're using MOSS, there's a bug in the Nex modinfo that hides it from the manager. To fix, open Nexerelin/mod_info.json and change "patch":6c to "patch":"6c" with quote marks)
-
Sure, this is the log after play new game cause it literally broke the save making me can't open the save game anymore
Spoiler
38975 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - Game load
38975 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.world.scenarios.ScenarioManager
38976 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/customScenarios.json)]
38976 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.world.scenarios.ScenarioManager$StartScenarioDef
38977 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.utilities.NexUtilsMarket
38977 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.CampaignEntityPickerListener
38978 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.utilities.NexUtilsMarket$1
38978 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.plugins.ExerelinCampaignPlugin
38979 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.ui.FieldOptionsScreenScript
38979 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.world.SSP_AsteroidTracker
38980 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.battle.EncounterLootHandler
38980 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.battle.DerelictFleetLootGenerator
38980 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.battle.FleetLootGenerator
38980 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.battle.RemnantFleetLootGenerator
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding rare_metals with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding heavy_machinery with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding hand_weapons with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding drugs with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding fuel with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding ships with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding luxury_goods with a value of -2.0
38981 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , commodity_output_modifiers : adding supplies with a value of -2.0
38981 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.econ.CommodityMarketDataAPI
38982 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.econ.MarketShareDataAPI
38982 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.econ.CommoditySourceType
38992 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.ai.MilitaryInfoHelper
38992 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.ai.MilitaryInfoHelper$PatrolStrengthEntry
38992 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.fleets.InvasionFleetManager$1
38996 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MarketDescChanger
38997 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Nexerelin]
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_default
38999 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MarketDescChanger$DescUpdateEntry
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_independent
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_luddic_church
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_luddic_path
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_persean
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_pirates
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_sindrian_diktat
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_tritachyon
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_neutral
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_default
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_independent
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_luddic_church
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_luddic_path
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_persean
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_pirates
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_sindrian_diktat
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_tritachyon
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row jangala_station_neutral
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_default
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_hegemony
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_luddic_church
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_luddic_path
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_persean
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_pirates
38999 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_sindrian_diktat
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_tritachyon
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asharu_neutral
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_default
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_hegemony
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_independent
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_luddic_church
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_luddic_path
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_persean
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_sindrian_diktat
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_tritachyon
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_neutral
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_default
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_hegemony
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_independent
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_luddic_church
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_luddic_path
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_persean
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_sindrian_diktat
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_tritachyon
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row garnir_station_neutral
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_default
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_hegemony
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_independent
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_luddic_church
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_luddic_path
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_persean
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_pirates
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_sindrian_diktat
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row barad_tritachyon
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_default
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_hegemony
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_independent
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_luddic_church
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_luddic_path
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_persean
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_pirates
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_sindrian_diktat
39000 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row warion_tritachyon
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_default
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_hegemony
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_independent
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_luddic_path
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_persean
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_pirates
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_sindrian_diktat
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_tritachyon
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row gilead_neutral
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_default
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_hegemony
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_independent
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_luddic_path
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_persean
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_pirates
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_sindrian_diktat
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_tritachyon
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row asher_neutral
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_default
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_hegemony
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_independent
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_luddic_church
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_luddic_path
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_pirates
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_sindrian_diktat
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_tritachyon
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row mairaath_neutral
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_hegemony
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_independent
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_luddic_church
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_luddic_path
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_persean
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_pirates
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_sindrian_diktat
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row culann_neutral
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn
39001 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_hegemony
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_independent
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_luddic_church
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_luddic_path
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_persean
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_sindrian_diktat
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_tritachyon
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row donn_neutral
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_hegemony
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_luddic_church
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_luddic_path
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_persean
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_pirate
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_sindrian_diktat
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_tritachyon
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nomios_neutral
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_independent
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_luddic_church
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_luddic_path
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_persean
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_pirates
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_sindrian_diktat
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_tritachyon
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_neutral
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_independent
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_luddic_church
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_luddic_path
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_persean
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_pirates
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_sindrian_diktat
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_tritachyon
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ancyra_station_neutral
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_hegemony
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_independent
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_luddic_church
39002 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_luddic_path
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_persean
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_sindrian_diktat
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_tritachyon
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row kantas_den_neutral
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_default
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_hegemony
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_independent
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_luddic_church
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_luddic_path
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_persean
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_pirates
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_sindrian_diktat
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row ogre_tritachyon
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_default
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_hegemony
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_independent
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_luddic_church
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_luddic_path
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_persean
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_pirates
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_sindrian_diktat
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row chitagupta_tritachyon
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_default
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_independent
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_luddic_church
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_luddic_path
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_persean
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_pirates
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_sindrian_diktat
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_tritachyon
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row nachiketa_neutral
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_default
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_independent
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_luddic_church
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_luddic_path
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_persean
39003 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_pirates
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_sindrian_diktat
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_tritachyon
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yama_neutral
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_default
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_hegemony
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_independent
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_luddic_church
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_luddic_path
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_persean
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_pirates
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_sindrian_diktat
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row yami_tritachyon
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_luddic_path
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_hegemony
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_independent
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_luddic_church
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_persean
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_pirates
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_sindrian_diktat
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_tritachyon
39004 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_neutral
39004 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.fleets.PlayerInSystemTracker
39005 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MiscEventsManager
39005 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.listeners.DiscoverEntityListener
39005 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.world.scenarios.DerelictEmpireOfficerGeneratorPlugin
39006 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.shared.SharedData
39006 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.shared.PersonBountyEventData
39006 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.Util
39007 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.Util$1
39007 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.AutofitVariantsAPI
39010 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.CampaignScript
39011 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.FactionConfig
39012 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends]
39015 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.Trait$Tier
39016 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends]
39017 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends]
39018 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/default.json)]
39018 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.RepTheme
39018 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: java.util.TreeMap
39019 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/rugged.json)]
39020 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/pristine.json)]
39021 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/armor.json)]
39022 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/glasscannon.json)]
39024 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/logistics.json)]
39025 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/utility.json)]
39026 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/pirate.json)]
39027 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/ateam.json)]
39028 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/shield.json)]
39029 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/kite.json)]
39029 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/quirkydefense.json)]
39030 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/quirkycrew.json)]
39031 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/quirkyweapons.json)]
39032 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/rep_themes/superstitious.json)]
39033 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (STARSHIP_LEGENDS_OPTIONS.ini)]
39034 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (data/config/starship_legends/factionConfigurations.json)]
39035 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [sun_sl/data/defaultFactionReputation.json]
39035 [Thread-3] INFO starship_legends.FactionConfig - Reading config file for faction: pirates
39035 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: player
39036 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: remnant
39036 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: starship_legends.FactionConfig$ForcedRepPreset
39036 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: nex_derelict
39036 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: ML_bounty
39036 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: mercenary
39036 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: luddic_church
39036 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: scalartech_elite
39036 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: knights_of_ludd
39037 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: hegemony
39037 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: derelict
39037 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: scalartech
39037 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: poor
39037 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: sleeper
39037 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: neutral
39037 [Thread-3] INFO starship_legends.FactionConfig - Reading config file for faction: neutral
39037 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: omega
39038 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: uaf_automata
39038 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: scavengers
39038 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: lions_guard
39038 [Thread-3] INFO starship_legends.FactionConfig - Reading config file for faction: independent
39038 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: uaf
39038 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: persean
39038 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: sindrian_diktat
39038 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: luddic_path
39038 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: uaf_november
39038 [Thread-3] INFO starship_legends.FactionConfig - No integration data found for faction: scalartech_requisitions
39039 [Thread-3] INFO starship_legends.FactionConfig - Reading custom section for faction: tritachyon
39039 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (STARSHIP_LEGENDS_OPTIONS.ini)]
39040 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Starship Legends (STARSHIP_LEGENDS_OPTIONS.ini)]
39041 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.intel.bar.events.BarEventManager
39041 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.FleetDataAPI
39041 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.tutorial.TutorialMissionIntel
39042 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.comm.IntelManagerAPI
39042 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.board.commodity.CommodityIntel
39043 [Thread-3] INFO stelnet.util.Configurator - Enabled Commodity plugin
39043 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.board.contact.SebestyenContactMaker
39043 [Thread-3] INFO stelnet.util.Configurator - Enabled Contact plugin
39043 [Thread-3] INFO stelnet.util.Configurator - Enabled Market plugin
39043 [Thread-3] INFO stelnet.util.Configurator - Enabled Market updater script
39043 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.board.query.MarketUpdater
39044 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.board.query.provider.MarketProvider
39044 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.board.storage.StorageListener
39044 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.listeners.ColonyDecivListener
39044 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.util.StelnetHelper
39045 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: java.awt.AWTException
39045 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: stelnet.util.Includer
39046 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\stelnet]
39046 [Thread-3] INFO stelnet.util.Configurator - Enabled Storage plugin
39046 [Thread-3] INFO stelnet.util.Configurator - Stelnet activated
39046 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: data.scripts.plugins.uaf_keycardLootGen
39047 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.listeners.ShowLootListener
39047 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: data.scripts.plugins.uaf_baseEvent
39047 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.uaf_specialItemEffectsRepo
39048 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.uaf_specialItemEffectsRepo$1
39048 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.uaf_specialItemEffectsRepo$1$1
39048 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.uaf_specialItemEffectsRepo$1$2
39048 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.BaseInstallableItemEffect
39048 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.econ.impl.uaf_specialItemEffectsRepo$1$3
39051 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.SpecialItemSpecAPI
39051 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.econ.MutableCommodityQuantity
39200 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
39200 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
39213 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.CustomEntitySpecAPI
39213 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.fleet.MutableFleetStatsAPI
39213 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.combat.MutableStat$StatMod
39222 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.fleets.RouteManager$OptionalFleetData
39222 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.CampaignUIAPI
39222 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: java.util.concurrent.TimeUnit
39222 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.CoreUITabId
39222 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
39222 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
39222 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
39223 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
39913 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: org.lazywizard.console.ConsoleOverlay
39926 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.SubmarketPlugin
39928 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.listeners.ListenerUtil
40924 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
41245 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
41245 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
44795 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.intel.specialforces.SpecialForcesRouteAI$1
44800 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.utilities.NexUtilsReputation
44835 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.comm.IntelInfoPlugin$ArrowData
52763 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.ui.Alignment
55379 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.utilities.NexUtilsGUI
55380 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.ai.FleetAssignmentDataAPI
55380 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI
61504 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl
61512 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MiningHelperLegacy
61514 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
61515 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Nexerelin]
61516 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding junk_pirates_the_reaper with a value of 160.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding crig with a value of 4.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding drone_borer with a value of 0.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding brdy_gonodactylus with a value of 25.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding diableavionics_laminar with a value of 5.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding ms_dromedary_drone with a value of 2.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding maqiubiqiu with a value of 4.0
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding mining_drone with a value of 0.5
61517 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_ship_strengths : adding mi_rastrum with a value of 6.0
61517 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Nexerelin]
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_weapon_strengths : adding mininglaser with a value of 1.5
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_weapon_strengths : adding hammer_single with a value of 0.75
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_weapon_strengths : adding hammerrack with a value of 20.0
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_weapon_strengths : adding hammer with a value of 1.5
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_weapon_strengths : adding miningblaster with a value of 10.0
61518 [Thread-3] INFO data.scripts.util.MagicSettings - nexerelin , mining_hidden_ships_and_weapons : found drone_borer
61518 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Star\Starsector\starsector-core\..\mods\Nexerelin]
61520 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MiningHelperLegacy$CacheDef
61520 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MiningHelperLegacy$CacheType
61520 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.MiningHelperLegacy$AccidentType
61521 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.utilities.NexUtilsFleet
61522 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.PlayerFactionStore
61522 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.events.CampaignEventManagerAPI
61532 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.util.Misc$Token
64225 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.intel.groundbattle.GBMilitaryResponseScript
64226 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.intel.invasion.CounterInvasionIntel
64227 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: exerelin.campaign.intel.groundbattle.GroundBattleIntel$3
64227 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.campaign.FactionDoctrineAPI
64228 [Thread-3] INFO com.fs.starfarer.loading.scripts.B - Loading class: com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator
73445 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - Before game save
73448 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_IzarSerian_5706809457094193999...
73450 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 2
73450 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 3
76748 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 4
76748 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 6
77734 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 6B
78054 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [campaign.xml] to [campaign.xml.bak]
78054 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [descriptor.xml] to [descriptor.xml.bak]
78055 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [campaign.xml.inprogress] to [campaign.xml]
78055 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
78055 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 7
78056 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 8
78056 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
78063 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.A
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.Object
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.class
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.A.new
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.C
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.F
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.util.A
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.graphics.util.ooOO.Oo
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.F
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.I
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.K
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.E.void
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.O0OO.H.o
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.CampaignEngine.o
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.G
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.H
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.OOoO
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O.Oo
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.oO0O.o
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.command.ooOO
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.A
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.C
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.F
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.A
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.EventsPanel
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.class
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.comms.v2.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78064 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.N
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.O0OO
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.O0OO.o
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.OOoo
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.P
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.S
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.e
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.FactionIntelPanel
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.G
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.H
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.L
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.OOoO
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.OoOO
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.SelectedFactionInfo
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.campaign.ui.intel.float
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.B
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.D
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.D.o
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.E.return
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.G
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.OoOO.A.o
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.B
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.P
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.P.o
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.ai.float
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.C
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.do
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO.Oo
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.oOoO.o
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.D
78065 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.Oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.OooO
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.if
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.A.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B.Oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.B.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.C
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.Oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.OooO.oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.o0OO
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.return
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.A
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.A.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.D
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.D.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.J
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.MultiBarrelRecoilTracker
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.Object
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.new
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.new.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.entities.ship.trackers.return
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.A
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.A.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.F
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.G
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.R
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.do
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.Oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.o
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.combat.systems.public.oo
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.C
78066 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.OOO0.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.X.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.Z
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.j
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.j.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.H
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.I
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.K
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.MapFilter
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.O0oO
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.OO0O
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Object
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Oo0O.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.OoOO
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.U
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.W.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.Y.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.interface
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.oOOo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.super
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.thissuper
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.map.void.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.o0o0
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.ooooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.coreui.publicsuper.Oo
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.WeaponSpreadsheetLoader.o
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.B
78067 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.BaseWeaponSpec
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D.Oo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.D.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.EngineSlot
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.EngineSlot.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N.Oo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.N.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.OO0O
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.Q
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.T
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.Z
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.classsuper
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.e
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.g
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.g.Oo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.o0oO
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.o0oO.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.O0
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.OOo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oO0O.oo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oOoo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.oOoo.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.return
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.thissuper
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.loading.specs.void
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.G
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.G.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.K
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.OOoO
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.OOoO.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.String
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.C
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.D
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.G
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.int
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.int.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.damage.o0OO
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.for.Oo
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.renderers.fx.SmokeEmitter.o
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.settings.B
78068 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.H
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.M
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.M.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.Object.oOOO
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.B.super
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.K
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.N
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.N.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0.Oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoO0.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.Ooo0
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.Q
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.R
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.c
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.classnew.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.classsuper
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.Oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.e.oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.floatsuper
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.for
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.for.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.K
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.O
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.OOoO
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2.Oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.impl.o0Oo.o
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.new
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.C
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.G
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.G.Oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.HintPanel
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.N
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.OO0O
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.OO0O.Oo
78069 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.X
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.a
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.o0OO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.o0oo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.newui.thissuper
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Oo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oOoo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo.Oo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.ooOo.o
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.Oo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.o
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooO.oo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.oooo
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.r
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.returnsuper
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.super.OoOO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.thisnew
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.u
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.ui.v
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.util.oOOO
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.util.super.C
78070 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.util.D
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.N
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.save.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
78074 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.e
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.comms.v2.A
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.Oo0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.LogisticsTooltipFactory
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.R
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.o0Oo
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.R
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78075 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.G
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.L
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.map.MapFilter
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.impl.StandardTooltipV2Expandable
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.C
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.N
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.campaign.ui.intel.SortablePlanetList
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.coreui.OOO0
78076 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Enclosing class: com.fs.starfarer.ui.newui.OO0O
-
And this is my mod list
Spoiler
ENABLED MODS
automatedcommands-1.1a: Automated Commands
capturecrew-1.0.4: Capture Officers and Crew
lw_console-2021.12.25: Console Commands
gflportraitpack-1.8.0: Girls Frontline Portrait Pack
gflportraitpack2-1.1.3: Girls Frontline Portrait Pack Part 2
lw_lazylib-2.7b: LazyLib
MagicLib-0.45.2: MagicLib
nexerelin-0.10.6c: Nexerelin
tahlan_scalartech-0.8.5: ScalarTech Solutions
sun_starship_legends-2.2.1: Starship Legends
stelnet-2.6.1: Stellar Networks
uaf-0.7.2g1dc: United Aurora Federation
US-0.43: Unknown Skies
shaderLib-1.6.1: zz GraphicsLib
sorry have to double post the text for the log is too long i guess hope this helps.
-
Do allies or my own fleets, or any NPC for that matter use awakened gates?
-
I just noticed that when ever I transferred colony to another faction, they always immediately sold the heavy industry/orbital work.
Not sure if this is intentional or AI bug.
-
im testing one of my mods, and found a possible bug with nexerline.
Spoiler
296655 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:422)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyDisrupted(OrbitalStation.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1765)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1744)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.bombardConfirm(Nex_MarketCMD.java:2126)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:363)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:166)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
what i did:
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.
i was able to replicate this bug many times.
my mod list:
Spoiler
"AI-Retrofits",
"lw_console",
"aaacrew_replacer",
"lw_lazylib",
"lunalib",
"MagicLib",
"nexerelin",
"aaamarketRetrofits"
if this is not a issue with nerxerlin but a issue with me plz tell me its driving me crazy not knowing.
I'm also getting the null pointer exception - the other time it pops up is during mission dialogues that result in raids, such as one of the decivilized world events and the rescue researcher missions if you choose to launch a raid instead of pay the ransom. In those cases, it prevents the dialogue from advancing to see the results of the raid, forcing the use of console commands to dismiss the dialogue, and being unable to complete the missions via the raid option. I actually think it might be caused by a conflict somewhere with your ai retrofits mod, as I wasn't getting the error until I installed that.
On a hunch, I tried your procedure above both with and without ai retrofits activated, and I got the null pointer exception when I had it activated and didn't get it when I turned ai retrofits off. I suspect it has something to do with ending a raid or bombardment and it looking for something to do with either crew or marines that isn't there, but I have no idea what that might be.
-
Do allies or my own fleets, or any NPC for that matter use awakened gates?
No, although Alex might well implement that functionality in a later version (so I hope at least!)
I just noticed that when ever I transferred colony to another faction, they always immediately sold the heavy industry/orbital work.
Not sure if this is intentional or AI bug.
If the faction already has a heavy industry and the new one doesn't have enough defenses, they'll sell the heavy industry. This is a protection against an exploit for easy blueprint raiding.
And this is my mod listSpoiler
ENABLED MODS
automatedcommands-1.1a: Automated Commands
capturecrew-1.0.4: Capture Officers and Crew
lw_console-2021.12.25: Console Commands
gflportraitpack-1.8.0: Girls Frontline Portrait Pack
gflportraitpack2-1.1.3: Girls Frontline Portrait Pack Part 2
lw_lazylib-2.7b: LazyLib
MagicLib-0.45.2: MagicLib
nexerelin-0.10.6c: Nexerelin
tahlan_scalartech-0.8.5: ScalarTech Solutions
sun_starship_legends-2.2.1: Starship Legends
stelnet-2.6.1: Stellar Networks
uaf-0.7.2g1dc: United Aurora Federation
US-0.43: Unknown Skies
shaderLib-1.6.1: zz GraphicsLib
sorry have to double post the text for the log is too long i guess hope this helps.
Thanks! To clarify, this is an existing save that you have, you load it and immediately try to save again, it has this error?
If so, please zip the save and share it somewhere (something like Dropbox or Google Drive will be good).
-
Thank you for the reply, to clarify every saves that got this error can't be played anymore. So i have to make new save to try to loop the bug and this is that i found from the test. 1st if i just create task group and keep them do independent move without ordering them then the save is fine and i can still save and play the game but after i give order to the task force group it will always make the error.
So this is the link to the saves folder and i also included the new starsector log that is being created because of this error
Spoiler
https://drive.google.com/file/d/1Tx-sDa4uDazhhtPDaLE4SPjWTFnhfh61/view?usp=sharing
Hope this helps.
-
Is there a way to tone down the fleet sizes that attack your colonies? Im getting hit by 1500 DP+ invasions (3 fleets of 500+ DP each all arriving and attacking at once) and have no clue what to do about it.
-
Thank you for the reply, to clarify every saves that got this error can't be played anymore. So i have to make new save to try to loop the bug and this is that i found from the test. 1st if i just create task group and keep them do independent move without ordering them then the save is fine and i can still save and play the game but after i give order to the task force group it will always make the error.
So this is the link to the saves folder and i also included the new starsector log that is being created because of this error
Spoiler
https://drive.google.com/file/d/1Tx-sDa4uDazhhtPDaLE4SPjWTFnhfh61/view?usp=sharing
Hope this helps.
Thanks, I think I have some idea of what's happening now.
Can you try this? Here's a rules.csv (https://www.dropbox.com/s/b8uph7asjgkqxxv/rules.csv?dl=1) file that attempts to fix the issue, please download to Nexerelin/data/campaign (replace existing file) and see if you can still recreate the issue.
Technical description
Nex saves the current intel screen to the fleet's memory for one frame when opening the special task group command dialog from the intel screen (this is done so it can refresh the UI on closing). The memory entry is cleaned up the next frame (i.e. just about immediately on unpausing). However, if it does get into the save, it can cause problems like yours. This should only ever happen if the player gives a command, saves without unpausing, then doesn't save again, but I don't know if the entry is somehow persisting after unpausing.
The modified rules.csv adds a command to clean up the memory entry immediately on closing the dialog, by adding the command unset $nex_uiToRefresh to the script column in the row nex_commandSF_leaveRemote (row 1220). So it should be impossible to save with the UI still stored in memory.
EDIT: forgot to respond to other post
Is there a way to tone down the fleet sizes that attack your colonies? Im getting hit by 1500 DP+ invasions (3 fleets of 500+ DP each all arriving and attacking at once) and have no clue what to do about it.
Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.
Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)
Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
-
Thank you for the modified files, it works like a charm. I guess i am just being too careful that i always save first before unpausing in starsector. Thank you for the hard work.
-
Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.
Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)
Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Thanks for the answer.
Game year 210
System: (All have free market)
Planet under attack Size 6 with Defenses Battlestation, Military HQ on World
Further Planets in System:
Size 5 with Patrol HQ and Chrimetric Engine +100%
Size 5 Patrol HQ
Size 5 Patrol HQ
Then another 4 Size 3 that just got colonized.
Addionally the system contains a sympathic faction that came to my help with their size 7 (military) and size 4 colonies.
We all got deleted.
Attacking Faction was Legion Infernalis. (Hostile -50, due to start condition? I never interacted with them.)
This was also their first attack at all.
I was mostly just doing exploration and hence did only have a moderate fleet stored, so this was all I could have fielded.
[attachment deleted by admin]
-
Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.
-
Hi, Is there a way to make some notifications easier to notice?
For example - Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?
-
Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.
Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)
Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Thanks for the answer.
Game year 210
System: (All have free market)
Planet under attack Size 6 with Defenses Battlestation, Military HQ on World
Further Planets in System:
Size 5 with Patrol HQ and Chrimetric Engine +100%
Size 5 Patrol HQ
Size 5 Patrol HQ
Then another 4 Size 3 that just got colonized.
Addionally the system contains a sympathic faction that came to my help with their size 7 (military) and size 4 colonies.
We all got deleted.
Attacking Faction was Legion Infernalis. (Hostile -50, due to start condition? I never interacted with them.)
This was also their first attack at all.
I was mostly just doing exploration and hence did only have a moderate fleet stored, so this was all I could have fielded.
Thanks for the details! A few thoughts:
- For future reference, it seems like a star fortress (preferably with alpha core) would have helped given that it was a size 6, as would having an actual military base to go with the Cyroarithmetic Engine. How high was your ship quality?
- The fleets themselves (I think you duplicated one of the images by mistake?) don't seem overly large for the target, although qualitatively they're greatly improved by having daemons. On that latter point, I'll just say that this is 'working as designed' for Nia's Legio Infernalis. The Tahlan Shipworks mod does have config settings to disable daemons, or Legio entirely.
- More concretely useful advice: If you can't stop them in space, it's still possible to win the invasion's ground battle. Even if you don't have many marines or heavy arms handy, the Inspire ability can be very helpful.
Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.
There isn't currently a 'general' method for this, unless I implement a new fleet generation plugin (which would be useful for a few things, but none I consider particularly pressing). Nor do I have any intention of optionally or completely disabling the one major place (invasion fleets) in Nex itself where I deliberately allow generated fleets to exceed the normal ship limit.
Hi, Is there a way to make some notifications easier to notice?
For example - Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?
Not really, sorry! Most of the intel events share sounds, so an outside mod (or Nex without code changes) can't change the sound for just one specific intel type.
Though if you have a list of events that need to be more noticeable, I can try to get new sounds for them.
Also it'd help to have fewer unwanted notifications in general; I hope to have less frequent diplomacy events in particular. User-side, the diplomacyEventFilterLevel and agentEventFilterLevel fields in exerelin_config.json can be used to make less relevant events not pop up.
-
Ok so after a few more tries at colonies, the attacking powers that arent Legion arent as big of a problem., especially after I also got informed that if you are sponsered by a faction, that you can request fleets.
The colony start with an exploration fleet to finance it early on also seems to be really not the intended way to play, since I cant defend the colony manually early on when Im always on the other side of the sector.
I also just did run today into another feature of your mod when I was wondering why I couldnt conquer a specific pirate station and then got informed that it was needed for some story mission. Really have to do those some time.
Oh and I also second inanimate's request for easier to see important notifications like invasions/raids against you/your commisioneurs.
-
Can I suggest some optional options?
First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )
Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.
Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
-
It's mod amazing, BUT, my english not great for understand all what happened in my game^^ Maybe someone can translate this mod for other languages? :o
-
So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.
I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).
So I've been trying to get a specific behaviour set up.
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
Copy and paste the following into console:
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)
Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)
i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
Much appreciated, will try this next run for sure.
Have tried it quite a bit now, works perfectly, much appreciated.
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Interesting abuse I have found... I doubt it's useful, but maybe funny.
So, I heard the screamer (by that I mean an extremely loud sound effect of something affecting my colonies), and I rushed to the Intel screen to see... that the Hegemony is offering me a peace treaty?! Wow, I'm taking that. So I've accepted it and left the intel screen only to... see exactly this peace offering again. Now in its own dialogue. So I have accepted it again... and I've got two relationship bonuses!
(https://i.postimg.cc/1X4FvjnZ/peace-treaty.png)
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Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
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Can I suggest some optional options?
First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )
Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.
Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.
As for the transmitter trap events and such, they're vanilla and I can't readily change how they work IIRC. Well, I could try adding a dialog option to make them go away if player has a commission, might look into that.
Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)
(Someone had a bug recently where the invade option was removed, it turned out to be a mod conflict but I don't know if they tracked down which one)
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Can I suggest some optional options?
First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )
Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.
Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.
As for the transmitter trap events and such, they're vanilla and I can't readily change how they work IIRC. Well, I could try adding a dialog option to make them go away if player has a commission, might look into that.
Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)
(Someone had a bug recently where the invade option was removed, it turned out to be a mod conflict but I don't know if they tracked down which one)
Guess I was dealing with the incompatibility thing huh. (I am really not looking forward towards digging through my modlist to figure it out)
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getting this error. soon as i start a new campaign ( i dont have any older saves).
222170 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: lunalib.lunaExtensions.SystemExtensionsKt.getMarkets(Lcom/fs/starfarer/api/campaign/LocationAPI;Ljava/lang/String;)Ljava/util/List;
java.lang.NoSuchMethodError: lunalib.lunaExtensions.SystemExtensionsKt.getMarkets(Lcom/fs/starfarer/api/campaign/LocationAPI;Ljava/lang/String;)Ljava/util/List;
at PCScript.advance(PCScript.kt:39)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
mod list is extensive but it was working before i just did a bunch of updates for mods that were already on the list. now im stuck. out side off trying to boot with each mod and add them and launch as i go.
update: nevermind i fixed it. lunarlib broke it. had to roll it back 2 updates
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Is there a way to make a faction to quickly recolonize a decivilized planet? I have a number of decivilized planets in the core worlds and the faction's that originally own them haven't made any sort of move to retake them.
Additionally, I can't tell if its from the Nex or something, but one of the decivilized planet is Ancrya but there were no message or warnings that popped up and there was a Anarakis Reparations Society invasion fleet just hovering around the planet. So far the Hegemony have not made any moves but the weird part is that there is no log about the planet being decivilized and I have disable sat bombing by factions.
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Is it possible to capture planets and release them back to their original owners for a faction boost? For example a planet gets taken by another faction but it was originally owned by the Hegemony, go in and recapture the planet and give it back to the Hegemony.
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Is it possible to capture planets and release them back to their original owners for a faction boost? For example a planet gets taken by another faction but it was originally owned by the Hegemony, go in and recapture the planet and give it back to the Hegemony.
Yeah, the planetary administrator should have the option to gift the planet.
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Having a save fail to load; something to do with my 2 Special Forces fleets (They are set to Independent Mode).
Edit:
Just before I saved, there is a duplicate registration for both SFs on the Income screen, and the Intel screen gave a bug warning.
Spoiler
(https://i.imgur.com/yclfERW.png)
(https://i.imgur.com/W0S55FN.png)
814750 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
814750 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.CharacterStats.readResolve()
class : com.fs.starfarer.campaign.CharacterStats
required-type : com.fs.starfarer.campaign.CharacterStats
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1420322
class[1] : com.fs.starfarer.rpg.Person
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.rules.Memory
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8] : com.fs.util.container.repo.ObjectRepository
class[9] : com.fs.starfarer.campaign.StarSystem
class[10] : com.fs.starfarer.campaign.CampaignPlanet
class[11] : com.fs.starfarer.campaign.CircularOrbit
class[12] : exerelin.campaign.ai.concern.RevanchismConcern
class[13] : exerelin.campaign.ai.MilitaryAIModule
class[14] : exerelin.campaign.ai.StrategicAI
class[15] : com.fs.starfarer.campaign.Faction
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : com.fs.starfarer.campaign.CommDirectoryEntry
class[19] : com.fs.starfarer.campaign.CommDirectory
class[20] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21] : com.fs.starfarer.campaign.CustomCampaignEntity
class[22] : java.util.HashMap
class[23] : exerelin.campaign.ColonyManager
class[24] : java.util.LinkedHashSet
class[25] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27] : exerelin.campaign.ai.DiplomaticAIModule
class[28] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33] : com.fs.starfarer.campaign.econ.Economy
class[34] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36] : com.fs.starfarer.campaign.Hyperspace
class[37] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.CharacterStats.readResolve()
class : com.fs.starfarer.campaign.CharacterStats
required-type : com.fs.starfarer.campaign.CharacterStats
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1420322
class[1] : com.fs.starfarer.rpg.Person
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.rules.Memory
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8] : com.fs.util.container.repo.ObjectRepository
class[9] : com.fs.starfarer.campaign.StarSystem
class[10] : com.fs.starfarer.campaign.CampaignPlanet
class[11] : com.fs.starfarer.campaign.CircularOrbit
class[12] : exerelin.campaign.ai.concern.RevanchismConcern
class[13] : exerelin.campaign.ai.MilitaryAIModule
class[14] : exerelin.campaign.ai.StrategicAI
class[15] : com.fs.starfarer.campaign.Faction
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : com.fs.starfarer.campaign.CommDirectoryEntry
class[19] : com.fs.starfarer.campaign.CommDirectory
class[20] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21] : com.fs.starfarer.campaign.CustomCampaignEntity
class[22] : java.util.HashMap
class[23] : exerelin.campaign.ColonyManager
class[24] : java.util.LinkedHashSet
class[25] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27] : exerelin.campaign.ai.DiplomaticAIModule
class[28] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33] : com.fs.starfarer.campaign.econ.Economy
class[34] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36] : com.fs.starfarer.campaign.Hyperspace
class[37] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
-
Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
Is there a way to make a faction to quickly recolonize a decivilized planet? I have a number of decivilized planets in the core worlds and the faction's that originally own them haven't made any sort of move to retake them.
Additionally, I can't tell if its from the Nex or something, but one of the decivilized planet is Ancrya but there were no message or warnings that popped up and there was a Anarakis Reparations Society invasion fleet just hovering around the planet. So far the Hegemony have not made any moves but the weird part is that there is no log about the planet being decivilized and I have disable sat bombing by factions.
1) No, currently they'll only get around to it if they're lucky enough to win the colony expedition raffle and otherwise place enough priority on the decivilized planet. You can make a colony there yourself and transfer it to them, though.
2) Reparations Society can't hold planets in non-random sector, so if they successfully invade someplace they'll automatically abandon it. I forget if they've been fixed to not launch invasions in the latest version of ARS, so could try updating if you haven't already.
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...Actually, pushing the fix update now because one of the bugs is extra serious (albeit really rare) and confirmed. Might even be the same one as the one above.
mumble mumble why do I have to fix bugs, why can't they just die on their own?
Nexerelin v0.10.6d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6d/Nexerelin_0.10.6d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
### GUI ###
* Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side
### Fixes ###
(note: these fixes do not apply if the bugs are already in the save)
* Fix a rare save-breaking bug when saving immediately after giving orders to a special task group
* (officially) Fix incompatibility with MOSS mod manager
* Fix player special task group not costing any upkeep if killed and revived
* Fix oddities with Sitnalta system name in UI
* Prevent some missions from generating in star systems they shouldn't
* Fix being able to accept ceasefire offers twice
* Ship size rule for buy ship mission uses externalized strings
### Modding ###
* Save starting player faction to sector memory as `$nex_startingFactionId`
* Allow blocking AIM representatives from specific markets with `$nex_no_AIM_representative` memory key
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Huh, didn't realize that extra 10% accessibility really affect that much on the Sector overall economy.
On another note, is there any way we can have Spacer's Debt from the Spacer Start added to Other Options?
I like how it extends the early-to-mid gameplay loop, but I also want to use other Custom Starts too.
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Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
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How to disable the 4x elements like invasion and random diplomacy events between factions.
I know this will take out the fun of the mod but I am playing some mods that require nexerelin and would like to keep the first playthrough of mods akin to vanilla handling of factions.
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I figure this isn't really possible, but I kinda wish that multi-fleet raids/invasions would use the "follow me" system (or have the option to enable it) introduced by the mod. 2-4-ish fleets usually stick together, but any more than that usually results in fleets getting lost in subspace or entering through different jump points.
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So is updating my version as simple as drag n' drop the update into my mods folder and then firing up Starsector, or do I have to do other things to make sure my game doesn't bork?
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So is updating my version as simple as drag n' drop the update into my mods folder and then firing up Starsector, or do I have to do other things to make sure my game doesn't bork?
better safe than sorry to just delete the current version you have installed and just pasting the new version into the mod folder after extracting. Learned lesson from modding games, it's always good idea to delete the previous version than pasting over old versions with new versions of mods, something can and possibly will bork, it might not happen but I err on the side of caution on that.
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Is v0.10.6c's save compatible with v0.10.6d?
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I am quite curious, picked up this game recently and LOVE how this mod makes it have that X4 experience. Though i am curious. There is a setup already for "summoning" fleets like invade,colony,etc,etc. Is it possible to add lets say. Miners? Other factions have miners. And with the added mining and with a combination of some mods (ORE REFINING) It really make mining enjoyable. Wonder if it would be simple to add a fleet that went around and mined stuff for you and droped it off at a specific chosen storage, perhaps a rented storage or even your own colony. Along with having miners do mining for you, like in x4. Perhaps there would be a way to also have a Trader fleet? I mean ofcourse they both could get killed. But maybe "summoning" a trader fleet costs x amount and generates x passive income every month, or even, if its possible to setup or use if the base games code has an AI that does profitable trades already, and would it do so for you. And perhaps a much higher x cost to get smugglers? Who knows its an idea that popped into my head. Unsure if its even do able but if so that'd be amazing.
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Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.
How to disable the 4x elements like invasion and random diplomacy events between factions.
I know this will take out the fun of the mod but I am playing some mods that require nexerelin and would like to keep the first playthrough of mods akin to vanilla handling of factions.
enableInvasions in Nexerelin/exerelin_config.json
There isn't a switch for diplomacy as such, but setting eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json to 99999 or such will do the job.
Is v0.10.6c's save compatible with v0.10.6d?
All Nex versions are save-compatible with at least the one immediately before, except where otherwise specified or there are bugs.
I am quite curious, picked up this game recently and LOVE how this mod makes it have that X4 experience. Though i am curious. There is a setup already for "summoning" fleets like invade,colony,etc,etc. Is it possible to add lets say. Miners? Other factions have miners. And with the added mining and with a combination of some mods (ORE REFINING) It really make mining enjoyable. Wonder if it would be simple to add a fleet that went around and mined stuff for you and droped it off at a specific chosen storage, perhaps a rented storage or even your own colony. Along with having miners do mining for you, like in x4. Perhaps there would be a way to also have a Trader fleet? I mean ofcourse they both could get killed. But maybe "summoning" a trader fleet costs x amount and generates x passive income every month, or even, if its possible to setup or use if the base games code has an AI that does profitable trades already, and would it do so for you. And perhaps a much higher x cost to get smugglers? Who knows its an idea that popped into my head. Unsure if its even do able but if so that'd be amazing.
Well this sounds mostly like stuff that colonies already do in their way. I've had vague ideas for things like described in the Public Companies (https://fractalsoftworks.com/forum/index.php?topic=23428) mod blueprint, but neither that mod nor any such Nex feature look like they'll be made in the foreseeable future. Sorry :(
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First of all, I love the mod and want to say thank you :)
Got a tiny problem on creating a new game. If I choose a faction, any faction, to start with and then change my mind and go back to Free start(hard), the ship selection is still the same as the last faction I had chosen. Pressing the Back button again will remove the Free start(hard) option from the list. Game will crash I try to start with ships selected from a faction.
Everything is fine if I just choose the Free start option right away without clicking on any faction options first
It's not a big problem as I usually have made up my mind as to which faction I want to play as or I am going for Free start, before I start up the game
Sorry if this has already been reported
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Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
This bug cropped up (or one very similar to it) a while ago. Do you happen to know if you're running the latest ver of arma, MrNage?
Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.
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I had Arma V2.1.3. by the time my save broke, so I switched to the latest version (2.2.2). Able to save so far.
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Hello, I am newbie here.
Hoe Prosecure Ship option work?
I set the location and then visit later and didn't find any ordered ship.
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1) Is there a way to visualize the number of faction "points" (or any other indicator of faction pool of strength)? It'd be nice to see how our actions weaken/strengthen a faction, e.g., after we defeated an invasion fleet or sabotaged some industry.
2) Are there any plans for additional scenarios? E.g., something for the late game, like Redacted stations moving in some systems and putting them under a lockdown (so a very high premium on smuggling to those systems)
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Hi all, I don't know what is happening but something about my game freezes whenever the end of month kind of thing approaches. This error has been rather consistent and I am on my wit's end trying to rectify what it is that seems to be broken, and the log has yielded me these few very suspicious lines that may or may not explain my problem. This seems to have something to do with nerexelin, and I am hoping anyone can point me where I can look at a way to fix this. If this is insufficient, I am more than happy to provide the entire log as it is
524784 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
524836 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Athulf to Sindria
525445 [Thread-3] INFO exerelin.campaign.intel.raid.BaseStrikeActionStage - Autoresolving base strike action
525492 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathBaseIntel - Removing luddic path base at [Zeta Feynman Star System]
525576 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Entity Derelict Ship has unfriendly fleet pirate Raiders nearby, skip
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful
526661 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Hesperus: day 274
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 5.0
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 74.66985, 154.87407
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 9.26211
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 12.737283
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 73.85923, 154.58472
526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 28.862482
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Scorn: day 132
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 0.0
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 535.8313, 141.73941
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 23.62343
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 11.751891
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 535.8373, 139.96466
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 15.381041
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Athulf: day 16
528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 1.0
528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 113.57091, 98.16372
528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 10.995712
528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 9.767664
528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 113.14393, 97.55253
528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 26.6242
528772 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Brador, faction: independent
529314 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Generating import dependency concern for Luddic Church
529314 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Import dependency existing concerns: [organics, heavy_machinery, hand_weapons, fuel, ships, supplies], size 6
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Wayward: day 130
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 6.0
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 202.70465, 55.50249
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 14.244409
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 7.119388
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 202.70493, 54.43402
529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 13.361691
529911 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ilm to Svarog
530961 [Thread-3] INFO org.niatahl.tahlan.campaign.LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
531315 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GBUtils - Setting garrison damage for Athulf: 0.463
531315 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Ohai adding Infinity profit margin (494246 profit, 0 cost)
531316 [Thread-3] INFO exerelin.campaign.ColonyManager - This will be worth Infinity XP at month end (about Infinity/month)
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Hello, I am newbie here.
Hoe Prosecure Ship option work?
I set the location and then visit later and didn't find any ordered ship.
Delivery defaults to your faction's production gathering point (check Command screen), then the nearest market where you have unlocked storage, then the market where your operative conducted the procurement mission. If you're having trouble finding it, looking at the colony screen for places where you're paying a storage fee might help.
1) Is there a way to visualize the number of faction "points" (or any other indicator of faction pool of strength)? It'd be nice to see how our actions weaken/strengthen a faction, e.g., after we defeated an invasion fleet or sabotaged some industry.
2) Are there any plans for additional scenarios? E.g., something for the late game, like Redacted stations moving in some systems and putting them under a lockdown (so a very high premium on smuggling to those systems)
1) Not at present, although next version I probably ought to unhide the debug intel I'm currently using for this.
2) Hmm I don't have any specific near-future plans for new events yet. I do have a concept for a system blockade by factions, but the devil's in the details as they say.
Hi all, I don't know what is happening but something about my game freezes whenever the end of month kind of thing approaches. This error has been rather consistent and I am on my wit's end trying to rectify what it is that seems to be broken, and the log has yielded me these few very suspicious lines that may or may not explain my problem. This seems to have something to do with nerexelin, and I am hoping anyone can point me where I can look at a way to fix this. If this is insufficient, I am more than happy to provide the entire log as it is
Your Nex looks out of date, but I'm not sure that has anything to do with the hang.
Well, try it anyway. If it doesn't work, you'll have to use JVisualVM or similar to determine the cause. I need to write proper instructions on this sometime, but here's a quick draft:
Starting JVisualVM
1) Run jvisualvm.exe (found in the bin directory of a JDK installation, or from https://visualvm.github.io/download.html)
If you need a JDK, get one here https://drive.google.com/open?id=1cle4yGhPkROCu3z5WKHKLR098ObGLwPV
2) Connect to StarfarerLauncher or the running Starsector game
Identifying cause of a hang
With JVisualVM connected, do a thread dump. This prints some text on the running threads in the application; you can try to find which thread the game is stuck on, or show the output to someone who can.
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Hey Histidine, thank you for all your hard work, got a couple of ideas..
Is it possible to give more flavor to Declarations of War, if you take over Jangala, Hegemony gets a "casus belli", to declare wars over "The Reconquest of Jangala", say if Kadur invades Garnir, pirates get a "Ambush and wipe out" to take it over again and hegemony because they claim Corvus can push back whatever non-tributary/commission faction from their system, say if the league for some reason takes garnir over or tri-tachyon, they get a mission to push the hegemony out of the system or the hegemony gets a mission to wipe them out.
Right now wars are weighted on relationships, I for no reason, keep getting wars declared on my faction and my commission faction only for the entire Eternity span of a month, sometimes a week later for a ceasefire to happen, it's like the factions have no idea what they're doing, no goals in life, such as reclaiming lost territories.
More Impacts over declarations of war such as a increase in stability losses tied to how long the war has been going, how many fleets were lost, planet saturated/raided, planets lost.
Or an Increase in Stability for taking revenge against a faction that has caused so much harm, while prioritizing taking over lost lands, I see AI going absolutely crazy over my planets in Rim Systems far away from the Core Systems instead of focusing on stuff I've conquered right in their yard
Likewise a increased focus on war flavor.. "Liberation" should be priority in Alliances, say a faction lost territory to a aggressor, focus the might of the alliance on recovering that planet, instead of trying raid a system far away from it for the 8th time
Officer, Administrators, Governors... Romans.
Have a way to convert Officers into either Agents or Administrators,
it would be a match made in heaven when using mods like Arma Armatura that has that hullmod Wing Commander which allows you to make a elite squad of fighters that eventually can be turned into Officers themselves, and even captains if someone use the Special Squad feature, been having a lot of fun with this! Agents should be easier, more accessible, and converting officers into agents could be incredible
Administrators there could be a tie with Industrial Evolution where you leave a officer to be turned into a administrator, of course, former officers could have more "fleet oriented" traits, instead of economics, so you will still have to go after those trained in Distributive Economics instead of your officers.
I have some Administrators I have absolutely grown found of, what if there was a way we could give them more powers in our my factions, such as turning them into Governors that can rule an entire system on their own, with a increase in the traits pool, giving higher stability bonuses.
Think Autonomy but on a whole system, less debuffs with it's all centralized on a single individual, they essentially become a sort of "Agent", instead of having missions to do something shady, the Governor gets missions but it's all about the colonies, letting you chat with them, tell them to raise a patrol, give you some credits, you could also tie that Z/X button we use to request fleets to governors and their specific industrial capacity
minor but giving an UI to allow modders to even put some flavor in there, but most of the time it's just about telling your governor to focus on industry/economy/military, sorta how Sectors used to work in Stellaris, if you're not familiar.
Measure this as a sort of relationship too, if you ask too much of a governor they could even rebel, establish their own faction, maybe they use a random player faction flag and get a random faction name based on their own name.
EDIT: Maybe Governors can also become Special Contacts Themselves, allowing some rather unique missions to take place, all the way to stuff that can impact of the planets / the whole system.
Give Special Squads the ability to raid Systems if it has a Outpost assigned to it, we can create a lot of outposts and more often than not they are a somewhat useless stockpile I keep forgetting about, but what if we expanded it to include the ability for Special Squads to take control of it and use it as a base of operations where it can draw supplies, and deposit loot raided from systems you assign them to Raid? just a minor income boost to encourage players to build more personalized armadas
Also Kudos because thats the most wholesome feature, to see a fighter pilot grow up to be a lieutenant and then a Captain is one of the most fun things I've did in this game
I've been modding starsector for a while now and I now these are some very tall orders, but from all I've seen, this mod has already accomplished the impossible and absolutely amazing, many times.
I'm happy if at least the officer conversions are considered.
Thank y'all again for all y'all done.
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Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
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Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
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Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
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Apologies for taking a long time as I were in a place that were far from my computer. Nevertheless, I have the save with me in this link: https://www69.zippyshare.com/v/0FNNybNG/file.html
I sincerely hope that it will be useful in debugging this error that I have encountered
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Okay, just tried the save (but with some optional mods left out), let it run for a couple of months ingame, no hang.
Does it require doing something specific? Else, best I can suggest is updating all your mods (excepting save-breaking updates) with the help of the MOSS or SMOL mod managers.
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That is odd, the hang usually happens at the end of that particular month. I suppose the problem should be on my end then. I'm sorry for wasting your time
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Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent ships
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Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?
Please let me know if you need more information.
Many thanks in advance!
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So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.
And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
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??? Does anyone else have this bug:
When you start a new game and choose 'Free Start' you get the independent options, back out and choose one of the factions, back out of them and go back to 'Free Start' and the Independent option will have been overridden by the last faction you picked and if you start from there you'll be commissioned with them as if you hadn't used 'Free Start'.
:-\
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Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent ships
Oh, hmm.
Well, own faction start (with the planet) lets you pick some blueprints to start with, and mod factions may make some of their blueprints available in this way, but that requires having the faction enabled. If you don't want the faction to appear, the same method applies: start without the faction, add it, and console in the stuff you want.
Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?
Please let me know if you need more information.
Many thanks in advance!
Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
If it's what I think it is, that really shouldn't happen and I can't imagine what might cause such a thing. It might be possible for me to tell more with a copy of the save, assuming it doesn't have too many mods (50 or fewer would be good).
So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.
And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
nex_brawlMode in Nexerelin/data/config/settings.json
??? Does anyone else have this bug:
When you start a new game and choose 'Free Start' you get the independent options, back out and choose one of the factions, back out of them and go back to 'Free Start' and the Independent option will have been overridden by the last faction you picked and if you start from there you'll be commissioned with them as if you hadn't used 'Free Start'.
Looks like a bug I introduced in 0.10.6c when trying to fix the custom ships list 'sticking' after changing factions. So I kinda actually made the bug worse. :-X
Thanks, will fix.
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Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?
Please let me know if you need more information.
Many thanks in advance!
Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
If it's what I think it is, that really shouldn't happen and I can't imagine what might cause such a thing. It might be possible for me to tell more with a copy of the save, assuming it doesn't have too many mods (50 or fewer would be good).
Hi again, please see attached image.
And where could i send you a save file? I am only running 11 mods i believe.
[attachment deleted by admin]
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My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Loads cause the following error to show up:
21394 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NoSuchMethodError
cause-message : com.fs.starfarer.campaign.Faction.getSpec()Lcom/fs/starfarer/loading/J;
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 181386
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : com.fs.starfarer.campaign.CampaignPlanet
class[6] : com.fs.util.container.repo.ObjectRepository
class[7] : com.fs.starfarer.campaign.StarSystem
class[8] : com.fs.starfarer.campaign.CustomCampaignEntity
class[9] : java.util.HashMap
class[10] : indevo.utils.trails.MagicCampaignTrailPlugin
class[11] : indevo.utils.trails.MagicCustomCampaignTrailEntityScript
class[12] : com.fs.starfarer.campaign.CircularOrbit
class[13] : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[14] : com.fs.starfarer.rpg.Person
class[15] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$ImportanceData
class[16] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$StageData
class[17] : com.fs.starfarer.api.impl.campaign.missions.academy.GAKallichore
class[18] : com.fs.starfarer.api.impl.campaign.missions.hub.MissionFleetAutoDespawn
class[19] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[20] : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[21] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[22] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[23] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[24] : exerelin.campaign.ai.MilitaryAIModule
class[25] : exerelin.campaign.ai.StrategicAI
class[26] : com.fs.starfarer.campaign.Faction
class[27] : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[28] : exerelin.campaign.ColonyManager
class[29] : java.util.LinkedHashSet
class[30] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[31] : exerelin.campaign.ai.DiplomaticAIModule
class[32] : com.fs.starfarer.campaign.econ.Submarket
class[33] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[33] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[35] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[36] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[37] : com.fs.starfarer.campaign.econ.Economy
class[38] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[39] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[40] : com.fs.starfarer.campaign.Hyperspace
class[41] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
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how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )
[attachment deleted by admin]
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how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )
i found the issue
[attachment deleted by admin]
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Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
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Hi again, please see attached image.
And where could i send you a save file? I am only running 11 mods i believe.
Hmm, that's not what I expected from 'stop "seeing" each other', I thought the factions had all become neutral to each other or something. Could you explain what you meant?
As for the save, uploading it someplace like Dropbox or Google Drive and sharing the link would be easiest.
Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
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Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.
Those 200% are of what? I tried to find the code that controls exp, but had no luck.
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Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
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My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.
I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing (https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing)
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Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.
Those 200% are of what? I tried to find the code that controls exp, but had no luck.
200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.
For now, the best user-side fix is to change nex_xpPerProfitMargin in Nex's data/config/settings.json. Or give highly profitable colonies to an admin or AI core.
Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
There isn't a (good) way to block a faction from survey planet or scan entity missions (see here (https://fractalsoftworks.com/forum/index.php?topic=5061.msg251406;topicseen#msg251406)).
To stop a faction from generating intel screen bounties, just don't add it to the list of participating factions (i.e. don't call SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");)
For bar missions, the fastest expedient is probably to just disable the bar outright. In rules.csv, have a rule with a PopulateOptions trigger that disables the marketVisitBar option when on a Hiver market.
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.
I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing (https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing)
Thanks! Might need to boot up Kubuntu again and see if I can repro/fix the issue...
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Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
There isn't a (good) way to block a faction from survey planet or scan entity missions (see here (https://fractalsoftworks.com/forum/index.php?topic=5061.msg251406;topicseen#msg251406)).
To stop a faction from generating intel screen bounties, just don't add it to the list of participating factions (i.e. don't call SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");)
For bar missions, the fastest expedient is probably to just disable the bar outright. In rules.csv, have a rule with a PopulateOptions trigger that disables the marketVisitBar option when on a Hiver market.
Hi Histidine, mllhild brought the question for you regarding Hiver Swarm to my attention. I believe what he would like is to not receive missions given by the Hiver faction or even better have them not give them in the first place. The issue is I have them set as a regular NEX faction so they can colonize and invade but I do not have them by default to be playable by the player. So the AI uses the base NEX code and issues bounties and sometimes in the bar event it is made a target of trade missions which are not completable because they are vengeful to everyone. I have tried on my end in the past as it has come up before but was unable to figure a way.
I do not believe I have any code in Hiver that adds them to PersonBountyEventData so I do not think it is that. As to your second suggestion, I do not think the issue is disabling the bar in Hiver Markets because no one can dock on their stations or planets unless the player uses the optional file that makes them a playable faction in which case they would want bar missions in Hiver markets.
Bit of a sour pickle I am afraid and any advice you could give I would truly appreciate.
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Bounties are mostly vanilla (with some mods like Vayra's Sector and Bounties Expanded replacing the bounty system), Nex largely doesn't touch them.
Well, which bounties are Hivers offering exactly?
- For the vanilla person bounties: If you don't have the PersonBountyEventData call then I dunno what's happening and can't help you, unfortunately.
- [EDIT] For system bounties, you may need to set postsNoBounties in the .faction file's custom data; see vanilla pirates.faction or luddic_path.faction for an example.
- For sector-wide bounties issued by a faction, they already shouldn't appear for non-playable factions, although this may not be working as intended. You can also make them go away by marking Hivers as a pirate faction in their Nex config, but this has other effects. Next version I'll check if the faction is participating in bounties based on the PersonBountyEventData.
To avoid being a target of trade missions (and some other mission types), I think you need to call market.setInvalidMissionTarget(true); on all the faction's markets. Nex has a faction config setting for automating this, although I don't think it applies to existing saves (until the markets change ownership); set noMissionTarget to true.
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To avoid being a target of trade missions (and some other mission types), I think you need to call market.setInvalidMissionTarget(true); on all the faction's markets. Nex has a faction config setting for automating this, although I don't think it applies to existing saves (until the markets change ownership); set noMissionTarget to true.
Hello again Histidine thank you for the reply. I already have noMissionTarget to true in their current config. However they still show up as a target for trade missions and today I received a message from a player who said they were doing the red planet missions that the 2nd guy you have to talk to after the old spacer with the malfunction cyber eyes was on a Hiver world. I did find the line, market.setInvalidMissionTarget(true) on the SS API website so it *should* effect vanilla missions but there are so many files that effect a faction's market I am unsure where that would go in the market creation process.
Since it is a Vanilla issue and not a NEX thing I'll post a query on the misc mod questions thread. Sorry to bother you with an issue that is not yours and thank you for taking the time to steer me in the correct direction.
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200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.
For now, the best user-side fix is to change nex_xpPerProfitMargin in Nex's data/config/settings.json. Or give highly profitable colonies to an admin or AI core.
Thanks a lot for all the patience. I swapped the "nex_xpPerProfitMargin":4000 to "nex_xpPerProfitMargin":1 and will see what this will do.
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can you change how the rebelions work?
what happened:
when hedgemony took over the last tri tach colony, and tri tach then started its rebellion, i supplied alot of troops and heavy armor to help the rebellion... later the persean league (in alliance with tritach and friendly to me) invaded the now hedge colony. i then leave the rebellion alone, 2 years later when rebellion finally dies out (and after working hard to save it from -27 stability :p) i loose 30 rep with persean league for helping that rebellion when it was under hedge control. i dont think thats fair.....
any way to detect faction control changes mid rebellion and make it so if control changes, the assistance provided to the rebellion doesnt go away, but the player wont be held liable for pre faction change stuff at the end of the rebellion since it wasnt durring current faction control? while at the same time would still earn the rep change to the faction that instigated it, since they still recieved help from me, and they were still the rebels after the control change.
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I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.
I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing (https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing)
Okay, turns out some code I was using had a Windows vs. Linux incompatibility (due to them having differing names for obfuscated methods in the game code). For now, I don't have a fix .jar handy so you'll just have to avoid the AIM representatives, but the problem will go away next version. Thanks for the report!
can you change how the rebelions work?
what happened:
when hedgemony took over the last tri tach colony, and tri tach then started its rebellion, i supplied alot of troops and heavy armor to help the rebellion... later the persean league (in alliance with tritach and friendly to me) invaded the now hedge colony. i then leave the rebellion alone, 2 years later when rebellion finally dies out (and after working hard to save it from -27 stability :p) i loose 30 rep with persean league for helping that rebellion when it was under hedge control. i dont think thats fair.....
any way to detect faction control changes mid rebellion and make it so if control changes, the assistance provided to the rebellion doesnt go away, but the player wont be held liable for pre faction change stuff at the end of the rebellion since it wasnt durring current faction control? while at the same time would still earn the rep change to the faction that instigated it, since they still recieved help from me, and they were still the rebels after the control change.
Makes sense, it probably won't be right away but I'll see about implementing something like this :)
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in Showdown mission.
I follow the Hegemony fleet toward jumpoint.
and Hegemony fleet disapear.
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Spoiler
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
hm?
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Hi All, Looking for some assistance. I am loving this mod first off, I am very much confused about the planetary invasion stuff. There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out. I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it. Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on. Appreciate any help, Thanks
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Hi All, Looking for some assistance. I am loving this mod first off, I am very much confused about the planetary invasion stuff. There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out. I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it. Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on. Appreciate any help, Thanks
Hi first of all sorry but I don't know any YT vids that breakdown the system but if I can tell you a bit about the invasion from my own experience and understanding. Alternately you can just watch people doing let's play of the game with Nex mod on since at one point they will invade or be invaded.
Anyway, things to note!
Spoiler
1. Planet Defense Rating
You know how on some missions they tell you that you need x number of marines to be successful in the mission? well that number is modified by the defense rating of the planet which you can see on their colony page when you are on the planet. Said defense rating also modifies how powerful the defense of the planet is without player interference.
2. Fleet Size
This one is also on the colony page, Fleet size modifies the size of your AI defense fleets as well as their ship and weapon load outs. the bigger this number the better your defender ships are and the better they are at space battle against raiders/invaders before they actually reach your planets. Don't worry tho, if they die they'll just cost you some ships&weapons commodity and credits but not affect defense rating, they respawn every 14 days unless you modify the numbers in the settings.
3. Ship Quality
Now this here is a bit funky, the higher the quality bonus the more s-mod your defense fleet will have, the lower they are the more d-mod they'll have. You cannot control what s/d-mod they'll have, which in some cases can be fatal or very powerful combinations.
4. Planetary Invasion
Now to the main topic! The invasion itself has two party, the attacker and the defender. The attacker units are the ones shown above the defender units which is on the bottom, next to the units on the map is their combat strength. Each buildings you have on your planet became what I call control points(CP) and your objective as the attacker is to clear every CP of any defender while as a defender you want to clear every CP of every attacker.
5. Combat
I don't remember if it's called heavy armament or heavy weaponry but i'm sticking to armament. each armament require 1 marine to be used. Imagine 1 marine = 1 combat strength while 1 heavy = 10 combat strength, you want to have as many heavy armament as you can get but remember that these bad boys also eats up cargo space that might or might not be essential for your supplies and fuel. To bomb a planet be it just tactical bombardment or using bombing abilities you need fuel while to deploy units you need supplies. Note that the more supplies you have the more units you can deploy per turn. your deployment point are 10% (I think?) of your supplies, if you have 10000 then your deployment point will be 1000 (at least in my experience). Note that every turn your dp is recalculated so the more you use your supplies to maintain your ship and deploy units, the less DP you'll have next turn.
You will want a mix between marines and heavy to maximize your combat strength but remember, you can recall units and cut your losses anytime if you think you cannot win the battle!
Now how do you do that you ask?
****ATTACKER****
Spoiler
Assuming you have units such as the marines and heavy armaments, you sent out your unit onto the planet by deploying them through the action button or if you're lazy just use q.move and choose which site you'll deploy them on. Now you have a simple yet complicated objective which is to overpower your enemy combat strength through overwhelming numbers, superior firepower (heavy armaments), and fleet support and abilities.
Your fleet gives additional combat strength based on the amount of units are still on your ships and some bonus from ships with the build in mod "atmospheric capable". the more units you have on the ground the more spread out the bonus will be and the less effective they are so be tactical in your deployment!
Abilities are a major thing in invasion use it to your advantage, it can make or break your invasion attempt.
I advise bombing a planet before you invade them as this reduce not only their defense rating which means less defender but it also disable their defensive bonus from buildings and stop those pesky turrets from shooting your ships and unit as they drop onto the planet.
There are actions such as merging units but unless you have manpower to spare or want to be tactical it is not really something you need to worry about. Oh and final note, watch your unit morales because the lower they are the lower their combat strength will be. It is essentially your ground unit combat readiness, just like your ships they perform better when the CR is high.
****DEFENDER****
Spoiler
Assuming you are in the area and can help the invaded planet, you can first go to the planet and same as attacking you sent out units but this time they increase the defender numbers and combat strength. In my opinion this mode is harder because unlike attacking where you can go wild you need to be careful of enemies bombing your planet and units while also being around to support your people.
It is in your best interest to take down enemy invasion fleets orbiting the planet as quickly as you can while maintaining the stalemate on the ground as killing the fleet would lower the attacker combat strength by a lot and stop their reinforcement from pouring down. heck you might even get heavy armament to further help your defense.
As the defender, you want to avoid using tactical and saturation bombardments as they can and will also harm your own units, using the bombardment ability is fine tho but be ready to disable your own targeted CP building. In a sense you will want to play cat and mouse, fighting like a guerilla fighter by moving out lower morale unit and sending in higher morale unit and replenish their numbers when they are resting. you also want to keep your turrets (ground defense or heavy batteries) manned as they don't fire unless a friendly unit control it.
anywho that's about it for a basic explanation I guess? I could be wrong on some parts but in a sense you want to avoid planetary defense as much as possible and take out invaders in space as it is cheaper and less costly
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Really appreciate the write-up, very helpful. Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
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Hello, Histidine. What defines the factions starting relations? They do not seem to reflect what's in the config files. Do they take alignments or diplomacy traits into account?
I ask this because I manually changed "startRelationships" along with some other values for several factions in the jsons inside their exerelinFactionconfig folder, but this is not reflected in-game, where their starting relation points are always the same.
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Really appreciate the write-up, very helpful. Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
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Hi there wanted to ask is the [REDACTED] contact in prism free port in random sector mode, because the tooltips on it only mention the galatea questline not being active or other mod things not being active but as she is part of nexerelin I assumed she would be there. If she is supposed to be there in random sector is there something I have missed to make her spawn in. I just headed straight there after starting a new own faction run.
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Hi All, Looking for some assistance. I am loving this mod first off, I am very much confused about the planetary invasion stuff. There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out. I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it. Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on. Appreciate any help, Thanks
Aside from Crowley_black's helpful post*, there's also a video described here on Reddit (https://www.reddit.com/r/starsector/comments/q3yn2y/nexerelin_4x_mega_mod_just_added_real_time_ground/), although it's a bit old and I forget what exactly is in it.
YouTube embed
https://www.youtube.com/watch?v=eQNmw3Bgn5A
*minor correction: each heavy armaments unit requires two marines to crew, not one
Really appreciate the write-up, very helpful. Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
Also the ping circles around the planet show the approximate radius you want to stay in.
Hello, Histidine. What defines the factions starting relations? They do not seem to reflect what's in the config files. Do they take alignments or diplomacy traits into account?
I ask this because I manually changed "startRelationships" along with some other values for several factions in the jsons inside their exerelinFactionconfig folder, but this is not reflected in-game, where their starting relation points are always the same.
By default the config relations are only used in random sector (non-random relations being set in code). To make them apply everywhere, add to the faction's config file:
"useConfigRelationshipsInNonRandomSector":true,
Hi there wanted to ask is the [REDACTED] contact in prism free port in random sector mode, because the tooltips on it only mention the galatea questline not being active or other mod things not being active but as she is part of nexerelin I assumed she would be there. If she is supposed to be there in random sector is there something I have missed to make her spawn in. I just headed straight there after starting a new own faction run.
Her bar event can appear after 180 ingame days have passed. If Prism Freeport isn't present, she should appear at any independent market.
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Her bar event can appear after 180 ingame days have passed. If Prism Freeport isn't present, she should appear at any independent market.
[/quote]
Thank you for the info. I thought that I had gone there right off the start before and was just missing something but clearly not if thats the trigger.
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No idea if anyone has suggested this yet, but could we get a couple more options for faction relationships at the beginning? Like all factions hate us, or all factions hate all other factions kind of thing.
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There's a few other mods that can do things of that sort. Ruthless Sector, for example.
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Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.
Playing with a huge list of mods
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@Histidine:
Hey, there isn't a toggle to enable legacy behaviour for core bloat in random sector, right? I really liked my occasionally huge, thicc core sectors instead of the shitton of factions spreading. Could you make it an option in one of the config files? Pretty please "puppy eyes"? :D
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Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.
Playing with a huge list of mods
You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Can you post a screenshot of the mission in intel screen?
Unfortunately I can't debug a save with a huge list of mods, but if you poke me on Discord it might be possible for me to send some testing material your way if the issue persists.
@Histidine:
Hey, there isn't a toggle to enable legacy behaviour for core bloat in random sector, right? I really liked my occasionally huge, thicc core sectors instead of the shitton of factions spreading. Could you make it an option in one of the config files? Pretty please "puppy eyes"? :D
As in, you want each system to have more inhabited planets/stations? I could see if the max planets/stations can be made configurable (and the sector generation made to obey increases in these values), I suppose.
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@Histidine: In the core region that is, does not matter if it yields 12 inhabited stations/planets per system in the core or just more settled core systems. Well, more markets cause more lag I guess and more markets per system causes more lag if you visit such a crowded system I guess, all the fleets need to be calc'd... Well, anyway, I think you recently changed it so that the core, I mean the central constellation has somewhat of an upper limit of inhabited systems and size?
>v0.10.5b (2022-09-17)
>Random sector: Constrain min/max stars in central constellation
https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0105b-2022-09-17
There it is I guess. I'd like a toggle for legacy behaviour if it is not too much of a pain.
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Thanks everyone for the answers has been real helpful. Keep up the great work on the mod it takes a real good game and makes it even better.
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is it possible to control a bit how a faction diplomatie advance over time?
is it possible for exemple to make pirate join an alliance with somebody?
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I feel like something needs to be done about Destabilization. Granted, the biggest problem is Ludd damned Kaldur's Revenant Gestalt. But I shouldn't be seeing 19+ unrest on any market. I feel there needs to be a cap on civil unrest, or the ability to remove significantly more the higher it is. So 6 civil unrest, 2 points per relief. 19 civil unrest? How bout 9, but with comparatively much higher cost/relief supplies. Perhaps even the ability to completely remove all remaining unrest by, I dunno. Some massively huge cost if the player is downright determined to not have something destabalize.
Also would be very nice if there was a greater warning for soon to decivilize planets. I've gotten the warning intel maybe two weeks before decivilization - it wasn't enough to actually travel there in time.
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Hello, not sure if anyone has run into this before but I'm getting a crash that goes away when I disable Nexerelin with the following mods:
A New Level of Confidence - 30 - Rapid
A_S-F
CMUtils
Console Commands
HexShields
LazyLib
MagicLib
Nexerelin]
This occurs literally any time I press "M" in the campaign screen. It took me a while to figure out what the hell was doing it, but I can load up a new game and hit "M" and it's an instant CTD.
Here's the error from the log:
1791907 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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is it possible to control a bit how a faction diplomatie advance over time?
is it possible for exemple to make pirate join an alliance with somebody?
If you're not in the faction yourself, only thing you can do is use an operative to raise (or lower) relations between two factions.
Pirates won't naturally ally with anyone, although IIRC player can create an alliance and invite them to it.
I feel like something needs to be done about Destabilization. Granted, the biggest problem is Ludd damned Kaldur's Revenant Gestalt. But I shouldn't be seeing 19+ unrest on any market. I feel there needs to be a cap on civil unrest, or the ability to remove significantly more the higher it is. So 6 civil unrest, 2 points per relief. 19 civil unrest? How bout 9, but with comparatively much higher cost/relief supplies. Perhaps even the ability to completely remove all remaining unrest by, I dunno. Some massively huge cost if the player is downright determined to not have something destabalize.
Also would be very nice if there was a greater warning for soon to decivilize planets. I've gotten the warning intel maybe two weeks before decivilization - it wasn't enough to actually travel there in time.
Well, my general position is that if a market is taking that level of unrest in the first place, something has gone wrong. That said, scaling effects of stabilization packages sounds worthwhile. I may also add diminishing returns to the unrest caused by ground battles.
(Next version also changes how factions decide to invade or raid in the first place, so I'll see if the problem gets better from that)
The deciv warning (as is most of the rest of the system) is vanilla and I don't (yet) plan to override it.
Although it might be good for someone to poke Alex about the lack of warning (again). It seems that currently the warning only appears if the conditions for actual collapse are already met, although the said collapse isn't guaranteed to happen right away; there's a chance's that's rolled every 5-15 days and grows with each 20-40 day 'sampling' period.
Hello, not sure if anyone has run into this before but I'm getting a crash that goes away when I disable Nexerelin with the following mods:
A New Level of Confidence - 30 - Rapid
A_S-F
CMUtils
Console Commands
HexShields
LazyLib
MagicLib
Nexerelin]
This occurs literally any time I press "M" in the campaign screen. It took me a while to figure out what the hell was doing it, but I can load up a new game and hit "M" and it's an instant CTD.
Pressing M in devmode spawns a derelict ship with various goodies. I don't know why it crashes with Nex, but Alex has specifically said that dev mode isn't supported for normal play so it's unlikely you're going to get help for that (nor do I plan to spend any time attempting a fix unless someone knows exactly what causes it). So, I guess the only solution is don't play in devmode or don't press M if you do.
(If you're not in devmode, well that's strange; the error log isn't informative but maybe it's worth reporting to Alex after all)
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So been loving this mod but I noticed something strange, I have had alliance mate with good reps engage in sabotaging each other with rebellions. Is this intentional or a bug?
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Is it possible to make NPC factions destroying a planet via saturation bombardment cause the same pan-Sector reaction as the player doing it? Legio Infernalis keeps satbombing the Luddic Church planets into oblivion only to then peace out with them and make it impossible to do retaliatory satbombing without everyone, INCLUDING the Luddic Church, getting upset about my "atrocity". At the very least a faction destroying another faction's planet via satbombing shouldn't be forgiven and forgotten the moment the two factions make a peace deal.
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So been loving this mod but I noticed something strange, I have had alliance mate with good reps engage in sabotaging each other with rebellions. Is this intentional or a bug?
Looks like a bug caused by Nex not checking for relations when picking a sponsor for a 'spontaneous' rebellion (caused by low stability). If that is indeed the cause of this event, should be pretty easy to fix, thanks for report!
EDIT: ...wait, checked again and the spontaneous rebellions do have a check (require inhospitable or lower rep), same as agent-instigated rebellions. So I'm not sure what happened there.
Is it possible to make NPC factions destroying a planet via saturation bombardment cause the same pan-Sector reaction as the player doing it? Legio Infernalis keeps satbombing the Luddic Church planets into oblivion only to then peace out with them and make it impossible to do retaliatory satbombing without everyone, INCLUDING the Luddic Church, getting upset about my "atrocity". At the very least a faction destroying another faction's planet via satbombing shouldn't be forgiven and forgotten the moment the two factions make a peace deal.
Well if I implemented reputation penalties for NPC factions' sat bombing, the faction would need to be able to decide whether it's actually worth doing so. The faction strategic AI I'm currently working on can do exactly this (perhaps not well, but it can try at least) so I may indeed introduce rep penalties in a later version.
For the specific case here, I might also add a mechanic so (some?) factions, having been sat bombed by an NPC faction (or even just having seen such a thing happen?), don't have a negative reaction to player sat bombing the perpetrator in turn.
In the meantime, the easiest way to deal with the double standard is to turn off allowNPCSatBomb in exerelin_config.json (I added that setting for this very reason)
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If you are going that far... Maybe a mechanic to remove the penality at substantial cost, like pay millions (billions o.O) in reparations, execute scapegoat officers and, commanders, administrators and agree to have no holdings in system x? Wait, its not needed since we can just tac bomb and destabilize... But maybe the mechanic could normalize relationships after sat bombing between AI factions if you implement penalties across all factions for AI on AI sat bombing...
Would also be nice if certain factions based on certain conditions decided to go full scale war against the player, Hiver, Adversary and Legio tickle the player a bit while the Vayra ones mostly expand I guess, I think I never managed to trigger ...
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In the meantime, the easiest way to deal with the double standard is to turn off allowNPCSatBomb in exerelin_config.json (I added that setting for this very reason)
I wasn't aware that this was a thing, but I'll be using it immediately from now on. Many thanks!
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You could maybe make it so that only factions tagged as "monstrous" could satbomb! Just an idea.
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Quick question please, Hi, I am a newish player for both the base game and Nexerelin, but am having a little trouble in Nexerelin. My Nexerelin supply use after a battle feels like it must be 2x,3x or ever more over base game and I was wondering if anyone knew the real numbers on this. Either way though is there anything I can do about that heavy after action supply cost? For example I just now won a battle where I used 1 cruiser carrier and 1 light carrier, it was a super easy win and my ships took no damage... BUT my supply use went up so high after the fight that I used 500 supplies in 3 in game days!!! Any advice on how I can lower this cost please. Thanks! : )
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Quick question please, Hi, I am a newish player for both the base game and Nexerelin, but am having a little trouble in Nexerelin. My Nexerelin supply use after a battle feels like it must be 2x,3x or ever more over base game and I was wondering if anyone knew the real numbers on this. Either way though is there anything I can do about that heavy after action supply cost? For example I just now won a battle where I used 1 cruiser carrier and 1 light carrier, it was a super easy win and my ships took no damage... BUT my supply use went up so high after the fight that I used 500 supplies in 3 in game days!!! Any advice on how I can lower this cost please. Thanks! : )
You can see the amount that your fleet will need to repair on the top-left of the fleet screen after combat is over. The consumption per day rate shown on the main HUD can be misleading. If you used something like an emergency burn, which slightly reduced the CR of your entire fleet, to catch the enemy, then it might show a large number for the consumption rate far and above the amount that will actually be consumed because the R&R will be finished in less than a day.
Environmental effects, like solar flares, can impose a significant CR malus on your fleet. Going over your cargo or fuel soft caps will greatly increase your supply consumption. Going under your minimum required skeleton crew threshold, either via combat loses or by taking a new ship, will also cause your fleet to bleed CR and hemorrhage supplies. (You can mothball a ship if your crew pool is too small, though its combat readiness will rapidly fall to zero.)
Without one of those factors or combat damage, the supply recovery cost should be the predictable sum of the deployment cost of every ship used.
Skills that restore a portion of combat readiness and/or armor and hull damage after fights will directly mitigate recovery costs.
PS: One final note, refitting ships in the field rather than at a market will also lower CR and cost supplies.
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Thank you for your reply and help, I took your advice and with some trial and error I have reduced my fleet's operational cost substantially and am now turning glorious profit. : )
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Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.
Playing with a huge list of mods
You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Can you post a screenshot of the mission in intel screen?
Unfortunately I can't debug a save with a huge list of mods, but if you poke me on Discord it might be possible for me to send some testing material your way if the issue persists.
Went and found a fix for anyone else stuck on this. Go to data/campaign/rules.csv and ctrl-f search nex_remFragments_return_start. On the first line, change PickGreeting to PopulateOptions and delete $nex_remFragments_return score:1000. Save the file and restart the game. Go to midnight and you should be able to finish the quest. Remember to undo the rules.csv changes after.
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Is there a way to ADD Ships to the Solo Start selection from mods ?
is there a file that can be edited for this ?
just want to add 2-3 ships to the selection list of solo start.
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Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships" first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D
E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0
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Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships" first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D
E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0
I know the console command but adding stuff that way feels sooo out of place/extra work in the game.
Thats why im trying to find a way to edit something somewhere that lets me add ships on the list to be allways there.
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Open the desired faction config files in data/config/exerelinFactionConfig/ * and add the ship(s) to the relevant startShipsX tables. Ask on Discord if you need help doing this; I ought to document the tables at some point.
*Look in the Nex folder for vanilla factions (including player faction), for mod factions go to the mod's folder.
The alternative is just using the custom start fleet option.
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Is there any way to get main factions ally with minor factions? Like say the Luddic Church and Path? Or even the Path and Pirates. I ask because I am currently doing a run with the path and have them set to be able to invade and be invaded like normal factions, and have a 100 score with the church but they don't seem to care about making a federation with the Path.
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Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
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Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.
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Is there any way to get main factions ally with minor factions? Like say the Luddic Church and Path? Or even the Path and Pirates. I ask because I am currently doing a run with the path and have them set to be able to invade and be invaded like normal factions, and have a 100 score with the church but they don't seem to care about making a federation with the Path.
Pirate-type factions won't form alliances on their own, but if you're not commissioned you e.g. can invite both the Church and Path to the same alliance (then leave it and take a commission again?)
Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
Not currently, I might or might not add it at some point.
Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.
Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.
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Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.
That seems to be what's happening, after I changed nexIntelQueued back to 0 from 1 it's working as expected. Thank you for the pointer!
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Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
Not currently, I might or might not add it at some point.
Ok, thanks for the info!
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@Histidine hi, could you please add the option to permanently destroy a faction? so when all planets are destroyed/conquered, the faction, including pather and pirates, is gone?
it is the only reason i use Vayra's Sector.
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Nexerelin v0.10.6d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6d/Nexerelin_0.10.6d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
Is there a way to re-enable this accessibility bonus? I'm interested in nerfing trading & also doing a pirate playthough.
Edit: other than reverting to the previous version. Which I may try.
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Nexerelin v0.10.6d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6d/Nexerelin_0.10.6d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
Is there a way to re-enable this accessibility bonus? I'm interested in nerfing trading & also doing a pirate playthough.
Edit: other than reverting to the previous version. Which I may try.
Uncomment the "factionConditionSubplugin" line in data/config/exerelinFactionConfig/pirates.json
@Histidine hi, could you please add the option to permanently destroy a faction? so when all planets are destroyed/conquered, the faction, including pather and pirates, is gone?
it is the only reason i use Vayra's Sector.
Nex (should) already prevent new pirate and Luddic Path bases from spawning, if the factions are dead by Nex rules (which pretty much means no regular markets). If this doesn't work, let me know!
(For other base-spawning factions that might be an issue, I'm leaving the management of that behavior to the specific faction mods)
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Thank you! By the way, thanks for your incredible mod.
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Thanks for the fast reply. i will start a new game and wipe out the pather planets. if their bases still spawn, i will let you know.
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After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
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After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)
Spoiler
Copypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
Clear the log. Talk with Midnight when trying to end the mission, with
nex_remFragments_return_start still having a
PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.
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I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
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I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
You need to leave the commission. Or every planet you conquer will go to your commissioned faction.
Only planets you colonize will stay yours.
This is from my personal experince atleast.
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Don't know why I can't invade now. After defeating the station and fleet, the invade option didn't appear and it's still a greyed "engage the defenders". Any clues?
[attachment deleted by admin]
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I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
Look in the ground battle intel after winning, there's buttons to take control or buy governorship.
Don't know why I can't invade now. After defeating the station and fleet, the invade option didn't appear and it's still a greyed "engage the defenders". Any clues?
It looks like the Nex dialog isn't even running, that's the vanilla dialog or something that looks like it. Some other mod might be overriding it, though hard to tell which one.
If you're using Crew Replacer, try updating the mod, and/or leaving and re-entering the menu. Otherwise, it may be possible to find the mod causing the problem:
- Find in Files with Notepad++ or similar, for "marketHostileSel" in the mods/ folder (looking only in files named rules.csv)
- See if any mod other than Nex has one of these. If the mod isn't configured for compatibility, it may override Nex's own copy of the rule when it shouldn't.
Example from my modlist (although both Interstellar Imperium and Starship Legends should work fine, they do in my own playing):
Search "marketHostileSel" (3 hits in 3 files of 113 searched)
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Imperium\data\campaign\rules.csv (1 hit)
Line 108: IIMarketHostileSel,DialogOptionSelected,"$option == marketConsiderHostile
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin\data\campaign\rules.csv (1 hit)
Line 274: marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile,Nex_MarketCMD showDefenses,,,
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Starship Legends-2.2.2\data\campaign\rules.csv (1 hit)
Line 14: sun_sl_marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile score:1001,SL_ShowMarketDefenses showDefenses,,,
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Thanks, it's ATDD+ new Drones that caused this issue. I've told the author.
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After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)
Spoiler
Copypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
Clear the log. Talk with Midnight when trying to end the mission, with
nex_remFragments_return_start still having a
PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.
Update: OverKill on Discord got me a debug log, (at least one instance of) the issue seems to be with FSF Military Corporation (https://fractalsoftworks.com/forum/index.php?topic=25401.0).
Hypothetical fix: In that mod's aEP_researcher_stage3_contact_greeting row in data/campaign/rules.csv, conditions column
remove the score:1000 and add a line $isaEP_Researcher to the same cell.
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I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
[attachment deleted by admin]
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Can someone tell me how to send out a suppression fleet? I've got a rebellion taking place on one of my planets but I can't seem to find any 'suppression' mission type under special actions->request fleet-> mission.
Also, is there any other way to take care of a rebellion besides the above and dumping resources at the administrator?
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For the player, you are the suppression fleet. Deliver marines, supplies or weapons to your rebellious holding. You can speak to a local admin, station commander or secretary to do so.
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For the player, you are the suppression fleet. Deliver marines, supplies or weapons to your rebellious holding. You can speak to a local admin, station commander or secretary to do so.
Got it, thanks! Really wish there was a guide that explained all these mechanics though...
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Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?
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Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?
Thinking about it, the dialog system for the current mining tools display is probably clunky enough (for both dev and user) that I'd prefer to do an entire 'modern' GUI panel for it (Stelnet's various intel items would be a good idea of the concept). Might not do this in the near future though!
I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
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I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
Hmm, I DO have Vayra's Sector 3.2.1 but I was unaware it also might be responsible for the AI colonization mechanics. I'm afraid I'm unable to confirm or deny which method was used, as I simply noticed the issue after taking the planet.
The colony in question where I noticed the issue myself was invaded/conquered from the Legio Infernalis, which is added through Tahlan Shipworks (a "bootleg" build for compatibility with the latest game version, no less), but I'm not sure if Tahlan influences the AI colonization mechanics in any way itself.
The planet was also one of the randomly generated non-core, fringe worlds, and it was initially unsurveyed by me before the colonization, if any of this might matter.
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Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.
Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
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Hello there,
im having an issue with Spoiler
Midnight Dissonant quest when you get max reputation. I got the quest, went to the system, found derelict mothership and fought of tri-tachyons. Quest objective updated to "go to prism and talk to midnight", however when i get there there is no dialogue option or anything else. Quest hangs like that and she offers only usual dialogue options, in my case "Have you got any work...", "Return AI cores..." and "Cut comunication...".
Am i missing something or is this a possible bug?
Cheers
Edit: solution is in the previous posts. My bad for missing it.
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Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.
Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.
For taking things from outposts, Industrial.Evolution's Courier Port could do it, but I'm not sure if it works with outposts.
If it doesn't, ask SirHartley so I don't have to code the feature myself
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I like the buy ship mission (or as I think of it, the sell ship mission). It's useful if you regret spending a story point on an S-mod. Feedback:
1. You can salvage enemy ships with S-mods, sell them via the nexerelin buy-back quest, and receive story points you never had in the first place. Needless to say, that's pretty imbalanced (not sure how you'd fix it, however). Perhaps I can solve this myself by disabling salvaging of ships with S-mods on them.
2. The credit amount is too high - I've sometimes bought a ship through the vanilla mission prompt and then immediately sold it back through the nexerelin buy-back quest, and made money - you should, at best, break even IMO. Partly this could be due to the vanilla buy-a-ship mission being too cheap.
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Hello,
i found an exploit / loophole with lower tariffs.
buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
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I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
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I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
Okay, so the issue is the lack of a military HQ. I just needed to get one of those.
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I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
Okay, so the issue is the lack of a military HQ. I just needed to get one of those.
Are you using All the Domain Drones+ (ATDD+)? That caused that exact issue for me. Odd that it went away for you after getting a military HQ though.
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Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.
Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.
For taking things from outposts, Industrial.Evolution's Courier Port could do it, but I'm not sure if it works with outposts.
If it doesn't, ask SirHartley so I don't have to code the feature myself
Good day. Thank you very much for the help. I hope sooner or later it will be possible to fine-tune, for example, using lunalib.
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Been wondering for a while about Saturation bombardments. The player gets a hit for it but does the AI, is it possible for this to be a thing? Has it been suggested and I missed. Also loving this mod btw. :D
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Hi
I just updated the mod to the newest version for my game and it seems I can't select one of my starting fleet option (with some mod ships) after I copied the ship ids from my older version's player.json file the the new one.
After some testing it seems the ships that was affected are either hided in codex or restricted or some other way(unobtainable by normal means, I think)
Is there some changes to the mod so that I needed to edit the other mod's files in order to use those ships or are there settings that I can disable so that I can use them again?
example ship I used for testing : titanX from interstellar imperium/Virtous from Diable Avionics
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Hello,
i found an exploit / loophole with lower tariffs.
buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
TBH I'm considering this a vanilla bug (specifically goods should not be priced such that this is possible) that would require more work than I want to do in order to investigate and fix modside (and it might not even be possible without ugly hax). Ah well.
Been wondering for a while about Saturation bombardments. The player gets a hit for it but does the AI, is it possible for this to be a thing? Has it been suggested and I missed. Also loving this mod btw. :D
There's no reputation loss for AI factions' sat bombing at present. Changing this is on the todo list, but probably not in the near future.
See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391518#msg391518) for more details, including a settings option to turn off most NPC sat bombing.
Hi
I just updated the mod to the newest version for my game and it seems I can't select one of my starting fleet option (with some mod ships) after I copied the ship ids from my older version's player.json file the the new one.
After some testing it seems the ships that was affected are either hided in codex or restricted or some other way(unobtainable by normal means, I think)
Is there some changes to the mod so that I needed to edit the other mod's files in order to use those ships or are there settings that I can disable so that I can use them again?
example ship I used for testing : titanX from interstellar imperium/Virtous from Diable Avionics
Starting fleet options as in one of the lists added to the startShipsSolo etc. tables, right? The only thing that should exclude such a list is if one or more of the variants inside doesn't exist in the game. Check the IDs, check if Diable/II are actually running, try spawning the variant ingame with console and see if it works.
(As for the custom start fleet option, that automatically excludes all ships with the restricted tag or that don't have a role specified in default_ship_roles.json, this behavior is hardcoded)
-
Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quickly
-
Starting fleet options as in one of the lists added to the startShipsSolo etc. tables, right? The only thing that should exclude such a list is if one or more of the variants inside doesn't exist in the game. Check the IDs, check if Diable/II are actually running, try spawning the variant ingame with console and see if it works.
(As for the custom start fleet option, that automatically excludes all ships with the restricted tag or that don't have a role specified in default_ship_roles.json, this behavior is hardcoded)
[/quote]
Thanks, it seems I might have modded some other files that I didn't realize before updating
Tho speaking of which, is it possible for you make a feature of vassal a faction (yours/other faction's) in the some future update?
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"Tho speaking of which, is it possible for you make a feature of vassal a faction (yours/other faction's) in the some future update?"
@Histidine
I would like to second this. Maybe as part of the diplomatic expansion?
This is just one man's opinion, but it would be nice to implement some kind of war score system. The Sector has a lot more static history compared to the sudden and sweeping changes frequently observed during Nexerelin playthroughs.
In real life, most of the time, the border changes are rarely the same as the frontlines at the end of the war. There is often a peace negotiation, where the territories changing hands are usually determined by the "staying power" of the warring sides at that point of the conflict.
So my suggestion is -and I know it is a lot of work- that if one side reaches exhaustion or for some other reason wants to sign a peace deal, AND the other side is exhausted enough to be willing to negotiate, then the status of the occupied markets should be decided based on the current negotiating position of the two parties.
For example, if the aggressor took a lot of planets but is exhausted and wants to negotiate, then the markets staying under his control should be quite low.
Additionally, if a power is more interested in projecting influence than outright conquest (Tri-Tachion for eg) it could aim for making the other side a vassal or force some kind of unequal relationship (maybe with different levels of dependence, based on the power relation?). Also, vassals should naturally strive to become independent over time, especially if the overlord weakens.
It would also give a nice option to the player to create one or more vassal states instead of the "autonomous colonies". Right now they feel like individual city-states and in my opinion, organizing them into one or more vassals would make a lot more sense (the idea being that they would be strong enough to better defend themselves, but not strong enough to challenge the player - hence the possibility to create more of them: divide and conquer).
Complementing this, markets conquered before a peace settlement should have a very strong "occupied-rebellion ongoing" trait, which shouldn't go away until peace settlement, because of the obvious guerilla activities coordinated by the original owner, and as a result, these planets should not contribute to the occupier's stats in any positive way until a peace deal. After the peace deal, regular unrest should continue, but it wouldn't be a controlled one by the original owner (maybe an option for clandestine support?) and should decline over time.
Anyway, just a bunch of ideas for a more realistic political system and a more realistic model for power dynamics. I know it's very hard to implement, but hey, you never know :)
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(Belated short reply)
Thanks for the ideas! Vassalage mechanics with existing factions are a medium-to-long-term goal once I figure out how I want them to work.
Paradox-style mechanics for war and territorial changes will probably take much longer than that, if ever. At minimum I'll want to do the planned new diplomacy system, for NPC factions to be able to bargain with each other or the player and put a value on what they're giving/receiving.
Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quickly
For allies, if the alliance only has two members the player can always block a peace vote by voting no; larger alliances can cause problems but there are/will be mechanics to prevent factions from making peace while an invasion is en route. (If they end up not working, let me know!) For commissioning factions making peace, well that's just how it works for now.
-
For anyone wondering: No 0.96 update for Nex until I can verify that it doesn't immediately explode ingame, which I may not attempt right away.
-
Take your time I dought faction packs will update anytime soon
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Hello,
i found an exploit / loophole with lower tariffs.
buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
TBH I'm considering this a vanilla bug (specifically goods should not be priced such that this is possible) that would require more work than I want to do in order to investigate and fix modside (and it might not even be possible without ugly hax). Ah well.
ah i see. well i solved it by ramping up both tarrif multiplicators to 1.2, but thanks for the consideration :)
nex is an absolutly must have mod for my runs, thank you for this great mod !
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Great!
Anyway user Dal has made an unofficial third-party update for Nex:
Download (https://cdn.discordapp.com/attachments/512356777451323393/1104595148920324096/Nexerelin0960_quick_unofficial.zip)
(no first-party support provided ofc)
EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
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I'll gladly take this :D . I just can't play SS without Nex.
-
(Belated short reply)
Thanks for the ideas! Vassalage mechanics with existing factions are a medium-to-long-term goal once I figure out how I want them to work.
Paradox-style mechanics for war and territorial changes will probably take much longer than that, if ever. At minimum I'll want to do the planned new diplomacy system, for NPC factions to be able to bargain with each other or the player and put a value on what they're giving/receiving.
Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quickly
For allies, if the alliance only has two members the player can always block a peace vote by voting no; larger alliances can cause problems but there are/will be mechanics to prevent factions from making peace while an invasion is en route. (If they end up not working, let me know!) For commissioning factions making peace, well that's just how it works for now.
No worries. We will wait patiently :)
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EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
DUDE thank you! I just had this problem, and you saved me like six hours of a save o7
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@Histidine
This is just my opinion, but the best measure of a believable 4x experience, based on the canon history of the Sector is if you can not become the strongest power in less than ~20 years.
What gameplay mechanics are employed for achieving this is somewhat secondary imo.
Actually, the reworked invasion and rebellion system is a big step in the right direction. Now I can't take over the Hegemony in one big blitzkrieg as before. And this is good. I remember, a few years ago it was possible to conquer it in a cycle. That was way too unrealistic.
So I would like to reiterate, that the direction is very very good, at least in my opinion. Whether the mod will end up having a realistic treaty system for trading territories and forcing unequal relations is just the icing on the cake. You are absolutely correct, a diplomacy AI is the absolute priority.
TLDR: Still the best mod, and it becomes a more and more realistic great power contest simulator with every update.
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@Histidine
This is just my opinion, but the best measure of a believable 4x experience, based on the canon history of the Sector is if you can not become the strongest power in less than ~20 years.
What gameplay mechanics are employed for achieving this is somewhat secondary imo.
Actually, the reworked invasion and rebellion system is a big step in the right direction. Now I can't take over the Hegemony in one big blitzkrieg as before. And this is good. I remember, a few years ago it was possible to conquer it in a cycle. That was way too unrealistic.
So I would like to reiterate, that the direction is very very good, at least in my opinion. Whether the mod will end up having a realistic treaty system for trading territories and forcing unequal relations is just the icing on the cake. You are absolutely correct, a diplomacy AI is the absolute priority.
TLDR: Still the best mod, and it becomes a more and more realistic great power contest simulator with every update.
i agree to everything you sad this MOD is getting better and better + the rest of the mods out ther am at 300 Cycle atm i am struggling to conquer the galaxy hell those two Legio and Ninth battlegroup are duking the core world like crazy in my game and I enjoy it 8)
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NULL Error:
at com.fs.starfarer.ui.I.3D000(Unknown Source)
The characters vary in actual value.
Only when using the "enable random core worlds" toggle in new game creation. This is sad as I like the optional Remnant scenario that requires this to be toggled on.
~24 mods enabled including the libs. All updated for 0.96
-
Using unoficial release for 96
about 2 years in crashing on :
Spoiler
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Xaphanan Haven: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Zene Hideout: -8.662644
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Fenrir: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning Remnant-style raid fleet for Remnants from base in Both Star System; target Yesod
251777 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating Remnant raid intel
251777 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
251970 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If any help to fix it, im tech savy 8)
Or if you need any more info to fix it for others
Edit: Quickfix for anyone experiencing same issue:
In nexerlin mod folder, disable remnant raids for occuring
Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
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@Histidine
I have a request. Since it looks like the new event system is a nerf to the colonies and a very big nerf to 4x gameplay championed by Nex, would you please consider adjusting some numbers in the future?
Like nr of bonus admins or event-related things or maybe just the option to spawn protective patrols that give you an additional reduction in point accumulation.
I don't have a personal preference, just I feel that things got harder for players compared to NPCs, so maybe some solution is necessary.
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@Histidine
I have a request. Since it looks like the new event system is a nerf to the colonies and a very big nerf to 4x gameplay championed by Nex, would you please consider adjusting some numbers in the future?
Like nr of bonus admins or event-related things or maybe just the option to spawn protective patrols that give you an additional reduction in point accumulation.
I don't have a personal preference, just I feel that things got harder for players compared to NPCs, so maybe some solution is necessary.
Or tie the magnitude of the malus to the number of colonies these factions have, giving the player an incentive to eradicate them rather than printing infinite money via black market trading.
-
I have tentative ideas for new interactions with Hostile Activity, though not implementing them right away. Might help to actually get some experience with the system first (I've only gotten one colony so far, at size 4).
NULL Error:
at com.fs.starfarer.ui.I.3D000(Unknown Source)
The characters vary in actual value.
Only when using the "enable random core worlds" toggle in new game creation. This is sad as I like the optional Remnant scenario that requires this to be toggled on.
~24 mods enabled including the libs. All updated for 0.96
Hmm I probably can't fix crashes with unclear stacktraces in vanilla code like this, but if it happens in two weeks' time (after updating all the mods at the time), might be good to get the full error message. (I should also test it myself with a minimal modlist later, I guess)
-
Of course, I didn't mean to pressure you or something like that. Have a good time playing the new version, and have fun etc.
No one benefits from you burning out bcs of constant pressure and demands.
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sorry to be a bother, but is nexerelin related?
Spoiler
456092 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.tagLuddicShrines(CoreLifecyclePluginImpl.java:954)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:898)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Hi all! For the moment Random Worlds won't function. I'm sure it won't be too long before a full test release is ready. For now please stick to Corvus Mode. :)
-
Using unoficial release for 96
about 2 years in crashing on :
Spoiler
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Xaphanan Haven: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Zene Hideout: -8.662644
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Fenrir: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning Remnant-style raid fleet for Remnants from base in Both Star System; target Yesod
251777 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating Remnant raid intel
251777 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
251970 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If any help to fix it, im tech savy 8)
Or if you need any more info to fix it for others
Edit: Quickfix for anyone experiencing same issue:
In nexerlin mod folder, disable remnant raids for occuring
Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
Absolute lifesaver, thank you!
-
This seems to be directly related to the mod. Crash from unofficial patch 0.96
2506174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a work around for this case?
-
This seems to be directly related to the mod. Crash from unofficial patch 0.96
...
Is there a work around for this case?
See the posts just above yours for how to fix it for now
-
Question how can i boost the remnant raid more often in old 0.95 ??
-
Getting this crash every time. Hope it helps.
62425 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning Remnant-style raid fleet for Remnants from base in Hul Star System; target Volturn
62426 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating Remnant raid intel
62598 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
Please, please read thread for a page or two back before posting.
-
ty, was just about to post about this, now i don't gotta
-
Okay, may as well release the update instead of just sitting on it. I'm not getting much done recently anyway.
The Starsector release caught me in the middle of a dev cycle, so there's a huge amount of changes in this release that I'd been working on. There would have been two major new features, but I'll hold on to them until they can be fully implemented.
Nexerelin v0.10.6y
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6y/Nexerelin_0.10.6y.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.10.6y (2023-05-12, beta) ##
* Fix random sector crashes
* From 0.10.6x:
* Fix a 0.10.6x crash with Roider Union
* Fix a remaining case of unsubstituted $market name
* Fix having meeting with Baird even after skipping story
## v0.10.6x (2023-05-08, closed beta) ##
* Initial compatibility with Starsector 0.96, MagicLib 1.0.0, LunaLib 1.7 and Unofficial New Game Plus 2.2.0
### Gameplay ###
* Operative improvements
* Procure ship action includes complementary storage unlock
* Being over max operative count (due to skill respec or other exploits) multiplies time taken to complete actions
* Infiltrate cell action aborts if the cell has stopped existing
* Player operative actions on player markets are done by player faction rather than commissioning faction (e.g. no more rep with commissioning faction for removing Pather cells from your own market)
* Special task group fixes/improvements
* Obey fleet size limit
* Adjust rebellion behavior
* If rebels join the attacker in a ground battle, end rebellion with government victory if attackers lose, or with liberation outcome if attackers win
* If government faction changes during a rebellion, don't lose rep for supporting rebels during previous government
* Diplomacy adjustments
* Events less frequent in general (base interval 10 -> 20 days)
* Try not to ceasefire within 120 days of a war starting
* "Don't ceasefire if awaiting invasion" rule now applies to other offensive fleet intel types as well (except those that abort if non-hostile)
* Improvements/tweaks to 'Buy ship' contact/bar mission
* Always applies the design type rule
* Only refunds story points for S-mods that were player-installed
* Add a 'have at least one S-mod' rule
* Mission should now have a 60-90 day cooldown
* Cap colony profit margin for XP at 200%
* Stabilization package has a bonus -1 unrest effect for every 4 points of unrest the market has
* Spacer debt available as starting option without spacer start
* Remnant mission 3: Attackers disable target system's IndEvo artillery if present
* Lower rep penalty for being caught with transponder off (none if commissioned to that faction)
* Add a complete or partial refund if player-requested fleet operation is aborted
* Base strike mission doesn't abort if target stops being hostile
* AI admins will also hide (like cores on industries already do) if market is taken over by a 'Hates AI' faction
* Luddic Path can't become hostile to Luddic Church, to prevent potential irregular behavior
* Hegemony now has a negative diplomacy disposition towards Sindrian Diktat
* Sat bombing can have reduced reputation penalties if the target faction has previously itself sat bombed
* Military system bounty mission (rarely) available in bars
* This may result in the action not proceeding if player is nearby, but manual intervention is possible in that case
* Operatives on internal security mode should not take action on markets where other operatives have targeted for the same action
* Double prisoner base ransom value, increase per-level modifier even more
* Ground battle: Defender unit can only disrupt an industry if the unit belongs to 'primary' faction (no trashing your "ally's" buildings)
* Turn off daredevil XP bonus for officers by default
* Add Prism if Nexerelin is added midgame
* Bar version of tactical bombardment mission should have the same payment scaling (implemented by Nex) as the contact version
### GUI ###
* Most config settings in `exerelin_config.json` can now also be changed ingame with LunaLib
* When player launches an invasion to retake player colony, give direct to player afterwards (rather than having to take it manually)
* Faction directory: Show distance to star system, sort by distance when listing by industry
* Better, more detailed strength comparison for invasions
* Ground battle map: Adjust behavior for nicer layout (especially on certain resolutions)
* Ground battle industries show disruption days, and show additional info even if disrupted
* New GUI for displaying mining ships in fleet and mining tools available in Sector
* Move outpost dismantle command down in menu and allow backing out with Esc
### Graphics ###
* New Midnight Dissonant portrait by Quacken
### Sound ###
* Add music snippets for different ground battle outcomes
* Thanks to Hanawub https://soundcloud.com/hanawub for these
### Text ###
* Clarify ground battle support tooltip
* Market desc changer checks market on decivilization
* Fix ground battles being incorrectly marked as cancelled if attacker is wiped on turn 1
### Bugfixes ###
* Fix a potential NPE when patrol cargo scan can't find market suspicion level
* Fix previous faction choice 'sticking' when trying to pick own faction/free start
* Fix giving markets to pirate-type factions being worth half the listed reputation
* Fix several cases where offered contact mission target can change on undock and redock
* Fix rebellion 'liberation' ending giving 100 times too much rep
* Fix Forever War trait not affecting some war weariness sources
* Tutorial start: Fix having one less skill point than intended when starting level > 1
* Fix player overriding planet's existing original owner memory key on colonization
* Fix some memory flags for completing story missions not being set
* Don't send relief fleets to markets with zero recent unrest, even if stability <= 1
* Try to fix a bug when buy ship mission has no ships meeting the stated rules, so allows all ships
* New outposts won't generate officers for hire
* Fix certain issues with the operative orders dialog
* Faction directory submenus past the 10th now work
* Fix certain military events appearing in Colony threats tab when they're actually aimed at a neighbouring planet/station
* Fix tracking and display of player special task group's FP
* Special task groups say "idle" instead of "[this should not appear]"
* Fix Hegemony's disposition penalty vs. League not applying if Iron Shell is active
### Modding ###
* Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
* Player can create units with modded unit types if the unit def allows it
* NPCs will use default ground units, use a GroundBattleListener to add or replace units as necessary
* Factions must now both be playable and have `offersCommissions` in .faction file to offer commissions
* Factions with the 'posts no bounties' custom boolean in .faction file don't issue faction bounties
* Prism Freeport's High-End Seller automatically blocks ships with both no_sell and no_dealer tags
* "Use ally gear" behavior in invasions/raids doesn't use Legio Infernalis stuff (lazy hax to prevent sharing of daemons)
* Ceasefire offer sound is customizable in config json
* AIM merc officers can have Combat Chatter character IDs set in config
* AIM merc ships do not count towards Automated Ships requirements/limits
* Add option to prevent NPC invasion of markets that exist at start of game
* Remnant custom production contract excludes anything with restricted tag
* Set `$nex_randomSector` global memory key on game start
-
* Spacer debt available as starting option without spacer start
I THOUGHT MY LITTLE COMMENT WAS IGNORED TYSM <3
-
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
OH MY GOD, THIS IS GOING TO BE GREAT, CAN'T WAIT FOR MODS TO UPDATE WITH CUSTOM BATTLE UNITS
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Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
[/quote]
Do you have a little guide or anything about what all is needed to add new ones? I'd love to be able to add some of my own but I am entirely unfamiliar with how to mod starsector
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A lot of quests have been added in the new update.
Will hegemony take over Sindria and other planets with themed quests?
Are these planets included in the list of critical for history?
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Yeah, that'd be my one big question. How is "The U" quest handled for non-invasion flags for Sindria? Or the Luddic Shrines?
Still, hell yes, thank you for getting this test version out. It will be Tested, and we all appreciate what went into this. <3
EDIT: I also just want to say I am, as the hip youngsters say, pogging over the idea of custom units for ground invasions. That could get so cool for a bunch of mods.
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i've been getting this crash on one of my old nex save files. it only started happening after i updated ss to 0.96, and it's likely due to the game trying to spawn luddic pilgrims without their planet existing (?)
56840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createDa ta(MiscPilgrimFleetCreator.java:114)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createRo uteParams(MiscPilgrimFleetCreator.java:70)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.addRouteFl eetIfPossible(MiscFleetRouteManager.java:148)
at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.advance(MiscFleetRouteManager.java:105)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Reuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (https://cdn.discordapp.com/attachments/619635013201428481/1106742113263173762/ExerelinCore.jar) (place in Nexerelin/jars)
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
Do you have a little guide or anything about what all is needed to add new ones? I'd love to be able to add some of my own but I am entirely unfamiliar with how to mod starsector
Well you can just look at the file (and the source code if needed), the file has comments that should explain what the tags do. But beyond that there's no documentation, sorry!
Yeah, that'd be my one big question. How is "The U" quest handled for non-invasion flags for Sindria? Or the Luddic Shrines?
Things should work like the previous version's missions in that everything tries to go as normal even if all the relevant markets have been taken (e.g. talking to Daud on a pirate-held Chicomoztoc during At The Gates). But thinking about it, The U can be potentially blocked in that the Caden and Hyder fleets stop spawning if Sindria is not under Diktat control.
(The 'don't invade story-critical markets' settings should still be in effect at least)
i've been getting this crash on one of my old nex save files. it only started happening after i updated ss to 0.96, and it's likely due to the game trying to spawn luddic pilgrims without their planet existing (?)
56840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createDa ta(MiscPilgrimFleetCreator.java:114)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createRo uteParams(MiscPilgrimFleetCreator.java:70)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.addRouteFl eetIfPossible(MiscFleetRouteManager.java:148)
at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.advance(MiscFleetRouteManager.java:105)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0.95.1 saves aren't compatible with 0.96. You work around this particular crash at least; see here (https://fractalsoftworks.com/forum/index.php?topic=26560.msg394755#msg394755).
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Well you can just look at the file (and the source code if needed), the file has comments that should explain what the tags do. But beyond that there's no documentation, sorry!
So! Lets say i want to make a similar version of Heavy (tanks)!
I have copied the unitType for tanks. I replace the instances of "heavy" with "mech". do i need to do anything else?
What does crewReplacerJobId do, precisely? Is there a way for me to insert my own little image for custom troop types?
I have attached a txt file with my mech-variant of heavy troops for overall clarity of the codeblock (i am using Notepad++ to edit the grounddef json i made a copy of). Thank you for your time!
[attachment deleted by admin]
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hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>
1163655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Found out that Remnant mission 2 is broken due to a line accidentally being deleted. I'll fix this in next beta soon, but to work around it in the meantime, paste somewhere in data/campaign/rules.csv (best place would be above the row starting with nex_remFragments_return_transmit, but anywhere should work)
nex_remFragments_return_start,PickGreeting,$nex_remFragments_return score:1000,"ShowPersonVisual
Call $global.nex_remFragments_ref updateData","""You return, $playerName,"" $personName greets you as you open the comm link.","nex_remFragments_return_transmit:Transmit your report
nex_remFragments_return_explanation1:Demand an explanation",
hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>
Thanks~ Did you try the hotfix linked a few posts up? That should fix it.
So! Lets say i want to make a similar version of Heavy (tanks)!
I have copied the unitType for tanks. I replace the instances of "heavy" with "mech". do i need to do anything else?
What does crewReplacerJobId do, precisely? Is there a way for me to insert my own little image for custom troop types?
Changing the IDs and such should work; just make sure that the TYPE is one of the four allowed types (MARINE/HEAVY/MILITIA/REBEL), and the commodity IDs exist.
crewReplacerJobId is used for compatibility with Crew Replacer (https://fractalsoftworks.com/forum/index.php?topic=24249) mod; instructions are provided there. If you don't want or know how to implement Crew Replacer support, just take IDs from one of the existing troop types.
For the troop type icons: the displays for number and equipment and personnel in the unit card use the same icon as the commodity specified for each. The big background icon is actually fixed based on the MARINE/HEAVY/MILITIA/REBEL type because I forgot; next beta will have a way to specify an image, or it'll automatically use the equipment/personnel icon (in that order) if not specified.
-
ahh, thanks. I scrolled right past that post herp. will report back
edit: it works, wewt! thanks again.
-
Heey,
My game crashes in campaign battles after about 30 seconds to 1 minute.
Menu-Mission battles seems to work
203387 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.prototype.Utils.void(Unknown Source)
at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.advance(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Thank you and keep up the great work!
-
That crash isn't in Nex code tho
Someone else on Discord also had it; if you know the circumstances where it happens, I'd recommend making a thread in the bug report subforum.
-
Thank you
-
Just a quick Question: is it intended that creating an Outpost with nex triggers the hostile activity event? I mean the Description of every outpost says that it hasn’t been looted because it’s too stealthy to be detected, but for some reason pirates just know where outposts are? I mean yeah ok outposts are technically counted as colonies but still.
-
hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>
1163655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I've got the exact same crash, it's really annoying
1613041 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.Object.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.Object.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
See Histidine's post for a fix
Reuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (https://cdn.discordapp.com/attachments/619635013201428481/1106742113263173762/ExerelinCore.jar) (place in Nexerelin/jars)
-
See Histidine's post for a fix
Reuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (https://cdn.discordapp.com/attachments/619635013201428481/1106742113263173762/ExerelinCore.jar) (place in Nexerelin/jars)
rad, thanks
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After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)
Spoiler
Copypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
Clear the log. Talk with Midnight when trying to end the mission, with
nex_remFragments_return_start still having a
PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.
Hello Histidine- I am stuck with this problem as well- however, the campaign file fix does not work for me as the lines simply are not there. I need to talk to the AI contact, yet there is no trigger... Could you help? I am on the latest Hotfix with the latest Nex beta version. Sorry for bumping the dead issue but...
-
So the Fragments quest tells me:
1. Return to Prism Freeport and
2. Talk to Midnight Dissonant
I do 1 & 2 and she has nothing for me, quest does not advance, nothing in the dialogue outside of the usual.
How do I force it to advance?
-
Fix process is in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg396476#msg396476) from last page. I'll see when I can release a proper update (with some other fixes and changes as well).
-
Oof, I was sure I checked the last two pages before posting. My bleary sleep deprived eyes must have missed it. Thanks for all the great work with this mod by the way.
-
Hey Histidine, me again. Is there a place in the ground battle def for me to tell the mod which troop types to automatically create when i start an invasion?
EDIT: Also, i made a ground unit and changed its cramped strength multi from .75 to 1.5 but in-game it still has the debuff of .75 strength; is it inheriting from the HEAVY unit type or something?
-
Hey Histidine, me again. Is there a place in the ground battle def for me to tell the mod which troop types to automatically create when i start an invasion?
EDIT: Also, i made a ground unit and changed its cramped strength multi from .75 to 1.5 but in-game it still has the debuff of .75 strength; is it inheriting from the HEAVY unit type or something?
For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.
The cramped strength mult was indeed from HEAVY unit type, I'll fix it in next beta but I really need to fully clean up these old hardcoded references at some point :(
-
Hey Histidine! First post here so yeah, greetings to all of you people and specially the faithful modding comunity who continues to make STARSECTOR an absolute BEAST!
I wonder if it is possible to change the name "Sitnalta Star System" to a more proper "Sitnalta Nebula" or are other more "technical/obscure" reasons behind to explain why this hasn't been addressed? I mean, it's a nebula after all...
That was it. Keep up the good work and thanks.
-
One more set of fixes before the end of the week. Hopefully no more fixes will be needed while I get the major features release-ready (in between redeeming my slack-off coupons).
Nexerelin v0.10.6z
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6z/Nexerelin_0.10.6z.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Ground battle fixes/enhancements
* Fix crash with liberation outcome
* Fix possible NaN industry disruption time
* Custom ground unit types can have their sprite specified
* Fix various cases where ground unit behavior was hardcoded instead of reading from definition
* Prism no longer sells `no_dealer` items (including Kinetic Blaster and Gigacannon)
* Operative find pirate base action should support Hostile Activity system
* AI admin hiding on market capture by 'hates AI' faction works properly, including with admins existing at start of game
* Fix Remnant mission 2 not being completable
* Rebellion intel doesn't print no-relationship-changes to notification on event end
* Add relevant arrows to maps in destination picker dialogs (e.g. operative travel action, special task group orders)
* Add mining strength for Jackhammer
* Lower volume of ground battle outcome SFX slightly
Hey Histidine! First post here so yeah, greetings to all of you people and specially the faithful modding comunity who continues to make STARSECTOR an absolute BEAST!
I wonder if it is possible to change the name "Sitnalta Star System" to a more proper "Sitnalta Nebula" or are other more "technical/obscure" reasons behind to explain why this hasn't been addressed? I mean, it's a nebula after all...
That was it. Keep up the good work and thanks.
Hello and welcome!
The nebula name should have been fixed since Nexerelin 0.10.6d. Have you started a new run since updating?
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Really? You were alerted to this by previous feedback and solved it! Glad to hear, it gave me a HUGE TOK tbh. Actually, I was waiting for Industrial.Evolution to update to start a new run under .96a framework, and decided to wait a few weeks until you guys get a more or less stable version of modded STARSECTOR. You have already delivered because, as you might guess, NEXERELIN is a must in every campaign IMHO. Thanks for keeping it under your wing and here is to hope Wispborne does the same with Tarti's mods in his absence! Burn bright, Hist!
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For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.
The cramped strength mult was indeed from HEAVY unit type, I'll fix it in next beta but I really need to fully clean up these old hardcoded references at some point :(
Hey, me again, again! I was testing sprite designation with the unused handweapons.png from core data, but when i start a ground battle i dont see it being used for my mechs in any manner
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The sprite appears in the background of the unit card. The issue you're having is that handweapons.png isn't loaded into the game by default (due to not being used anywhere in the game where a sprite is normally expected), so you'll have to add it to the graphics table in your mod's settings.json (vanilla, Nex and a lot of other mods have examples).
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The sprite appears in the background of the unit card. The issue you're having is that handweapons.png isn't loaded into the game by default (due to not being used anywhere in the game where a sprite is normally expected), so you'll have to add it to the graphics table in your mod's settings.json (vanilla, Nex and a lot of other mods have examples).
I see, thank you. It needs to be listed under nex_groundbattle i assume?
That makes sense, working as intended! Thank you!
Is there a way to change the little unit icons when there are units deployed to an industry/structure?
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The new "Jackhammer" medium-size Hammer Torpedo weapon is not included on the Mining bonus calculation, in case it hasn't been mentioned or noticed already.
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Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.
Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.
https://www.youtube.com/watch?v=aID2_agD558
As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.
Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
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Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
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Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.
Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.
https://www.youtube.com/watch?v=aID2_agD558
As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.
Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
I believe this is a base starsector interaction with freeport markets.
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The new "Jackhammer" medium-size Hammer Torpedo weapon is not included on the Mining bonus calculation, in case it hasn't been mentioned or noticed already.
I'd actually set its mining strength in .6z but forgot to mention it (and one or two other changes) in the log. Will fix at some point, thanks!
Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)
I think Starsector 0.96 added a better way to do this anyway, so I may look into it.
Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.
Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.
https://www.youtube.com/watch?v=aID2_agD558
As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.
Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
Are you doing any mission that involves going to Port Tse Franchise Station, like Kallichore Archive? I think there's a new vanilla feature in 0.96 that keeps fleets from attacking you when you're visiting the star system for a mission; I noticed a neutral Pather fleet when doing the Knight Errant mission without Nex.
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Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)
I think Starsector 0.96 added a better way to do this anyway, so I may look into it.
OK, I will watch out for it. But just a an added note. It broke for me a few months back. Way before .96a. I do play with a lot of mods so maybe one of them is affecting it. Anyway, its not a huge thing but I do do A LOT of mining early/mid game.
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So this is the code in my file. I have not toched this at all But I noticed the icon dimensions are all zero. Is that correct?
"nex_mining_gui_dummy":{
"defaultName":"Mining GUI dummy", # used if name=null in addCustomEntity()
"defaultRadius":0, # used if radius<0 in addCustomEntity()
"icon":"graphics/ui/s_icon16.png",
"iconWidth":0,
"iconHeight":0,
"sprite":"graphics/ui/s_icon16.png",
"spriteWidth":0,
"spriteHeight":0,
"renderShadow":false,
"useLightColor":false,
"showInCampaign":true,
"showIconOnMap":false,
"showNameOnMap":false,
"scaleNameWithZoom":false,
#"tags":[],
"layers":[TERRAIN_8], # what layer(s) to render in. See CampaignEngineLayers.java for possible values
"pluginClass":"exerelin.campaign.MiningCooldownDrawer",
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Are you doing any mission that involves going to Port Tse Franchise Station, like Kallichore Archive? I think there's a new vanilla feature in 0.96 that keeps fleets from attacking you when you're visiting the star system for a mission; I noticed a neutral Pather fleet when doing the Knight Errant mission without Nex.
Good question, I just started the run and I think its the first time I've played Nex without disabling story mode so I dunno if thats the issue.
EDIT: I've booted up a fresh game (With story mode disabled from settings) and have not started any missions but I did just confirm that you are correct that this happens at Port Tse Franchise System, I decided to warp out and go elsewhere and go to Eochu Bres in Hybrasil since its another Tri Tachyon Planet and got intercepted as normal for flying around with my transponder off.
I believe this is a base starsector interaction with freeport markets.
You are probably correct, I would have just thought that hostile fleets that have been successfully ided when closely coming into contact with a security picket would be intercepted since this feels like an unintended exploit.
I wish I kept a copy of 0.95 to verify that this is the expected behaviour lol :)
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Hey sorry if I missed this being clarified elsewhere, but am I correct in understanding this mod does not touch ship or weapon balance or add content outside of the 4x overhaul? Videos I've found seem to have a lot of new ships and equipment and I wanted to be sure it was from other mods.
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Hey sorry if I missed this being clarified elsewhere, but am I correct in understanding this mod does not touch ship or weapon balance or add content outside of the 4x overhaul? Videos I've found seem to have a lot of new ships and equipment and I wanted to be sure it was from other mods.
Correct. What you're seeing is various faction mods being used alongside Nexerelin, because Nex tends to be more engaging when you expand the faction selection and map complexity out beyond just the core five factions (and specifically, the Hegemony and League are in vanilla a lot stronger in purely practical terms than the other three, so it can become a bit monotonous; more players on the field means more complexity and distractions for the big players).
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I see, thank you! I think for now I'll stick with vanilla factions until I'm familiar with nex in general.
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Found another crash
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasI ntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasI ntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm gonna need an autosave mod. is there around this crash for now?
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Found another crash
Update to Nex 0.10.6z.
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What should I do about this crash?
Spoiler
2074878 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.ai.action.BaseStrategicAction.postGenerate(BaseStrategicAction.java:115)
at exerelin.campaign.ai.action.DiplomacyAction.postGenerate(DiplomacyAction.java:105)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:265)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Spoiler
ENABLED MODS
PAGSM-1.11.96: Phillip Andrada: Gas Station Manager
A_S-F-0.11.0: Amazigh's Ship Foundry
apex_design-1.2.1: Apex Design Collective
combatactivators-1.0.3: Combat Activators
chatter-1.13.2: Combat Chatter
lw_console-2023.5.05: Console Commands
edshipyard-2.6.1: ED Shipyards
forge_production-1.1.3: Forge Production
sun_hyperdrive-2.4.0: Hyperdrive
JYD-2.7.2: Junk Yard Dogs
lw_lazylib-2.8: LazyLib
lobster_proliferation-2.0.0: Lobster Proliferation
lunalib-1.7.4: LunaLib
exshippack-0.61: Machina Void Shipyards
MagicLib-1.1.1-rc02: MagicLib
Mayasuran Navy-10.0.0 RC1: Mayasuran Navy
ness_saw-1.9.gg: Nes's ship and weapon
sun_new_beginnings-1.3.0: New Beginnings
nexerelin-0.10.6z: Nexerelin
officerExtension-0.5.0: Officer Extension
JYDR-0.7: Ore Refinery
progressiveSMods-0.10.0: Progressive S-Mods
assortment_of_things-1.3.4: Random Assortment of Things
roider-1.4.6: Roider Union
spacetruckin-1.3: Space Truckin'
speedUp-1.0.0: SpeedUp
sun_starship_legends-2.3.0: Starship Legends
stelnet-3.0.0: Stellar Networks
alcoholism-1.1.a: Substance.Abuse
star_federation-0.99 RC4: The Star Federation
underworld-1.7.1: Underworld
ungp-2.2.0: Unofficial New Game Plus
prvExtra-v4.1: prv Extraworks
prv-v26.4: prv Starworks
shaderLib-1.7.0: zz GraphicsLib
KFM3-1.03: ~Konturga's Game Tweaks - BP/Ship Recovery
KGT1-1.04: ~Konturga's Game Tweaks - Player Faction
KGT2-1.04: ~Konturga's Game Tweaks - XIII Ships
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Turn off the strategic AI in settings (LunaLib if you have that, the exerelin_config.json file otherwise), it doesn't work right now.
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Is the Salvation mission not meant to be doable currently or is there some prerequisite I didn't see? I've done all the preceding missions and gotten rep with Dissonant and Remnant faction both to 100, but the mission really doesn't want to appear.
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Turn off the strategic AI in settings (LunaLib if you have that, the exerelin_config.json file otherwise), it doesn't work right now.
Thank you for the help.
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Is the Salvation mission not meant to be doable currently or is there some prerequisite I didn't see? I've done all the preceding missions and gotten rep with Dissonant and Remnant faction both to 100, but the mission really doesn't want to appear.
It's currently disabled due to not being entirely finished (could be enabled with script if someone really wants and knows where to look, but I don't recommend it); will be available next release.
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Is the Salvation mission not meant to be doable currently or is there some prerequisite I didn't see? I've done all the preceding missions and gotten rep with Dissonant and Remnant faction both to 100, but the mission really doesn't want to appear.
It's currently disabled due to not being entirely finished (could be enabled with script if someone really wants and knows where to look, but I don't recommend it); will be available next release.
Damn, this is so sad
I'll be awaiting that release then.
who turned matias torres into an AI core
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Hi, i Just wanted to know if the "Prism in hyperspace" config option is broken/abandoned? It's not available from the lunalib mod config menu and when i turn it on in the config file, the system is generated anyway.
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Hi, i Just wanted to know if the "Prism in hyperspace" config option is broken/abandoned? It's not available from the lunalib mod config menu and when i turn it on in the config file, the system is generated anyway.
Spawning markets in hyperspace was a feature that never really worked that well, and was completely deprecated by .95, IIRC. So yes, there is essentially no option for full-hyperspace Prism anymore.
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Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
My main complaint is that Diplomacy/Alliances and the actions factions take on these feel too arbitrary and random (Tri-Tach can form alliances with Luddic Church and Hegemony despite philosophical differences in policies and so), and that Invasions feel too detached from player input. I'd prefer it if these 4X features were more tied to storylines the player can go through to determine the fate of the sector, and Invasions to occur as direct repercussions of Player and Faction actions in these storylines so that they feel more impactful and overarching.
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I don't know if it's a mod thing or not. But Tri was hostile towards me. I gave them a pretty nice planet in hopes for better relationship, but the attitude towards me increased only by 3. Should it be a little higher?
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Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.
I don't know if it's a mod thing or not. But Tri was hostile towards me. I gave them a pretty nice planet in hopes for better relationship, but the attitude towards me increased only by 3. Should it be a little higher?
The relationship gain data will be printed in the dialog screen before the transfer. Are there any values that look like they're too low? If so, screenshot and let me know.
(Also keep in mind that there's a huge reduction in relationship gain if you've recently conquered that planet from that faction, to avoid "haha here's your planet back, rep++" exploits)
Hi, i Just wanted to know if the "Prism in hyperspace" config option is broken/abandoned? It's not available from the lunalib mod config menu and when i turn it on in the config file, the system is generated anyway.
That setting is disabled for the reasons SpaceDrake describes, yeah.
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Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.
I do use Lunalib and have modified the settings for Nex manually beforehand. I don't mind minor Raids between factions as such as long as they follow the vanilla Hostilities feature, but invasions and diplomatic changes feel like they should be grand events dictated by how the Player's story in the Sector develops.
I'll try the suggested settings, and I do look up for having more control over Nex's 4X features and more. Cheers!
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Is there some way to keep Dissonant from spawning on Prism? I like to have it there so I don't have duplicate blueprints taking up space, but it's also nice to go to other places every once in a while.
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Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.
Huh.
As someone who did not want to dive into the 4X-fest immediately (initially downloaded Nex because Iron Shell demanded it), my impression from the OP FAQ was that one had to manually set the PlayableFaction value of every single faction in every single mod to False to prevent them from erasing each other (destabilization aside).
Since it turns out that Nex has a global setting for downgrading Invasions to Raids among other things to achieve the same thing, can you put it into the FAQ to explain that it(they) exist?
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EDIT: Sorry, I found the bug and it was caused by TASC. Please ignore the below!
Hello Histidine,
A bug was reported to me where if a station constructed via TASC is transferred to another faction using Nexerelin there is no tariff applied to the open market. See the below video for an example of the problem and how it can be exploited to obtain infinite credits.
https://cdn.discordapp.com/attachments/1074272495617703938/1078303358223388754/IMG_2904.mov
I looked through your code for transferring markets to another faction and I didn't see any obvious reason this would occur. I tested it with a vanilla station that I invaded and the bug does not occur there. Do you know what might be causing this? I would be happy to make changes in TASC if necessary to fix it.
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Hello everyone, I really like the mod but after updating my mods I keep running into a null pointer exception.
My mods are: Combat Chatter, Graphics Lib, Hiver Swarm, LazyLib, MagicLib, Nexerelin, and realistic combat. Is it because realistic combat is no longer compatible with Nexerelin? I noticed in the mod UI when I toggle things off and on, they wont all be active unless I press "Enable All".
Thanks again.
456388 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit 1: After deactivating realistic combat mod, I reloaded the save, and re-did the same battle that would normally end with a crash. The game worked as expected. So maybe something in that mod was causing the issue.
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Hello,
Bit of a problem with crashing, suddenly started today:
java.lang.NullPointerException
at exerelin.campaign.ai.action.BaseStrategicAction.postGenerate(BaseStrategicAction.java:115)
at exerelin.campaign.ai.action.DiplomacyAction.postGenerate(DiplomacyAction.java:105)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:265)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
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Is there some way to keep Dissonant from spawning on Prism? I like to have it there so I don't have duplicate blueprints taking up space, but it's also nice to go to other places every once in a while.
She's hardcoded to appear there if it exists, and I dunno if I'll add a new setting for this. Sorry!
Huh.
As someone who did not want to dive into the 4X-fest immediately (initially downloaded Nex because Iron Shell demanded it), my impression from the OP FAQ was that one had to manually set the PlayableFaction value of every single faction in every single mod to False to prevent them from erasing each other (destabilization aside).
Since it turns out that Nex has a global setting for downgrading Invasions to Raids among other things to achieve the same thing, can you put it into the FAQ to explain that it(they) exist?
Yeah I probably ought to document 'settings of interest' on the OP at some point.
(Setting every faction to non-playable isn't recommended for a bunch of reasons)
Hello,
Bit of a problem with crashing, suddenly started today:
Turn off the strategic AI in settings.
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Hello,
Bit of a problem with crashing, suddenly started today:
Turn off the strategic AI in settings.
I did :/
Realized it might be a problem with strategic AI, turned it back off, crash still happens - the log I sent is after I turned it off :(
My save is kinda borked, caught the exact moments game craps itself. I load and 3 seconds later it crashes.
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Hmm, you did click Save All in the settings menu (if using LunaLib) and reload the save after changing the settings, right?
In the worst case you can use the save backup files (in /saves/<save folder name>, rename campaign.xml.bak to just campaign.xml, replacing the existing file after backing it up) to 'go back in time' a bit.
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Hmm, you did click Save All in the settings menu (if using LunaLib) and reload the save after changing the settings, right?
In the worst case you can use the save backup files (in /saves/<save folder name>, rename campaign.xml.bak to just campaign.xml, replacing the existing file after backing it up) to 'go back in time' a bit.
Holy shiet, didn't realize lunalib overwrote settings from exerelin_config, it was set to True
Now I feel dumb, sorry for wasting your time :/
Two days of being afraid my save is done, because I didn't double-check... My god.
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Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?
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Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?
I think it is supposed to spawn at the Prism Freeport, but as of RC10, I cannot seem to establish contact with it.
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Game crashing after ending battles 90% of the time. :'(
377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
-
Game crashing after ending battles 90% of the time. :'(
377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Do you have Realistic Combat, and if so, is it fully up to date? There was a report with this trace earlier as well, and removing that mod fixed it.
-
Game crashing after ending battles 90% of the time. :'(
377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Do you have Realistic Combat, and if so, is it fully up to date? There was a report with this trace earlier as well, and removing that mod fixed it.
Yes I do, and it's fully up to date. I suppose I can remove it and give it a try again. Strangely the crash only happens after the battle when it's trying to get back to the campaign screen.
-
Okay, I think I've tested this enough to satisfy my paranoia. Here's the major release.
Strategy AI isn't 'officially' released — or feature-complete — yet but those of you who were hoping to mess with it can now do so.
Nexerelin v0.11.0
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.0/Nexerelin_0.11.0.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
Does not include changes in beta 0.10.6y-z
### Gameplay ###
* Add Remnant mission 4, with a unique boss ship (recoverable after end of mission)
* Available at cooperative relations with contact after starting mission 3
* Hostile activity integration
* Operatives disrupting a cell will reduce activity by -20
* Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction
* Only largest defense fleet event counts; all STGs count but with diminishing returns from the sum of their strength
* Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months)
* Operatives' internal security mode will find pirate bases involved in Hostile Activity
* Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies)
* Patrols won't care about player transponder if player is system owner
* Respawn invasion events have a 1000x revanchism mult when picking targets
* Starfarer mode colony growth mult 0.5x -> 0.75x
* Buy ship mission returns the AI core if selling an automated ship
* Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power
* Add a new Luddic Church merc company; adjust some of the others
* Random sector: Add Kanta's Den, add a few pilgrim fleets
* Sindrian Diktat has Devious trait
### GUI ###
* Add a "Personal Info" intel item (allows setting player honorific and interaction music)
* Add a 'Personal' intel tab and move some things to it, including insurance
* Add more settings to Luna menu
* Militia Power UNGP rule displays breakdown in tips screen
* Add arrows to fleet request screen
* Add a warning if player is over officer limit after taking ships from special task group
### Bugfixes ###
* Fix Nex loading wrong Luna settings value for fleet request cost
* Fix crash due to procure ship action unlocking storage in wrong place
* Remove old Nex override for Pather tithe check (no longer desirable)
* Block The Pilgrim's Path and The Usurpers events in random sector
* Fix player being able to trade with a market immediately after starting invasion
* Fix bug where defying vote cost 5 relation points instead of 10
* Fix player stats tracker persisting between different saves
* Fix non-ally diplomatic victory not working
* Properly handle pirate/Pather base manager replacement when adding Nex to existing save
* Remnant missions: try to make things not pick IndEvo artillery station when they want a nexus
* Ground battle: Fix being able to loot items when no troops onsite
* Maybe fix financial report for player special task group being split after game load
* Fix Sierra interactions with latest SotF
* Fix some lingering instances of `$market`
* Fix a minor memory leak on new game
### Modding ###
* Fix various issues where ground battle unit defs were still relying on old hardcoded system
* AIM mercenary fleets improvements
* Merc ships can now have names specified
* Merc officers can have personality set
* Free skeleton crew is based on ship's actual min crew, not the hull spec's
### Misc ###
* Add a couple of Scythe of Orion interactions when player has relations with Remnants
* Update random sector entity image picker
Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?
Only Prism Freeport if it exists, or else any independent colony.
-
Ah yes, I can do the silly mission now
-
Does not include changes in beta 0.10.6y-z
Is it safe to update from these builds, or would this have to be a new campaign?
-
Note: do not use ArmaA's Cataphract Strike or UAF's Atmospheric Artillery Support abilities until those mods are updated for v0.11.0, there's an incompatibility that will crash the game.
Does not include changes in beta 0.10.6y-z
Is it safe to update from these builds, or would this have to be a new campaign?
It's update-compatible.
-
Note: do not use ArmaA's Cataphract Strike or UAF's Atmospheric Artillery Support abilities until those mods are updated for v0.11.0, there's an incompatibility that will crash the game.
I just had it happen and it seems like it'll crash whenever an invasion happens, not just if you're the one using the ability (with UAF at least). Maybe that's what you meant, I dunno.
-
Well, that's odd since the crash seems to come from the GUI, NPC uses shouldn't break it.
Anyway I've quickly reuploaded the mod (as hosted on both GitHub and Nexus) with an attempted workaround (seems to work in player usage).
Anyone who downloaded before seeing this message can grab the fix .jar here (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) and see if it resolves the problem. (EDIT: It doesn't, look a few posts below for the proper fix)
-
Assuming this update is save-compatible, it doesn't seem to have worked for me. Initially I thought the crash was a save compatibility thing because it gave me a big error dialog before it could even load the save I had been in, and after putting the new jar in it still gave me the same error on that save. I'll let you know in a minute if I get the crash in this new save because (since I thought it was just save incompatibility) I forgot to save the game for a little bit.
-
Hmm, a failure to load the save sounds like an unrelated issue to this one; the invasion issue should specifically only happen when the game is already running.
Anyway Himemi on Discord kindly provided fix jars for the invasion ability crashes:
ArmaA (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar)
UAF (https://cdn.discordapp.com/attachments/619635013201428481/1112390515808272435/UAF.jar)
-
I did just now get that crash again in the new save. I'll stick the log here just in case, then I'll try that new jar.
Spoiler
1241112 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
1241114 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [campaign_music_part_2_v28.ogg]
1241125 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1241363 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1241364 [Thread-9] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1241395 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
edit: Seems to have been fixed with new jar; invasion notification popped up and didn't crash the game. I was also able to load that previous save without issue.
-
It seems that the tooltip for selecting starfarer mode hasn't been updated and still says that it reduces colony growth by 50%.
-
System info:
---------------
Game version: Starsector 0.96a-RC10
Game resolution: 1280x800 (59hz, 32bpp, windowed)
Java version: Java(TM) SE Runtime Environment 1.7.0_79-b15 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 217.46 MB / 5,854.50 (5,637.04 MB free, 5,854.50 MB allocatable)
System RAM: 3,882.82 MB remaining, 12,183.87 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144m -Xmx6144m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.
Graphics card info:
---------------------
GPU Model: Intel(R) HD Graphics 530
Vendor: Intel
Driver version: 4.6.0 - Build 31.0.101.2111
Free VRAM: 5,637.04 MB
Active mod list:
------------------
Regular mods (2):
- Nexerelin 0.11.0 by Histidine (original by Zaphide)
- United Aurora Federation 0.7.4a by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
Utility mods (4):
- Console Commands 2023.5.05 by LazyWizard
- LazyLib 2.8 by LazyWizard
- MagicLib 1.1.1-rc02 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
- zz GraphicsLib 1.7.0 by DarkRevenant
Still having issues with ground invasions in the game. Downloading the new update caused whatever is on the image below to appear when I tried to load my previous data. Ground combat crashes immediately, at least when playing with UAF.
[attachment deleted by admin]
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Did you get the fix .jar for UAF (and for ArmaA, if needed) provided a few posts up or on the thread OP?
It seems that the tooltip for selecting starfarer mode hasn't been updated and still says that it reduces colony growth by 50%.
The tooltip reads the config value directly. You might need to reset the mod settings in LunaLib.
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Did you get the fix .jar for UAF (and for ArmaA, if needed) provided a few posts up or on the thread OP?
I did, downloaded it and all. Unfortunately still get the message. Should I try a deletion and fresh reinstall?
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Don't think a fresh reinstall would help, but you could try it.
You placed the right .jar in the right folder I suppose? As in, downloaded UAF.jar and put it in United Aurora Federation/jars/ (not in Nexerelin/jars or wherever).
If you're still having trouble, could poke Himemi/Cieve-san on the unofficial Discord server, she's the one who supplies the custom .jars for UAF and ArmaA.
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If you're still having trouble, could poke Himemi/Cieve-san on the unofficial Discord server, she's the one who supplies the custom .jars for UAF and ArmaA.
Which discord?
also having these as a crash
[attachment deleted by admin]
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Hello folks, I have a question regarding the mod settings. Is there any way to make faction relations locked? I love the vast majority of things about the mod, but given I tend to play with commisions and not independent, I find constant relation changes really tiresome. I tried disabling diplomacy in hopes it would work. But 'discovered' espionage missions still imposed a penalty, so in effect it made it impossible for positive events to trigger but still kept a way for relations to lower.
Has anyone found a way to effectively just lock relations in their starting state?
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Is there a way to use the
Spoiler
planet killer we get at the end f the remnant quest? The live one.
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If you're still having trouble, could poke Himemi/Cieve-san on the unofficial Discord server, she's the one who supplies the custom .jars for UAF and ArmaA.
Which discord?
also having these as a crash
Yeah that's the issue fixed by the UAF .jar linked in this thread.
The server I mean is the one here (https://fractalsoftworks.com/forum/index.php?topic=11488.0)
Hello folks, I have a question regarding the mod settings. Is there any way to make faction relations locked? I love the vast majority of things about the mod, but given I tend to play with commisions and not independent, I find constant relation changes really tiresome. I tried disabling diplomacy in hopes it would work. But 'discovered' espionage missions still imposed a penalty, so in effect it made it impossible for positive events to trigger but still kept a way for relations to lower.
Has anyone found a way to effectively just lock relations in their starting state?
Well, whoops.
You can turn off the operative actions by setting eventFrequency in Nexerelin/data/config/exerelin/agentConfig.json to a large number (99999 ought to do it), which combined with disabling diplomacy should prevent relationship changes other than those caused by the player.
Is there a way to use the Spoiler
planet killer we get at the end f the remnant quest? The live one.
Haven't done anything for that (other than a new Church turn-in route with the same effect as the existing one), in technical terms it's the same as the vanilla version of the item.
(I didn't even add an option to return it to the original owners, RIP)
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Yeah that's the issue fixed by the UAF .jar linked in this thread.
sad, but it isn't. At least for me
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Is there a way to use the Spoiler
planet killer we get at the end f the remnant quest? The live one.
Haven't done anything for that (other than a new Church turn-in route with the same effect as the existing one), in technical terms it's the same as the vanilla version of the item.
(I didn't even add an option to return it to the original owners, RIP)
Oh alright, it was still a pretty exciting quest and the reward is still good if we can use it to get more rewards during the scythe of orion.
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Yeah that's the issue fixed by the UAF .jar linked in this thread.
sad, but it isn't. At least for me
Did you put that UAF.jar in the UAF folder?
Not the Nexerelin folder.
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I am getting the same problem as Yama, random cdt with a massive error post for Nexelerin. I also already put the .jar into the UAF folder as well. Was probably only 3-4 weeks into the game.
Edit: I haven't downloaded the Arma one though and can't find a link that works.
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So, I saw that you added special interactions for Scythe of Orion when cooperative with remnants. How does it work?
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Did you put that UAF.jar in the UAF folder?
Sure.
As is said above, fixed jar fixes player using UAF abilities in combat, but seems it's still ctd when AI does
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UAF 0.74a1 claims to have fixed the issue as per Cy's edited Patreon post (https://www.patreon.com/posts/united-aurora-0-82993772), so try that.
Edit: I haven't downloaded the Arma one though and can't find a link that works.
The link in the OP worked for me just now, it's hosted on the Discord CDN so it not working if the UAF one does seems a bit strange.
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I get seemingly random crashes. What can I do to not get them? I tried to reinstall Nexerelin but the error still appeared. starsector.log:
2886657 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Get the ArmaA fix .jar from the thread OP, put it in Arma Armatura/jars (replacing existing file), see if that fixes your crash.
-
Can anyone explain what the strategic ai mode does?
-
Nevermind my last comment. I am mega dumb and didn't realize my wifi was flicked off when I tried to download the jar from the link. Game works 100% now, no issues and no fps stress.
-
Can anyone explain what the strategic ai mode does?
It manages some faction activity (diplomacy and warfare, among others) to try and make it more goal-directed. You can see what it's trying to do in the "Strat. AI" intel tab if strategy AI is enabled.
-
so for better experience i should enable it? can it be enables or disabled mid campagin?
-
what does "useEnhancedAdmins" exactly do?
i updated/installed some mods and now admins with cybernetic augmentations show up.
-
so for better experience i should enable it? can it be enables or disabled mid campagin?
You can turn it on and off midgame as many times as you like, yes.
I think it makes better decisions than the current system, and (more importantly) the logic is more player-visible. Although it's not feature-complete yet, and I can't guarantee it never crashes.
what does "useEnhancedAdmins" exactly do?
i updated/installed some mods and now admins with cybernetic augmentations show up.
Nex's enhanced admins setting just gives custom colony skills to three of the vanilla faction leaders. One or more of the other colony mods do add new skills for generic admins though.
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I ran into a problem in the campaign, is it a matter of Nexerelin?
It happened when the patrol was automatically engaged with the raiding fleet.
56431 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.ai.action.covert.SabotageIndustryAction.generate(SabotageIndustryAction.java:32)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
-
Welp, another crash with strategic AI...
I'll fix in next version, for now you can turn off the AI or try the fix .jar here (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars, overwriting existing file).
-
Hey Histidine, just wanna say that I love this mod, and to thank you for your tireless service.
Small hiccup that was fixed in RC10 but seems to have resurfaced; the name of the colony has "Name" repeated after it. Example: CruorName
I play pretty vanilla without other mods save for yours, so was wondering what could be the issue.
Thanks again!
-
Hey there, just a heads up; having completed the new Midnight mission and recovered the prize ship at the end, the game crashes every time I try to either take it into a simulation or add s-mods to it, with the following text in the log:
1510510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.Ó00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.Ò00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Not entirely sure what is causing this because I've never seen a crash report like it before.
-
Hello, i found a bug after having an agent and want to assign her to a job by clicking on her intel tab, this is the screenshot of the error,
and this is the MOD that i use
{"enabledMods": [
"automatedcommands",
"lw_console",
"gflportraitpack",
"gflportraitpack2",
"lw_lazylib",
"MagicLib",
"nexerelin",
"scalartech",
"sun_starship_legends",
"stelnet",
"presmattdamon_takenoprisoners",
"uaf",
"shaderLib"
]}
[attachment deleted by admin]
-
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
-
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
I got this error too:
7554777 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.24 (data/config/exerelin/groundBattleDefs.json)]
7554777 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-main (data/config/exerelin/groundBattleDefs.json)]
7554778 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
7554784 [Thread-3] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
7554788 [Thread-7] INFO sound.O - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
7555036 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
[Edit] Just in case it makes a difference, this happened when I was trying to capture a pirate station.
-
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
I got this error too when I started a new Nexerelin game with the Arma Armatura mod added. It went away after I disabled it.
-
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
I got this error too when I started a new Nexerelin game with the Arma Armatura mod added. It went away after I disabled it.
Same here!
-
Why did so many people post errors with known fixes at the same time
ArmaA: Get the fix .jar from thread OP, put in Arma Armatura/jars and replace existing file
UAF: Update to 0.74a1
Hey there, just a heads up; having completed the new Midnight mission and recovered the prize ship at the end, the game crashes every time I try to either take it into a simulation or add s-mods to it, with the following text in the log:
1510510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.Ó00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.Ò00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Not entirely sure what is causing this because I've never seen a crash report like it before.
Did you try to autofit the ship using the second, strengthened form in the autofit menu? That's bugged, don't do it. I'll remove that variant as an autofit target next version.
If your ship is already 'ruined' in this way (can't undo the autofit etc.) scrap it and give yourself a new one with console (addship nex_silverlight).
-
Is there a way to stop the special task group from having the "does not match variant" error?
Or at least remove the warning?
-
Here's a hotfix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars) to make it stop printing the warning message. I still need to look into what the game and mod are actually doing that causes the issue to begin with.
-
Here's a hotfix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars) to make it stop printing the warning message. I still need to look into what the game and mod are actually doing that causes the issue to begin with.
Thanks a lot :)
-
A brief search didn't turn up anything in this thread so hopefully this isn't redundant.
With regards to the Hostile Activity mechanic in 0.96 and Nexerelin's ability to have factions be eliminated from the game, eliminating the Luddic Path as a faction doesn't alter the threat gain from Pathers - technology and industry will still attract their attention. Which makes sense since, programming-wise, the Pather threat mechanic was implemented in vanilla Starsector - an environment where factions couldn't be eliminated, so there's no equivalent of "if Pather_population = 0 then Pather_colony_threat = 0." So it's working as intended, but it also means that the Pather threat mechanic and their existence aren't connected to one another in Nexerelin by extension.
So the only way to stop them from bothering you is via the vanilla 0.96 solution, as opposed to razing their planets. It's an open question as to which is easier, at least in terms of gameplay. Though, if the threat and the faction were connected, it might also open the door for custom factions being able to interact with Hostile Activity in some way as well, for good or for ill (a faction with secret police raising threat? O reducing it with a commission?).
Overall, it's just something I stumbled into and wasn't sure how to quantify it beyond "oh hey that's something."
-
Why did so many people post errors with known fixes at the same time
ArmaA: Get the fix .jar from thread OP, put in Arma Armatura/jars and replace existing file
UAF: Update to 0.74a1
Hey there, just a heads up; having completed the new Midnight mission and recovered the prize ship at the end, the game crashes every time I try to either take it into a simulation or add s-mods to it, with the following text in the log:
1510510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.Ó00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.Ò00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Not entirely sure what is causing this because I've never seen a crash report like it before.
Did you try to autofit the ship using the second, strengthened form in the autofit menu? That's bugged, don't do it. I'll remove that variant as an autofit target next version.
If your ship is already 'ruined' in this way (can't undo the autofit etc.) scrap it and give yourself a new one with console (addship nex_silverlight).
Can someone pls linked the updated jar for the armaa mod, found one but it now gives me
starsector Fatal: Error loading [data.hullmods.arma module Repair] Cause: data.hull mods.armaa_moduleRepair
instead of giving me this one:
starsector fatal: exerlin/campaing/ui/CustomPanelPluginWithInput$Button Entry Cause: exerlin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
ty
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I've noticed that markets in the system the Star Federation mod adds do not get the nexerlin tariff discount and stay at vanilla 30%. Is this intended behavior, and/or is there a fix I could do?
Would something like https://github.com/Histidine91/Nexerelin/wiki/FAQ#how-do-i-make-my-mod-compatible-with-nexerelin (https://github.com/Histidine91/Nexerelin/wiki/FAQ#how-do-i-make-my-mod-compatible-with-nexerelin) have to be done for Star Federation? I thought these were compatible mods because in the setup menu when making a new game the Star Federation faction has a custom description when selecting it as one to join as opposed to vanilla factions having no description. But maybe that description is pulled from some unrelated place.
Sorry in advance, I'm not good with code.
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Did a quick check + test; the Nex tariff modification actually works, but Star Federation actually has the base tariffs for its markets set to 50% (!) Maybe I'll tell Sleepyfish to change it.
Can someone pls linked the updated jar for the armaa mod, found one but it now gives me
starsector Fatal: Error loading [data.hullmods.arma module Repair] Cause: data.hull mods.armaa_moduleRepair
instead of giving me this one:
starsector fatal: exerlin/campaing/ui/CustomPanelPluginWithInput$Button Entry Cause: exerlin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
ty
Don't have time to look into this right now, but make sure you're applying the .jar on the latest version of ArmaA. Try a clean reinstall+update of the mod (delete old folder) before adding the jar.
A brief search didn't turn up anything in this thread so hopefully this isn't redundant.
With regards to the Hostile Activity mechanic in 0.96 and Nexerelin's ability to have factions be eliminated from the game, eliminating the Luddic Path as a faction doesn't alter the threat gain from Pathers - technology and industry will still attract their attention. Which makes sense since, programming-wise, the Pather threat mechanic was implemented in vanilla Starsector - an environment where factions couldn't be eliminated, so there's no equivalent of "if Pather_population = 0 then Pather_colony_threat = 0." So it's working as intended, but it also means that the Pather threat mechanic and their existence aren't connected to one another in Nexerelin by extension.
So the only way to stop them from bothering you is via the vanilla 0.96 solution, as opposed to razing their planets. It's an open question as to which is easier, at least in terms of gameplay. Though, if the threat and the faction were connected, it might also open the door for custom factions being able to interact with Hostile Activity in some way as well, for good or for ill (a faction with secret police raising threat? O reducing it with a commission?).
Overall, it's just something I stumbled into and wasn't sure how to quantify it beyond "oh hey that's something."
Yea that's a thing I probably ought to review at some point. It's also a bit weird that pirate/Path commissions in Nex don't affect their respective factions' HA contributions at all.
-
This might be a dumb question, but is there a way to broaden the ship selection for the 'free start'? Or get it to include modded ships?
-
I've started at least 30 new files, and based on my findings you wind up on an uninhabitable world about 90% of the time. Is this intentional? Sometimes I was on the worst planet in a system that had way better.
-
Oh, I probably should have checked the tariff without nexerlin beforehand. Good to know though, thanks!
Did a quick check + test; the Nex tariff modification actually works, but Star Federation actually has the base tariffs for its markets set to 50% (!) Maybe I'll tell Sleepyfish to change it.
-
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Get the ArmaA fix .jar from the thread OP.
It would be nice if people checked the last page or two before posting errors :-X
I've started at least 30 new files, and based on my findings you wind up on an uninhabitable world about 90% of the time. Is this intentional? Sometimes I was on the worst planet in a system that had way better.
Looks like the previous update broke how it finds desirable planets; all planets are getting a rating of zero. Fixing it, thanks for mentioning!
-
yo quick question, can you edit stuff related to the ground invasions like squad size or increase movement points?
It's a bit cheesy I know but I like the idea of deploying 10,000 marines all at once to wreck enemy defenses and wanna see if it's possible to do so
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Not sure if this is a known error already, but I got this exception on trying to transverse jump into the alpha site:
932763 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.ai.action.covert.SabotageIndustryAction.generate(SabotageIndustryAction.java:32)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
For now, I'm going to assume I should just turn the strategic AI off again.
-
Hello, I'd like to report a non-critical (but annoying) bug to do with the "travel" action for agents/operators. It seems that only one agent can be traveling at a time. If you have an agent currently doing the travel mission, and you attempt to assign another agent to also do a travel mission, the map fails to come up and instead the error "java.lang.NullPointerException" pops up in the agent menu.
However, the game doesn't crash, and there seems to be no lingering issues. You can still assign other missions to the agent (at the market they're currently at), and if you wait for your in-transit agent to complete their travel mission then you'll once again be able to order your other agent to travel. Ultimately this bug is mostly a minor inconvenience, since on default sector sizes the travel mission never takes very long to complete. However I could imagine it getting very inconvenient for players who use mods to increase the sector size, where the travel mission might take much longer than in vanilla...
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Ohh, that's why the travel issue was happening...
Anyway, pending an official release, I've updated the Nexerelin fix .jar on the thread OP (has fixes for the operative travel and sabotage industry strategic action, among other bugs).
yo quick question, can you edit stuff related to the ground invasions like squad size or increase movement points?
It's a bit cheesy I know but I like the idea of deploying 10,000 marines all at once to wreck enemy defenses and wanna see if it's possible to do so
There's a few settings in data/config/settings.json and data/config/exerelin/groundBattleDefs.json, but the particular settings mentioned in your post have to be modified from code (doesn't need to be Nex code; an external mod can change them if it knows where to look).
-
I am amazed at how many new experiences and RP moments this mod offers. I'm really enjoying it. Thank you for making it!
-
Don't know if its something I can tweak myself. But it would be cool (and make sense?) If we didn't get any updates what so ever about what's going on in the core worlds, not unless you're near a com relay. Like how bounties and surveys and the like won't update/post new ones unless you're near one.
Just be out there in the deep dark sector on a long expedition, not knowing what is going on back home. And then suddenly getting a stream of updates as you reach a com relay or get back to the core worlds.
-
not sure why, but it seems the current version of this with my mod list doesnt like cataphracts. wish i could give you the crash logs but i dont have them rn.
my mod list is; Nexererelin, Gundam UC, magic lazy and graphics libs, adjustable skill thresholds, arma armatura, automated commands, CWSP, combat alarm sounds, combat radar, ED Shipyards, console commands, fleet size by DP, fuel syphoning, high tech expansion, interstellar imperium, mayasuran navy, scalartech solutions, ship/weapons pack, talahan shipworks, the star federation, torchships and deadly armament, united aurora federation, upgraded rotary weapons, version checker, and the va11 hall-a pokemon masters degenerate and another portrait packs.
-
not sure why, but it seems the current version of this with my mod list doesnt like cataphracts. wish i could give you the crash logs but i dont have them rn.
my mod list is; Nexererelin, Gundam UC, magic lazy and graphics libs, adjustable skill thresholds, arma armatura, automated commands, CWSP, combat alarm sounds, combat radar, ED Shipyards, console commands, fleet size by DP, fuel syphoning, high tech expansion, interstellar imperium, mayasuran navy, scalartech solutions, ship/weapons pack, talahan shipworks, the star federation, torchships and deadly armament, united aurora federation, upgraded rotary weapons, version checker, and the va11 hall-a pokemon masters degenerate and another portrait packs.
*cough* Get the hotfix for ARMA Armatura from the thread's first page (the text is literally ArmaA) *cough*
-
Top of the exerlin_config.json:
"ceasefireNotificationPopup": true,
# 0 = no filter, 1 = popup only events affecting player/commissioner faction, 2 = filter out all events
# war/peace events are always shown
"diplomacyEventFilterLevel":0,
# more or less the same as above
"agentEventFilterLevel":0,
# 0 = standard behavior, most intel delivered instantly,
# 1 = important intel delivered instantly, rest added when near comm relay
# 2 = almost no intel delivered instantly, rest added when near comm relay
"nexIntelQueued":0,
#if false, missions are added directly. if true, missions are delivered when in relay range.
"queuedNexMissions":false,
It would be nice if people would read the configs and the OP (see fix jars <_< >_>).
-
Top of the exerlin_config.json:
"ceasefireNotificationPopup": true,
# 0 = no filter, 1 = popup only events affecting player/commissioner faction, 2 = filter out all events
# war/peace events are always shown
"diplomacyEventFilterLevel":0,
# more or less the same as above
"agentEventFilterLevel":0,
# 0 = standard behavior, most intel delivered instantly,
# 1 = important intel delivered instantly, rest added when near comm relay
# 2 = almost no intel delivered instantly, rest added when near comm relay
"nexIntelQueued":0,
#if false, missions are added directly. if true, missions are delivered when in relay range.
"queuedNexMissions":false,
It would be nice if people would read the configs and the OP (see fix jars <_< >_>).
Thank you for the reply and the needless passive aggression.
-
There was zero "passive aggression". :o
-
I don't know if this is a known issue, but when purchasing governorship of a hidden pirate base the price was only 1 credit.
-
Does starting as Tri-Tachyon no longer set you as neutral to the Remnant? Jumped in to a system and they're hostile before I've touched anything.
-
I don't know if this is a known issue, but when purchasing governorship of a hidden pirate base the price was only 1 credit.
I don't know how was that possible to begin with, as there are no pirate commanders in the comms office who could offer you a governoship sale AFAIK. Strange, though.
-
There was zero "passive aggression". :o
As an unafiliated 3rd party I will say the following could be seen as passive-aggressive "It would be nice if people would read the configs and the OP (see fix jars <_< >_>)"
We all have to remember text is an inferior form of communication.
-
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Thats a +1 for this right here.
-
I got a Fatal null
and it shows81347 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableInvasions]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableDiplomacy]
81353 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
81358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
.
-
I don't know how was that possible to begin with, as there are no pirate commanders in the comms office who could offer you a governoship sale AFAIK. Strange, though.
Odd! there was a Station King in my save. I wonder if that is a non-Nex issue.
-
Thats a +1 for this right here.
If you check the thread OP, you have to download the new ArmaA jar to replace your current armaa.jar with. I thought I did it properly and came to leave a comment that I'm still getting the error, before I realized that I added it to the nexerelin folder instead of the armaa folder. Working for me now
-
Fatal Error during autofitting the Silverlight boss ship and/or trying to test out the ship after autofitting
The preview shows Dextral and Sinistar Shards but those don't have mounts and I guess that causes the fatal error cuz manual fitting doesn't crash
299824 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.?00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.?00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
132516 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
at com.fs.starfarer.coreui.refit.oOOO.?00000(Unknown Source)
at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
at com.fs.starfarer.coreui.refit.auto.K.syncUIWithVariant(Unknown Source)
at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:537)
at com.fs.starfarer.coreui.refit.auto.G.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Spoiler
"enabledMods": [
"PAGSM",
"pantera_ANewLevel30R",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"lw_autosave",
"HMI_brighton",
"CaptainsLog",
"combatactivators",
"chatter",
"lw_console",
"exoticatechnologies",
"fleetsizebydp",
"GrandColonies",
"HMI_SV",
"HMI",
"HIVER",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"MissileShipOverhaul",
"niko_moreCombatTerrainEffects",
"nexerelin",
"progressiveSMods",
"scan_those_gates",
"Scrapyard",
"secretsofthefrontier",
"spacetruckin",
"speedUp",
"sun_starship_legends",
"stelnet",
"Sunrider",
"tahlan",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"star_federation",
"ungp",
"whichmod",
"shaderLib"
-
Yeah, don't use that autofit goal variant for the Silverlight. (I've removed it for next version, but seems this doesn't apply to existing saves)
I got a Fatal null
and it shows81347 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableInvasions]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableDiplomacy]
81353 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
81358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
.
That's not the error message I need. The message will be right at the end of the log if viewed right after the crash happens.
Without more info (such as your modlist), best I can suggest is check the modded bug reports subforum, I suspect it's the Secrets of the Frontier crash. If you're still having trouble, upload the full log someplace like Dropbox or Google Drive.
-
Is there a way to make a colony not invadable? I tried marking certain colonies as story critical with the command console, but unsurprisingly that doesn't seem to do anything in a Nex start with the story skipped. It'd be great for games where I want, for example, Kazeron to always belong to the PL and such. Thanks for your work on the mod!
-
Belated fix update.
Reminder for ArmaA users: Get the fix .jar (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) and put it in Arma Armatura/jars.
Nexerelin v0.11.0b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.0b/Nexerelin_0.11.0b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
## v0.11.0b (2023-06-17) ##
### Gameplay ###
* Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
* When repeating operative action, update target faction if current market owner has changed
* Alicorn main projectile passes through missiles and fighters
* Silverlight no longer tagged as known to Remnants (does not apply to existing saves)
### Bugfixes ###
* Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station
* Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
* Fix null pointer in operative travel order dialog when an operative has no market
* Fix null pointer if a market decivilizes while NPC covert action is ongoing
* Workaround some weird crash with nonexistent special item when computing industry value
* Fix Luddic Path base manager replacement when adding to existing save
* Fix planet desirability detection for random sector/own faction planet picking
* Also adjust some condition valuations for desirability
* Maybe fix variant breakages in player special task groups
* Safety for invalid ground battle ability visual panels
* Fix some missing admins in Derelict Empire or from expedition-founded colonies
### Modding ###
* Nex_MarketCMD calls `NexPostShowDefenses` after `showDefenses`
* Fix ground battle's faction bonus subplugin not handling integers (or strings)
Is there a way to make a colony not invadable? I tried marking certain colonies as story critical with the command console, but unsurprisingly that doesn't seem to do anything in a Nex start with the story skipped. It'd be great for games where I want, for example, Kazeron to always belong to the PL and such. Thanks for your work on the mod!
Hmm applying the story-critical setting with console should work, as long as the allowInvadeStoryCritical setting is set to false in exerelin_config.json (or the LunaLib settings menu, if that's enabled). What was the runcode command you used?
You could try the more heavy-handed allowInvadeStartingMarkets setting which blocks NPC invasion of any markets existing at the start of the game. Or apply the $nex_uninvadable memory key to specific markets, I think this also affects player invasions.
-
I used this, based off an older post I found:
runcode {
Misc.makeStoryCritical("chicomoztoc", "$i_dont_want_invasions");
Misc.makeStoryCritical("sindria", "$i_dont_want_invasions");
Misc.makeStoryCritical("kazeron", "$i_dont_want_invasions");
Misc.makeStoryCritical("eochu_bres", "$i_dont_want_invasions");
Misc.makeStoryCritical("tartessus", "$i_dont_want_invasions");
Misc.makeStoryCritical("chalcedon", "$i_dont_want_invasions"); }
Now that I'm looking at what I pasted the spacing looks off, idk if that matters. I had allowInvadeStoryCritical set to false, and I'm not sure what you mean by applying the $nex_uninvadable memory key.
-
Error while running the game
mod list
{"enabledMods": [
"A_S-F",
"aod_capital",
"Cryo_but_better",
"aod_core",
"armaa",
"CJHM",
"Csp",
"combatactivators",
"lw_console",
"exoticatechnologies",
"GrandColonies",
"hte",
"LTA",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"Musashimanufactor",
"wisp_NeutrinoDetectorMkII",
"nexerelin",
"assortment_of_things",
"RealisticCombat",
"sun_ruthless_sector",
"scalartech",
"swp",
"mayu_specialupgrades",
"StopGapMeasures3",
"tahlan",
"Terraforming & Station Construction",
"underworld",
"uaf",
"whichmod",
"shaderLib",
"ungp"
]}
Starsector.log
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0x0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0x0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0x0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0x0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0x0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0x0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0x0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0x0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0x0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0x0000090: 1911 b900 8002 0012 810b b900 8203 0057
0x00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
0x00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
0x00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
0x00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
0x00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
0x00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0x0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0x0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0x0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0x0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0x0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0x0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0x0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0x0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0x0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0x0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
0x00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
0x00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
0x00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
0x00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
0x00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
0x00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0x0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0x0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0x0000220: 191c b900 6602 0057 1910 1912 b900 8002
0x0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0x0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0x0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0x0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0x0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Never seen anything like this
-
ArmaA has issues with Nexerelin at the moment, get the fix .jar from this thread's opening page.
-
I believe I have a bug with the latest version of this mod, and the latest version of the game. Sorry, I don't know how to hide my text in spoiler boxes.
Even though the log looks like it is here I have the following list of mods:
'AA HIDE'
'AIRetrofits-master'
'Aptly Simple Hullmods'
'AutomatedCommands'
"Carter's Junk Hull Mods 0.4"
"Caymon's Ship Pack"
'Celestial Mount Circle'
'Console Commands'
'Crew_Replacer-master'
'DetailedCombatResults'
'enabled_mods.json'
"Foxy's Quality Of Life"
'Grand.Colonies1.1.a'
'GraphicsLib'
'GrytpypeMoriarty'
'Hostile Intercept'
'HTE'
'Industrial.Evolution3.2.c'
'Kayse Phase Ships'
'Keruvim Shipyards'
'LazyLib'
'Leading Pip'
'LunaLib'
'MagicLib'
'MarketRetrofits-master'
'MissileShipOverhaul'
"Nes's SAW"
'New Beginnings'
'Nexerelin'
'PAGSM v1.12'
'PlanetaryShieldAccessControl'
'Play As Yourself'
'ScanThoseGates'
'SpeedUp'
'SS-armaa-2.24'
'stelnet'
'Super Cool Faction Flags'
'Support Ships'
'tahlan-shipworks-1.2.1'
'Terraforming and Station Construction'
'Too Much Information'
'Tri-Tac Special Circumstances 0.4'
'UNUSED'
'WhichMod'
'WhichTMI-1.1.0'
The log makes me think it is Nexerelin. Here is what I believe is the relevant part:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
539537 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [campaign_noncore_part1.ogg]
-
See the post above yours :|
-
Hey,
I think I found a bug? Or at least something I probably shouldn't have been able to do. Nex mission spoilers ahead:
Spoiler
I was able to scuttle the omega ship that you can get as a mercenary for the final story mission. It gave me an omega core. I was then able to reassign the "mercenary officer" Omega core to another non automated ship. Once I had done that I think it worked as intended, as I could no longer scuttle that ship to get another omega core. Unfortunately I didn't get a screen cap, I just panicked and dismissed him so I didn't have to lose the ship once the contract ran out. All I've got for proof is an omega core in my holds, but that doesn't really prove anything lol.
-
See the post above yours :|
Thank you! Yes, the AA patch worked!
-
Not totally sure whats going on here...
But I keep getting this error message after installing this.
"Fatal:DIRECTORY:
G:\GAMES\STARSECTOR.V0.96A-RC10\STARSECTOR-CORE\..\MODS\NEXERELIN
(DATA\WEAPONS\PROJ\._NEX_ALICORN_PROJ.PROJ)
A JASONObject text must begin with '{' at 1 [character 2 line 1]
Check starsector.log for more info
I look at the "NEX_ALICORN_PROJ.PROJ" file and it starts with:
"
{
"id":"nex_alicorn_proj",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF","
"
So { seems to be the very first character in the text pad.... am I missing something? To be clear I have not edited this text file at all before getting this error.
This is a fresh install of starsector and a fresh install of nex plus supporting mods that it needs. I have no other mods installed.
This is the starsector.log it mentions.
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.96a-RC10 launcher
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in G:\Games\Starsector.v0.96a-RC10\starsector-core
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 8.1 6.3
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_79 (64-bit)
40 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib]
49 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: MagicLib [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib]
57 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin]
65 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: progressiveSMods [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods]
65 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [..\\mods/enabled_mods.json]
72 [main] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
81 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
314 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 60Hz, 32bpp
314 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 59Hz, 32bpp
314 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 75Hz, 32bpp
314 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 67Hz, 32bpp
314 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x400, 60Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x400, 59Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x480, 59Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x480, 60Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x400, 70Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x576, 50Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x576, 60Hz, 32bpp
315 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 720x576, 59Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 59Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 56Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 60Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 72Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 75Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 832x624, 75Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 832x624, 60Hz, 32bpp
316 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 832x624, 59Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 59Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 60Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 70Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 75Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 75Hz, 32bpp
317 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 60Hz, 32bpp
318 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 59Hz, 32bpp
318 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 75Hz, 32bpp
318 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 60Hz, 32bpp
318 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 60Hz, 32bpp
318 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 59Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 59Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 50Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 60Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 59Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 60Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 59Hz, 32bpp
319 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 60Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 59Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 59Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 60Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 25Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 29Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 30Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 59Hz, 32bpp
320 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 60Hz, 32bpp
321 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 50Hz, 32bpp
321 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 2560x1440, 60Hz, 32bpp
321 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 3200x1800, 60Hz, 32bpp
321 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Assuming native monitor resolution is 3200x1800
380 [Thread-2] INFO com.fs.graphics.K - Using refresh rate:60
732 [Thread-2] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Maximum anti-aliasing samples: 8
984 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launcher_bg.jpg (using cast)
1039 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launch_button_bg.png (using cast)
1044 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button0.png (using cast)
1048 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button1.png (using cast)
1049 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_on.png (using cast)
1051 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_off.png (using cast)
1052 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/arrow_down.png (using cast)
1053 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fx/scanline11.png (using cast)
1054 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e.png (using cast)
1055 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_bot.png (using cast)
1056 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_top.png (using cast)
1057 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w.png (using cast)
1058 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_bot.png (using cast)
1059 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_top.png (using cast)
1061 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/cursors/cursor_blue.png (using cast)
1064 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/cursors/cursor_blue_2x.png (using cast)
1096 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron24aabold_0.png (using cast)
1146 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron20aa_0.png (using cast)
1183 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/insignia15LTaa_0.png (using cast)
1222 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron12_0.png (using cast)
3164 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Running with the following mods (in order of priority):
3165 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LazyLib [id: lw_lazylib] [version 2.8] (from G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib)
3165 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - MagicLib [id: MagicLib] [version 1.1.3-rc01] (from G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib)
3165 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Nexerelin [id: nexerelin] [version 0.11.0b] (from G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin)
3166 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Progressive S-Mods [id: progressiveSMods] [version 0.10.0] (from G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods)
3172 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mod list finished
3172 [Thread-3] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
3203 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
3219 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib (data/config/settings.json)]
3223 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin (data/config/settings.json)]
3230 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods (data/config/settings.json)]
3242 [Thread-3] INFO com.fs.starfarer.combat.CombatMain - Running with screen scale: 1.0
3243 [Thread-3] INFO com.fs.starfarer.combat.CombatMain - Running with antialiasing samples: 0
3263 [Thread-3] INFO com.fs.graphics.K - Using refresh rate:60
3929 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particleline32ln.png (using cast)
3930 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particleline32sq.png (using cast)
3988 [Thread-3] ERROR com.fs.starfarer.title.A.OoOO - java.lang.RuntimeException: Control key [CMENU_REMOVE_WP_1] is invalid
java.lang.RuntimeException: Control key [CMENU_REMOVE_WP_1] is invalid
at com.fs.starfarer.title.A.OoOO.super(Unknown Source)
at com.fs.starfarer.title.A.OoOO.Ó00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
3993 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/loading_widget.png (using cast)
3996 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/loading_widget_glow.png (using cast)
3999 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/starsector_title_alpha.png (using cast)
4001 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fx/shimmer.png (using cast)
4024 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods/jars/Progressive S-Mods.jar]
4025 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin/jars/ExerelinCore.jar]
4025 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib/jars/MagicLib.jar]
4025 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib/jars/MagicLib-Kotlin.jar]
4025 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib/jars/LazyLib.jar]
4025 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib/jars/LazyLib-Kotlin.jar]
4026 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib/jars/LazyLib-Console.jar]
4026 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Getting ready to load jar file [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\LazyLib/jars/lib/Kotlin-Runtime.jar]
4026 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Loading jar files
4035 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/strings/ship_names.json)]
4040 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 283 ship names for group GENERAL
4040 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 34 ship names for group BEASTS
4041 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 726 ship names for group GREEK
4041 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 45 ship names for group LUDDIC_PATH
4041 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 15 ship names for group OTHER
4041 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 39 ship names for group REVOLUTIONARY
4042 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 26 ship names for group HEGEMONY
4042 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 155 ship names for group CELTIC
4042 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 127 ship names for group ROMAN
4042 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 25 ship names for group OMEGA
4043 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 149 ship names for group EGYPTIAN
4043 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 55 ship names for group BRITISH_NAVY
4043 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 36 ship names for group AZTEC
4043 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 49 ship names for group DERELICT_DRONE
4044 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 64 ship names for group NORSE
4044 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 16 ship names for group ABRAHAMIC
4044 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 71 ship names for group SPACE
4045 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 113 ship names for group JAPANESE
4045 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 181 ship names for group PIRATES
4045 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 68 ship names for group LUDDIC_CHURCH
4045 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 19 ship names for group PERSIAN
4046 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 36 ship names for group MERCANTILE
4046 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 45 ship names for group DIKTAT
4046 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 51 ship names for group KNIGHTS
4046 [Thread-3] INFO com.fs.starfarer.loading.ShipNameStore - Loaded 2354 total ship names
4047 [Thread-3] INFO com.fs.starfarer.loading.StarfarerStrings - Loading strings
4055 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/strings/tooltips.json)]
4077 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/strings/strings.json)]
4080 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib (data/strings/strings.json)]
4083 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin (data/strings/strings.json)]
4104 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.lazywizard.lazylib.LazyLib] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4106 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.Magic_modPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4110 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [exerelin.plugins.ExerelinModPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4111 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [progsmod.plugin.ProgSMod] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4120 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/strings/tips.json)]
4121 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin (data/strings/tips.json)]
4131 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading engine style data
4138 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/engine_styles.json)]
4142 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hull style data
4149 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/hull_styles.json)]
4157 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [ABSOLUTE_AND_CWD: null]
4160 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading missions
4161 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [afistfulofcredits] from [data/missions/afistfulofcredits/descriptor.json] (source: [null/data/missions/mission_list.csv])
4161 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/afistfulofcredits/descriptor.json]
4175 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [turningthetables] from [data/missions/turningthetables/descriptor.json] (source: [null/data/missions/mission_list.csv])
4175 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/turningthetables/descriptor.json]
4190 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [forthegreaterlud] from [data/missions/forthegreaterlud/descriptor.json] (source: [null/data/missions/mission_list.csv])
4190 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/forthegreaterlud/descriptor.json]
4204 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [thewolfpack] from [data/missions/thewolfpack/descriptor.json] (source: [null/data/missions/mission_list.csv])
4204 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/thewolfpack/descriptor.json]
4225 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [ambush] from [data/missions/ambush/descriptor.json] (source: [null/data/missions/mission_list.csv])
4226 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/ambush/descriptor.json]
4240 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [hornetsnest] from [data/missions/hornetsnest/descriptor.json] (source: [null/data/missions/mission_list.csv])
4240 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/hornetsnest/descriptor.json]
4257 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [thelasthurrah] from [data/missions/thelasthurrah/descriptor.json] (source: [null/data/missions/mission_list.csv])
4257 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/thelasthurrah/descriptor.json]
4277 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [direstraits] from [data/missions/direstraits/descriptor.json] (source: [null/data/missions/mission_list.csv])
4277 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/direstraits/descriptor.json]
4293 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [predatororprey] from [data/missions/predatororprey/descriptor.json] (source: [null/data/missions/mission_list.csv])
4293 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/predatororprey/descriptor.json]
4308 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [sinkingthebismarck] from [data/missions/sinkingthebismarck/descriptor.json] (source: [null/data/missions/mission_list.csv])
4308 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/sinkingthebismarck/descriptor.json]
4323 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [nothingpersonal] from [data/missions/nothingpersonal/descriptor.json] (source: [null/data/missions/mission_list.csv])
4323 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/nothingpersonal/descriptor.json]
4338 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [coralnebula] from [data/missions/coralnebula/descriptor.json] (source: [null/data/missions/mission_list.csv])
4338 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/coralnebula/descriptor.json]
4354 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [forlornhope] from [data/missions/forlornhope/descriptor.json] (source: [null/data/missions/mission_list.csv])
4354 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/forlornhope/descriptor.json]
4369 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading mission [randombattle1] from [data/missions/randombattle1/descriptor.json] (source: [null/data/missions/mission_list.csv])
4369 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/missions/randombattle1/descriptor.json]
4408 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib]
4410 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin]
4412 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods]
4413 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [ABSOLUTE_AND_CWD: null]
4416 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4455 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hull mods
4457 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Accelerated Shields] (source: [null/data/hullmods/hull_mods.csv])
4457 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Adaptive Phase Coils] (source: [null/data/hullmods/hull_mods.csv])
4457 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Advanced Optics] (source: [null/data/hullmods/hull_mods.csv])
4458 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Advanced Turret Gyros] (source: [null/data/hullmods/hull_mods.csv])
4458 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Armored Weapon Mounts] (source: [null/data/hullmods/hull_mods.csv])
4458 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Assault Package] (source: [null/data/hullmods/hull_mods.csv])
4459 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Automated Repair Unit] (source: [null/data/hullmods/hull_mods.csv])
4459 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Auxiliary Thrusters] (source: [null/data/hullmods/hull_mods.csv])
4459 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Ballistic Rangefinder] (source: [null/data/hullmods/hull_mods.csv])
4459 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Blast Doors] (source: [null/data/hullmods/hull_mods.csv])
4460 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Converted Hangar] (source: [null/data/hullmods/hull_mods.csv])
4460 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Converted Fighter Bay] (source: [null/data/hullmods/hull_mods.csv])
4460 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Dedicated Targeting Core] (source: [null/data/hullmods/hull_mods.csv])
4460 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Defensive Targeting Array] (source: [null/data/hullmods/hull_mods.csv])
4461 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [ECCM Package] (source: [null/data/hullmods/hull_mods.csv])
4461 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [ECM Package] (source: [null/data/hullmods/hull_mods.csv])
4461 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Escort Package] (source: [null/data/hullmods/hull_mods.csv])
4461 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Expanded Deck Crew] (source: [null/data/hullmods/hull_mods.csv])
4462 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Expanded Magazines] (source: [null/data/hullmods/hull_mods.csv])
4462 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Expanded Missile Racks] (source: [null/data/hullmods/hull_mods.csv])
4462 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Extended Shields] (source: [null/data/hullmods/hull_mods.csv])
4462 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Flux Coil Adjunct] (source: [null/data/hullmods/hull_mods.csv])
4463 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Flux Distributor] (source: [null/data/hullmods/hull_mods.csv])
4463 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shield Shunt] (source: [null/data/hullmods/hull_mods.csv])
4463 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Makeshift Shield Generator] (source: [null/data/hullmods/hull_mods.csv])
4463 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Missile Autoloader] (source: [null/data/hullmods/hull_mods.csv])
4464 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Hardened Shields] (source: [null/data/hullmods/hull_mods.csv])
4464 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Hardened Subsystems] (source: [null/data/hullmods/hull_mods.csv])
4464 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Heavy Armor] (source: [null/data/hullmods/hull_mods.csv])
4465 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [High Scatter Amplifier] (source: [null/data/hullmods/hull_mods.csv])
4465 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Integrated Point Defense AI] (source: [null/data/hullmods/hull_mods.csv])
4465 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Integrated Targeting Unit] (source: [null/data/hullmods/hull_mods.csv])
4465 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Nav Relay] (source: [null/data/hullmods/hull_mods.csv])
4465 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Neural Interface] (source: [null/data/hullmods/hull_mods.csv])
4466 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Neural Integrator] (source: [null/data/hullmods/hull_mods.csv])
4466 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shield Conversion - Front] (source: [null/data/hullmods/hull_mods.csv])
4466 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shield Conversion - Omni] (source: [null/data/hullmods/hull_mods.csv])
4466 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Operations Center] (source: [null/data/hullmods/hull_mods.csv])
4467 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Phase Anchor] (source: [null/data/hullmods/hull_mods.csv])
4467 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Recovery Shuttles] (source: [null/data/hullmods/hull_mods.csv])
4467 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Reinforced Bulkheads] (source: [null/data/hullmods/hull_mods.csv])
4468 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Resistant Flux Conduits] (source: [null/data/hullmods/hull_mods.csv])
4468 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Safety Overrides] (source: [null/data/hullmods/hull_mods.csv])
4468 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Stabilized Shields] (source: [null/data/hullmods/hull_mods.csv])
4469 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Unstable Injector] (source: [null/data/hullmods/hull_mods.csv])
4469 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Additional Berthing] (source: [null/data/hullmods/hull_mods.csv])
4469 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Augmented Drive Field] (source: [null/data/hullmods/hull_mods.csv])
4469 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Auxiliary Fuel Tanks] (source: [null/data/hullmods/hull_mods.csv])
4469 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Efficiency Overhaul] (source: [null/data/hullmods/hull_mods.csv])
4470 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Expanded Cargo Holds] (source: [null/data/hullmods/hull_mods.csv])
4470 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [High Resolution Sensors] (source: [null/data/hullmods/hull_mods.csv])
4470 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Insulated Engine Assembly] (source: [null/data/hullmods/hull_mods.csv])
4470 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Militarized Subsystems] (source: [null/data/hullmods/hull_mods.csv])
4471 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Solar Shielding] (source: [null/data/hullmods/hull_mods.csv])
4471 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Surveying Equipment] (source: [null/data/hullmods/hull_mods.csv])
4471 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Terminator Core] (source: [null/data/hullmods/hull_mods.csv])
4471 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shared Flux Sink] (source: [null/data/hullmods/hull_mods.csv])
4471 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Stealth Minefield] (source: [null/data/hullmods/hull_mods.csv])
4472 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Stealth Minefield] (source: [null/data/hullmods/hull_mods.csv])
4472 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [B-Deck] (source: [null/data/hullmods/hull_mods.csv])
4472 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Fighter Chassis Storage] (source: [null/data/hullmods/hull_mods.csv])
4472 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shield Always On] (source: [null/data/hullmods/hull_mods.csv])
4473 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Missile Autoforge] (source: [null/data/hullmods/hull_mods.csv])
4473 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shielded Cargo Holds] (source: [null/data/hullmods/hull_mods.csv])
4473 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Salvage Gantry] (source: [null/data/hullmods/hull_mods.csv])
4473 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Phase Field] (source: [null/data/hullmods/hull_mods.csv])
4473 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Flux Shunt] (source: [null/data/hullmods/hull_mods.csv])
4474 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Civilian-grade Hull] (source: [null/data/hullmods/hull_mods.csv])
4474 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [High Maintenance] (source: [null/data/hullmods/hull_mods.csv])
4474 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Energy Bolt Coherer] (source: [null/data/hullmods/hull_mods.csv])
4474 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Monofilament Tow Cable] (source: [null/data/hullmods/hull_mods.csv])
4474 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Drive Field Stabilizer] (source: [null/data/hullmods/hull_mods.csv])
4475 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Ground Support Package] (source: [null/data/hullmods/hull_mods.csv])
4475 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Advanced Ground Support] (source: [null/data/hullmods/hull_mods.csv])
4475 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Delicate Machinery] (source: [null/data/hullmods/hull_mods.csv])
4475 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Heavy Ballistics Integration] (source: [null/data/hullmods/hull_mods.csv])
4475 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Vast Hangar] (source: [null/data/hullmods/hull_mods.csv])
4476 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Rugged Construction] (source: [null/data/hullmods/hull_mods.csv])
4476 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Automated Ship] (source: [null/data/hullmods/hull_mods.csv])
4476 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Advanced Targeting Core] (source: [null/data/hullmods/hull_mods.csv])
4476 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Targeting Supercomputer] (source: [null/data/hullmods/hull_mods.csv])
4477 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Experimental Phase Coils] (source: [null/data/hullmods/hull_mods.csv])
4477 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [High Volition Attractor] (source: [null/data/hullmods/hull_mods.csv])
4477 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Ablative Armor] (source: [null/data/hullmods/hull_mods.csv])
4477 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Distributed Fire Control] (source: [null/data/hullmods/hull_mods.csv])
4478 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Converted Cargo Bay] (source: [null/data/hullmods/hull_mods.csv])
4478 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Special Modifications] (source: [null/data/hullmods/hull_mods.csv])
4478 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Vast Bulk] (source: [null/data/hullmods/hull_mods.csv])
4478 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Axial Rotation] (source: [null/data/hullmods/hull_mods.csv])
4479 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Anchor Rotation] (source: [null/data/hullmods/hull_mods.csv])
4479 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Reduced Explosion] (source: [null/data/hullmods/hull_mods.csv])
4481 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Always Detaches] (source: [null/data/hullmods/hull_mods.csv])
4481 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Never Detaches] (source: [null/data/hullmods/hull_mods.csv])
4481 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [No Weapon Flux] (source: [null/data/hullmods/hull_mods.csv])
4481 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Do Not Fire Through] (source: [null/data/hullmods/hull_mods.csv])
4482 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Shard Spawner] (source: [null/data/hullmods/hull_mods.csv])
4482 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Do Not Back Off] (source: [null/data/hullmods/hull_mods.csv])
4482 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Fourteenth Battlegroup] (source: [null/data/hullmods/hull_mods.csv])
4482 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Militarized Hegemony Auxiliary] (source: [null/data/hullmods/hull_mods.csv])
4483 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Compromised Armor] (source: [null/data/hullmods/hull_mods.csv])
4483 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Compromised Hull] (source: [null/data/hullmods/hull_mods.csv])
4483 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Degraded Engines] (source: [null/data/hullmods/hull_mods.csv])
4483 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Degraded Drive Field] (source: [null/data/hullmods/hull_mods.csv])
4483 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Faulty Power Grid] (source: [null/data/hullmods/hull_mods.csv])
4484 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Phase Coil Instability] (source: [null/data/hullmods/hull_mods.csv])
4484 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Structural Damage] (source: [null/data/hullmods/hull_mods.csv])
4484 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Glitched Sensor Array] (source: [null/data/hullmods/hull_mods.csv])
4484 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Malfunctioning Comms] (source: [null/data/hullmods/hull_mods.csv])
4485 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Defective Manufactory] (source: [null/data/hullmods/hull_mods.csv])
4485 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Damaged Flight Deck] (source: [null/data/hullmods/hull_mods.csv])
4485 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Unreliable Subsystems] (source: [null/data/hullmods/hull_mods.csv])
4485 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Compromised Storage] (source: [null/data/hullmods/hull_mods.csv])
4486 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Increased Maintenance] (source: [null/data/hullmods/hull_mods.csv])
4486 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Erratic Fuel Injector] (source: [null/data/hullmods/hull_mods.csv])
4486 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Faulty Automated Systems] (source: [null/data/hullmods/hull_mods.csv])
4486 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Damaged Weapon Mounts] (source: [null/data/hullmods/hull_mods.csv])
4486 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Degraded Life Support] (source: [null/data/hullmods/hull_mods.csv])
4487 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Degraded Shields] (source: [null/data/hullmods/hull_mods.csv])
4487 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Destroyed Weapon Mounts] (source: [null/data/hullmods/hull_mods.csv])
4487 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Ill-Advised Modifications] (source: [null/data/hullmods/hull_mods.csv])
4487 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [INTERFERENCES] (source: [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib/data/hullmods/hull_mods.csv])
4488 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [HULLMOD CONFLICT] (source: [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\MagicLib/data/hullmods/hull_mods.csv])
4488 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [Self-Forging Hull] (source: [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Nexerelin/data/hullmods/hull_mods.csv])
4488 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading hullmod [XP Tracker] (source: [G:\Games\Starsector.v0.96a-RC10\starsector-core\..\mods\Progressive S-Mods/data/hullmods/hull_mods.csv])
4496 [Thread-3] INFO com.fs.starfarer.loading.WeaponSpecLoader - Loading projectile [data\weapons\proj\._nex_alicorn_proj.proj]
4507 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\weapons\proj\._nex_alicorn_proj.proj)]
4528 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
4584 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.BaseSpawnPoint]
4758 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: ABSOLUTE_AND_CWD: null (data\weapons\proj\._nex_alicorn_proj.proj)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: ABSOLUTE_AND_CWD: null (data\weapons\proj\._nex_alicorn_proj.proj)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ó00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
5610 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5712 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.procgen.SectorProcGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5713 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.combat.GenericCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5714 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.skills.CoordinatedManeuversScript] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5717 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [progsmod.data.combat.ContributionTracker] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5719 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.MagicCampaignTrailPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5720 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.MagicRenderPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5722 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.plugins.MagicTrailPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5725 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.combat.CRPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5726 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.MagicTrailPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5728 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [exerelin.world.ExerelinNewGameSetup] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5729 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.MusicPlayerPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5730 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.plugins.MagicCampaignTrailPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5731 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.skills.ElectronicWarfareScript] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5732 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.OfficerLevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5734 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.plugins.MagicFakeBeamPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5735 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.SurveyPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5736 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.skills.CommRelayScript] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5745 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [exerelin.plugins.NexCoreLifecyclePlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5746 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.FactionPersonalityPickerPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5748 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.MagicAutoTrails] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5749 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5750 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.scripts.plugins.MagicFakeBeamPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5751 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.plugins.MagicRenderPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5754 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.skills.NeuralLinkScript] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5755 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [org.magiclib.plugins.MagicAutoTrails] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
5937 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.afistfulofcredits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6167 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6355 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6530 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6617 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6717 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6790 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6862 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6946 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.predatororprey.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7010 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.sinkingthebismarck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7073 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.nothingpersonal.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7150 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.coralnebula.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7221 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.forlornhope.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7322 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.missions.randombattle1.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
-
Is there any way to disable the players reputation syncing with the commissioning factions?
-
Hey,
I think I found a bug? Or at least something I probably shouldn't have been able to do. Nex mission spoilers ahead:
Spoiler
I was able to scuttle the omega ship that you can get as a mercenary for the final story mission. It gave me an omega core. I was then able to reassign the "mercenary officer" Omega core to another non automated ship. Once I had done that I think it worked as intended, as I could no longer scuttle that ship to get another omega core. Unfortunately I didn't get a screen cap, I just panicked and dismissed him so I didn't have to lose the ship once the contract ran out. All I've got for proof is an omega core in my holds, but that doesn't really prove anything lol.
Yeah I got a similar report earlier; gonna think up how to fix it. Thanks!
Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
@greenspade: Well that's just strange; like, 'shouldn't possibly happen if the file really wasn't edited' strange. Best I can suggest on short notice is: Try redownloading and reinstalling the mod, or just that specific file (on this page (https://github.com/Histidine91/Nexerelin/blob/master/data/weapons/proj/nex_alicorn_proj.proj), use the 'download raw file' button, or the option under the menu button).
-
Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
Actually, I kind of found a work around I'll leave here for anyone else. After taking a commission, I add "noSyncRelations": true, to their faction file in \Nexerelin\data\config\exerelinFactionConfig. Then I use the console to return my relations with non-hostile factions to before I joined the faction, and voila.
-
i am friendly with the curch, but could not join the fight at G. because both sides don't trust me? i talked to the knight to fight together on behalf of my own faction.
-
That worked thanks!
Is there somewhere I can look to see where the questline starts are for whats been added? Aside of the walk through, the AI quests and prisim I haven't found anything else.
-
i am friendly with the curch, but could not join the fight at G. because both sides don't trust me? i talked to the knight to fight together on behalf of my own faction.
I have solved the problem by reloading a save and let the AI fleet chase me near the ludds, so they joined the battle on my side.
-
I'm getting a warning about my task force that I can't find any mentions of in this thread: "Warning: Variants for 3 ship(s) do not match saved variant, restoring" (https://i.imgur.com/EGfxRPU.png).
The log file has a similar warning for each individual ship (https://i.imgur.com/uran6xY.png). The warnings show up regularly even when the task force isn't doing anything except patrolling, and my other task force never gets these messages. I've checked the 3 Auroras and they seem normal - their loadouts (https://i.imgur.com/BihL6ow.png) while deployed match the one I have saved. Warnings persist after disbanding and recreating the task force.
Mod list
{"enabledMods": [
"starpocalypse",
"AMPP",
"pantera_ANewLevel20",
"advanced_gunnery_control_dbeaa06e",
"automatedcommands",
"lw_autosave",
"battletechportraitpack",
"better_variants",
"CaptainsLog",
"combatactivators",
"chatter",
"lw_radar",
"lw_console",
"DetailedCombatResults",
"pt_exiledSpace",
"fleethistory",
"fleet_journal",
"GrandColonies",
"hostileIntercept",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"lunalib",
"MagicLib",
"wisp_NeutrinoDetectorMkII",
"nexerelin",
"officerExtension",
"planet_search",
"pt_qolpack",
"assortment_of_things",
"bruh_ship_browser",
"PT_ShipDirectionMarker",
"speedUp",
"stelnet",
"Terraforming & Station Construction",
"timid_tmi",
"variants_lib",
"whichmod",
"audio_plus",
"ezsadditionalcharacternames",
"shaderLib",
"ShipCatalogVariantEditor",
"Clean_Sector",
"System_Marker"
]}
-
Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
Actually, I kind of found a work around I'll leave here for anyone else. After taking a commission, I add "noSyncRelations": true, to their faction file in \Nexerelin\data\config\exerelinFactionConfig. Then I use the console to return my relations with non-hostile factions to before I joined the faction, and voila.
Ah, I'd forgotten about that! (well, it's faction specific and I was thinking of global configs)
I'm getting a warning about my task force that I can't find any mentions of in this thread: "Warning: Variants for 3 ship(s) do not match saved variant, restoring" (https://i.imgur.com/EGfxRPU.png).
The log file has a similar warning for each individual ship (https://i.imgur.com/uran6xY.png). The warnings show up regularly even when the task force isn't doing anything except patrolling, and my other task force never gets these messages. I've checked the 3 Auroras and they seem normal - their loadouts (https://i.imgur.com/BihL6ow.png) while deployed match the one I have saved. Warnings persist after disbanding and recreating the task force.
Mod list
{"enabledMods": [
"starpocalypse",
"AMPP",
"pantera_ANewLevel20",
"advanced_gunnery_control_dbeaa06e",
"automatedcommands",
"lw_autosave",
"battletechportraitpack",
"better_variants",
"CaptainsLog",
"combatactivators",
"chatter",
"lw_radar",
"lw_console",
"DetailedCombatResults",
"pt_exiledSpace",
"fleethistory",
"fleet_journal",
"GrandColonies",
"hostileIntercept",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"lunalib",
"MagicLib",
"wisp_NeutrinoDetectorMkII",
"nexerelin",
"officerExtension",
"planet_search",
"pt_qolpack",
"assortment_of_things",
"bruh_ship_browser",
"PT_ShipDirectionMarker",
"speedUp",
"stelnet",
"Terraforming & Station Construction",
"timid_tmi",
"variants_lib",
"whichmod",
"audio_plus",
"ezsadditionalcharacternames",
"shaderLib",
"ShipCatalogVariantEditor",
"Clean_Sector",
"System_Marker"
]}
Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.
If you zip and upload the save folder in question I could debug this particular instance of the issue. In the meantime, download this .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars and overwrite) if you want to make the messages stop appearing without removing those particular ships.
That worked thanks!
Is there somewhere I can look to see where the questline starts are for whats been added? Aside of the walk through, the AI quests and prisim I haven't found anything else.
Currently it's just the four Remnant missions and the ground battle tutorial for story missions, so it looks like you've found them all.
If you want more (outside of vanilla), Secrets of the Frontier and Persean Chronicles have some good ones if you haven't tried those mods yet.
-
Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.
If you zip and upload the save folder in question I could debug this particular instance of the issue. In the meantime, download this .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars and overwrite) if you want to make the messages stop appearing without removing those particular ships.
Sure, here is the save folder: https://drive.google.com/file/d/1yVy2kYUR1PMNNedMqMvxteKkhsXWOH2m/view?usp=sharing. I have named the task force that causes the warning, and it's right next to the player in this save. I did produce the warning-causing ships using my colony, but as you guessed I changed and saved their loadout before assigning them to the task force. Thanks for taking a look! The mod has made my playthroughs a lot more enjoyable. ;D
-
Do I have to replace the original armaa file with the new fixed one in Arma/jars?
-
Hi.
I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?
I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.
-
Do I have to replace the original armaa file with the new fixed one in Arma/jars?
Yes.Hi.
I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?
I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.
Correct, alter them in the mod settings tab in-game (praise LunaLib!) and it'll apply immediately.
-
I think my game keeps crashing because of the battleground quest loading any advice?
-
Are my colonies with military bases , ground defenses etc stuffed with marines and weapons in case of an invasion? and is there a way to see the "invasion" map ( with the locations and troops) while the colony is at peace?
-
Something odd is happening in my current campaign. The Sindrian Diktat is part of an alliance with the Luddic Church and the Hegemony. I made friends with them early through a System Bounty. When the other two factions got mad at me and declared war, the Sindrian Diktat refused to declare war but stayed in the Alliance.
But now that the other two factions have had enough of the war with me and are trying to get peace, the Sindrian Diktat is continuing to vote for war with me, for no reason I can see. Its alignment with my faction isn't in the negatives, and it shouldn't even have an input on a war it isn't fighting.
So why is it able to cast a deciding vote on the war?
-
I think my game keeps crashing because of the battleground quest loading any advice?
Is this about Nex's ground battle tutorial, or just a ground battle in general ? Either way, post the error from starsector-core/starsector.log (it'll be at the very end if taken right after the crash appears; if in doubt upload the whole file somewhere).
(Also, make sure Nex and other mods are up to date etc. etc.)
Something odd is happening in my current campaign. The Sindrian Diktat is part of an alliance with the Luddic Church and the Hegemony. I made friends with them early through a System Bounty. When the other two factions got mad at me and declared war, the Sindrian Diktat refused to declare war but stayed in the Alliance.
But now that the other two factions have had enough of the war with me and are trying to get peace, the Sindrian Diktat is continuing to vote for war with me, for no reason I can see. Its alignment with my faction isn't in the negatives, and it shouldn't even have an input on a war it isn't fighting.
So why is it able to cast a deciding vote on the war?
Hmmm. Voting as a non-participant is kinda just how it works at present, and one could imagine reasons why a faction might be perfectly happy to let its allies continue fighting a war it's not part of itself*, but in this case it sounds like the Diktat isn't unfriendly to you or anything so should go ahead and vote yes.
The alliance vote for each faction writes some values to the log. If you search for the string " votes:" (without quote marks) in the log file, you might be able to find what happened here.
*maybe I'll just simplify it and make the faction always vote yes if the vote's targeted war/peace state is the same as what the faction already has
Are my colonies with military bases , ground defenses etc stuffed with marines and weapons in case of an invasion? and is there a way to see the "invasion" map ( with the locations and troops) while the colony is at peace?
The map and the ground units are created on demand and stop functionally existing once the ground battle is over; a new map and new units are generated the next time they're needed.
(attackers take their units from actual fleet cargo if possible; abstracted invasion fleets and defenders generate units with some math, which for defenders takes into account the market size and what industries are present etc.)
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I think my game keeps crashing because of the battleground quest loading any advice?
Is this about Nex's ground battle tutorial, or just a ground battle in general ? Either way, post the error from starsector-core/starsector.log (it'll be at the very end if taken right after the crash appears; if in doubt upload the whole file somewhere).
(Also, make sure Nex and other mods are up to date etc. etc.)
Hi Histidine,
Long time fan of your mod.
I signed up on the forum and gonna post here for the first time to help you root out the issue of crashing due to ground battle in general between AIs.
Please refer to the screenshot and log I uploaded right here for your necessities.
https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing (https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing)
Thank you for your time and mod!
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Hey so, I'm getting this error that keeps happening at seemingly random? Not when I'm doing anything specific, just flying around. It's happened consistently now and sends me to desk top.
1891603 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/campaign/ui/CustomPanelPluginWithInput$ButtonEntry
java.lang.NoClassDefFoundError: exerelin/campaign/ui/CustomPanelPluginWithInput$ButtonEntry
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:175)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:215)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:134)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:812)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:766)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:514)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1032)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1423)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 23 more
-
Hmmm. Voting as a non-participant is kinda just how it works at present, and one could imagine reasons why a faction might be perfectly happy to let its allies continue fighting a war it's not part of itself*, but in this case it sounds like the Diktat isn't unfriendly to you or anything so should go ahead and vote yes.
The alliance vote for each faction writes some values to the log. If you search for the string " votes:" (without quote marks) in the log file, you might be able to find what happened here.
*maybe I'll just simplify it and make the faction always vote yes if the vote's targeted war/peace state is the same as what the faction already has
Thank you for the response! That solution would work great for me. I've been enjoying the mod a lot so far though there's plenty left for me to figure out!
Speaking of figuring out: Where do I find the log file in question?
-
I signed up on the forum and gonna post here for the first time to help you root out the issue of crashing due to ground battle in general between AIs.
Please refer to the screenshot and log I uploaded right here for your necessities.
https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing (https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing)
'Access denied'
But from the description (ground battles between AIs), get the ArmaA fix .jar from the thread OP if you're using that mod (place in Arma Armatura/jars), and make sure UAF is updated to 0.74a1 if you're using that.
Hey so, I'm getting this error that keeps happening at seemingly random? Not when I'm doing anything specific, just flying around. It's happened consistently now and sends me to desk top.
Are you on Nexerelin v0.11.0b? Redownload and reinstall the mod if you need to be sure.
Thank you for the response! That solution would work great for me. I've been enjoying the mod a lot so far though there's plenty left for me to figure out!
Speaking of figuring out: Where do I find the log file in question?
:thumbs up:
Log file is Starsector/starsector-core/starsector.log on Windows (the .log part won't be there if file extensions are hidden), with older logs temporarily stored as starsector.log.1, starsector.log.2 and starsector.log.3
(On Linux, the starsector-core folder doesn't exist and the log is just written to the game's main folder; dunno about Mac)
-
Got a crash
2805433 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning invasion fleet for Hegemony; source Eventide; target Mairaath
2805447 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
2805482 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.24 (data/config/exerelin/groundBattleDefs.json)]
2805483 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
2805486 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF (data/config/exerelin/groundBattleDefs.json)]
2805500 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [Unknown.ogg]
2805502 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [Desolation.ogg]
2805854 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [Mobilization.ogg]
2805856 [Thread-9] INFO sound.H - Playing music with id [Mobilization.ogg]
2815012 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
-
:thumbs up:
Log file is Starsector/starsector-core/starsector.log on Windows (the .log part won't be there if file extensions are hidden), with older logs temporarily stored as starsector.log.1, starsector.log.2 and starsector.log.3
(On Linux, the starsector-core folder doesn't exist and the log is just written to the game's main folder; dunno about Mac)
Found the vote in question.
Spoiler
11285368 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Initiating alliance vote due to player relationship with hegemony crossing threshold
No alliance vote for player
== Vote for peace with player ==
Luddic Church votes: ABSTAIN
Total points: 74.30252
Base points: 75.0
Friend disposition: 115.00541
Other disposition: -48.23204
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -0.0
War weariness points: 80.73519
Random points: -46.206036
Sindrian Diktat votes: NO
Total points: -9.500331
Base points: 75.0
Friend disposition: 40.866745
Other disposition: 24.065048
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -100.0
War weariness points: 44.125164
Random points: 8.442712
Final vote: false (1 to 1)
If I'm judging right, Luddic Church is voting abstain because friend disposition (Sindrian Diktat) and Submissive (No penalty from... Hawk/Dove? Weird, figured it'd be Strength. I assume one or the other of these is Revanchism though.
Meanwhile, the Sindrian Diktat is rating its friendship with me far lower than the LC is, and votes no because its friends hate me. Is that correct so far...?
-
I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
-
:thumbs up:
Log file is Starsector/starsector-core/starsector.log on Windows (the .log part won't be there if file extensions are hidden), with older logs temporarily stored as starsector.log.1, starsector.log.2 and starsector.log.3
(On Linux, the starsector-core folder doesn't exist and the log is just written to the game's main folder; dunno about Mac)
Found the vote in question.
Spoiler
11285368 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Initiating alliance vote due to player relationship with hegemony crossing threshold
No alliance vote for player
== Vote for peace with player ==
Luddic Church votes: ABSTAIN
Total points: 74.30252
Base points: 75.0
Friend disposition: 115.00541
Other disposition: -48.23204
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -0.0
War weariness points: 80.73519
Random points: -46.206036
Sindrian Diktat votes: NO
Total points: -9.500331
Base points: 75.0
Friend disposition: 40.866745
Other disposition: 24.065048
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -100.0
War weariness points: 44.125164
Random points: 8.442712
Final vote: false (1 to 1)
If I'm judging right, Luddic Church is voting abstain because friend disposition (Sindrian Diktat) and Submissive (No penalty from... Hawk/Dove? Weird, figured it'd be Strength. I assume one or the other of these is Revanchism though.
Meanwhile, the Sindrian Diktat is rating its friendship with me far lower than the LC is, and votes no because its friends hate me. Is that correct so far...?
Thanks for the log!
Hmm, looks like the big negative factors for Diktat are hawk/dove (due to the faction having high militarist and low diplomatic alignment), and strength points (due to the alliance being much bigger than you are). The first is expected, the second... well it makes sense if the faction is actually in the war, but not here.
There's some positive contribution since it likes both you and the faction that initiated the vote (Hegemony in this case), but it's not enough to outweigh those two.
I guess just making the change I mentioned earlier would be the easiest fix and cover most/all of the relevant cases.
Got a crash
Update UAF to 0.74a1.
I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
You need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
-
That'd be it - the Hegemony is gone. Thanks for helping me figure out what was going on.
-
Is it possible to make the starting planet in "Own Faction start" consistent instead of random?
-
(http://)when interacting in a dialogue on the inspection of an ABANDONED LABORATORY, he throws out of the game
81347 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableInvasions]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableDiplomacy]
81353 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
81358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
-
I've had an interesting thing happen with regards to the Special Task Group mechanic. One of my officers that I transferred is showing as having every possible skill in the officer transfer window. I acquired him at a low level and gave him the Mentoring so I could level him up better. I saw he had every possible skill, but given that this was only shown in the Task Force window I didn't believe it, and kept him with my fleet to level him to Level 6. Now that he's maxed, I went to add him to the Task group, and saw that it still thought he had all skills. So it's definitely something that persists. Any idea how this could happen?
-
Just a heads-up, the Diktat mission chain seems to activate in random sector, but with no Volturn, a nullpointerexception occurs. It also skips the introductory event, and moves straight to the player being contacted.
-
Is the Ethos tab in Personal Info activated or is this a place holder? I played quite a bit but all those values (unlike the stats) are all 0.
My search was unsuccessful so far.
-
Is it possible to make the starting planet in "Own Faction start" consistent instead of random?
Well, it picks the 'best' planet it finds (specifically it calculates a 'desirability' value based on planet conditions and a couple of other factors, and takes the planet with the highest score), and the planets that even exist and what conditions they have are going to be based on the randomness of sector generation. Any planets that aren't random will probably be already be occupied, not great to have, or both.
So, guess not! (unless I should ever implement custom planet generation)
Well, same seed + same modlist should result in the same starting planet on own faction start, but I can't guarantee this works; it's been known to produce different results in the past.
I've had an interesting thing happen with regards to the Special Task Group mechanic. One of my officers that I transferred is showing as having every possible skill in the officer transfer window. I acquired him at a low level and gave him the Mentoring so I could level him up better. I saw he had every possible skill, but given that this was only shown in the Task Force window I didn't believe it, and kept him with my fleet to level him to Level 6. Now that he's maxed, I went to add him to the Task group, and saw that it still thought he had all skills. So it's definitely something that persists. Any idea how this could happen?
That's a really weird bug! Was it just this one officer? If so, was it a normally recruited officer from a comm directory somewhere, or did you get him through some other channel?
(honestly I don't even begin to know how this could happen)
Is the Ethos tab in Personal Info activated or is this a place holder? I played quite a bit but all those values (unlike the stats) are all 0.
My search was unsuccessful so far.
The ethos and Luddic attitude numbers are hidden values which the vanilla missions modify depending on player decisions; I also added them to a couple of places in Nex.
Currently Luddic attitude can make some dialog options available in certain situations, but I don't think ethos does anything.
-
Gotta say, the setting to prevent starting worlds from getting conquered addressed most of my complaints with this mod. Wish I had known about it sooner.
Even the embattled worlds are less likely to depop.
-
That's a really weird bug! Was it just this one officer? If so, was it a normally recruited officer from a comm directory somewhere, or did you get him through some other channel?
(honestly I don't even begin to know how this could happen)
I'm pretty sure all my officers are from the comm directory as I typically forget that they're available from anywhere else.
-
Is there a setting that makes the factions 'just' compete/wage war for colonies that they set up during game time, i.e. the colonies they start with stay safe from destruction or takeover?
like: sabotage, messing with trade and so on can happen, the player can still try to delete a faction from the game completely, but the factions themselves will expand and then go 4X on their competition and enemies on these new colonies
where I'm coming from is this: I kinda like the "can't we all just get along" attitude of the base game, but it always bothered me that the factions don't expand and never really seem to "do anything".
from an RP (roleplaying) perspective, I like competition and rivalries, but not bombing the sh_t out of otherwise habitable core worlds just because someone "needs more" empire. I happily wipe out pirate core worlds but I see humanity itself at risk and can't see the logic in conflict when detrimental to the whole.
basically what I am asking is if there's a way in setting or as some configuration or change that allows players to have all the 4x but without starting worlds of NPC factions (vanilla and modded) being lost or destroyed - except pirates
[on that note, I'd also like to see a way in which factions can eliminate pollution and side effects from past conflicts to be sci-fi'd-away with some tech over a certain amount of time. just for RP reasons. but that part isn't something Nexerelin is focusing on. but if someone knows a mod that does that or can do that, tell me :) ]
-
Just finished the full mission chain. To anyone else looking to do so, this might help - you can give planets to the Hegemony/League/Church, if they've been eliminated, to get the prerequisites back for the last two missions.
Also, does anyone know if there are consequences to breaking a ceasefire? I accidentally found out that they are sort of exploitable - the Hegemony asked for one just as I was about to take over a planet, and I accepted thinking the rest of the invasion would continue to play out. All of their retaliation events got cancelled, their reputation went from -100 to -49, and so on, but I was then able to re-invade the planet and take it over, ending in a much better situation than if I'd simply said no to the ceasefire. It seems like other factions would take issue with that, right?
Other miscellaneous things I noticed:
- You can bring a dead faction back, as stated above, but their relationships will persist - including yours, if they're angry at you. It seems like they should be a little more grateful to their benefactor!
- Interestingly enough, a tactical bombardment will clear out any enemy soldiers on military installations, during an invasion. This doesn't happen if you do it before starting the invasion, though - it took me a while to figure that out, even though it makes perfect sense when you think about it.
-
I was playing the game but it suddently crashed
here's the log:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
I play with mods:
Arma Armatura 2.24
Console Commands 2023.5.05
HMI 0.3.5i
HTE 1.4.13
LTA 0.6.5d
LazyLib 2.8
MagicLib 1.1.3-rc01
Musashi Manufactorium 1.3.1
Nes's ship and weapon 1.9.ggg
Nexerelin 0.11.0b
ScalarTech Solutions 0.9
Tahlan Shipworks 1.2.3
Terraforming & Station Construction 8.4.4
The Star Federation 0.99-RC5
There Be Juggernaughts 0.2.0
Tri-Tac Special Circumstances 0.4.6
Xhan Empire 2.5 Gramada
-
i am just now getting an error trying to copy the most recent nexerelin to my mod directory, it says it wont let me copy station_render2 png to the mod directory. when i did a search for the file in the same directory that i had in the mod directory the file was missing...when i searched the nexerelin directory that was in my mods directory the file was missing which was causing my game to crash...
-
I was playing the game but it suddently crashed
here's the log:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
I play with mods:
Arma Armatura 2.24
Console Commands 2023.5.05
HMI 0.3.5i
HTE 1.4.13
LTA 0.6.5d
LazyLib 2.8
MagicLib 1.1.3-rc01
Musashi Manufactorium 1.3.1
Nes's ship and weapon 1.9.ggg
Nexerelin 0.11.0b
ScalarTech Solutions 0.9
Tahlan Shipworks 1.2.3
Terraforming & Station Construction 8.4.4
The Star Federation 0.99-RC5
There Be Juggernaughts 0.2.0
Tri-Tac Special Circumstances 0.4.6
Xhan Empire 2.5 Gramada
Getting the same error
-
Get the ArmaA fix .jar from the Nex thread OP.
i am just now getting an error trying to copy the most recent nexerelin to my mod directory, it says it wont let me copy station_render2 png to the mod directory. when i did a search for the file in the same directory that i had in the mod directory the file was missing...when i searched the nexerelin directory that was in my mods directory the file was missing which was causing my game to crash...
Hmm, sorry, don't know why the copying error would happen.
Although to be specific: the game should only use station_render_wireframe2.png, you can try manually downloading it to the right Nex subfolder from here (https://raw.githubusercontent.com/Histidine91/Nexerelin/release/graphics/exerelin/station_render_wireframe2.png) if needed. station_render2.png isn't used (I just deleted mine and the game still starts); for completeness you can still get it here (https://raw.githubusercontent.com/Histidine91/Nexerelin/release/graphics/exerelin/station_render2.png).
Is there a setting that makes the factions 'just' compete/wage war for colonies that they set up during game time, i.e. the colonies they start with stay safe from destruction or takeover?
like: sabotage, messing with trade and so on can happen, the player can still try to delete a faction from the game completely, but the factions themselves will expand and then go 4X on their competition and enemies on these new colonies
where I'm coming from is this: I kinda like the "can't we all just get along" attitude of the base game, but it always bothered me that the factions don't expand and never really seem to "do anything".
from an RP (roleplaying) perspective, I like competition and rivalries, but not bombing the sh_t out of otherwise habitable core worlds just because someone "needs more" empire. I happily wipe out pirate core worlds but I see humanity itself at risk and can't see the logic in conflict when detrimental to the whole.
basically what I am asking is if there's a way in setting or as some configuration or change that allows players to have all the 4x but without starting worlds of NPC factions (vanilla and modded) being lost or destroyed - except pirates
[on that note, I'd also like to see a way in which factions can eliminate pollution and side effects from past conflicts to be sci-fi'd-away with some tech over a certain amount of time. just for RP reasons. but that part isn't something Nexerelin is focusing on. but if someone knows a mod that does that or can do that, tell me :) ]
If you have LunaLib, it's "Fleets and battles" -> "Allow invasion of markets existing at start" in the ingame menu; else change allowInvadeStartingMarkets in Nexerelin/exerelin_config.json.
For the other thing, Terraforming and Station Construction (https://fractalsoftworks.com/forum/index.php?topic=17094.0) might be up your alley.
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Hi, after killing some invasion fleets at their spawn point, my game autosaved after wiping out the last fleet, and now I have the following crash to desktop a few seconds after it's finished loading every time:
217834 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.invasion.InvasionIntel.notifyEnding(InvasionIntel.java:754)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:106)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:99)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:232)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The game is fairly heavily modified but if this is actually a Nex issue, any ideas for workarounds to rescue the save would be appreciated.
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Here (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (put in Nexerelin/jars)
(It's an issue specific to brawl mode, not sure why it happens but trivial to prevent at least?)
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Legend, that worked.. where's your tip jar, I'll buy you a beer
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Hi, I am using the previous version of this mod, and crashing due to this bug that is fixed in the current version:
* Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
I want to continue with my current save, so I do not want to update Nexerelin just yet. What part of the autofit is causing the game to crash? I like the autofit as a whole, so I want to minimally change the loadout.
EDIT: Nevermind, I manually did the loadout and sidestepped the bug.
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I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
You need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
My system didnt spawn with any remnants, and i have built a few for Diss, but im assuming those broken ones dont count. Any way to spawn in a new remnant nexus?
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I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
You need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
My system didnt spawn with any remnants, and i have built a few for Diss, but im assuming those broken ones dont count. Any way to spawn in a new remnant nexus?
EDIT: I found a way to spawn one through some forum digging. Still dont appear to be getting the third quest.
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Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
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May have noticed something strange. Not sure if it's Nex or vanilla.
While doing the missions, I saved the loadout for the Dominator used in Dire Straits, as "Anti-Carrier Variant". While that variant doesn't show up in the in-game autofit screen, it's been showing up in Hegemony fleets. It's very specialized, and kitted out for the player personally, so it doesn't do very well, but it's interesting that a custom design that wasn't even added to the game proper is showing up in AI fleets.
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Decided to make a new save for a few reasons, not excluding my inability to progress to the third mission. I now have 100 rep with midnight, 65 with remnants, hedge is alive and well in my save, and i even went into a red warning system to ensure that a remnant station was there, which it was. Still, no third mission. I completed the first and second ones over a year ago in my game. No idea why i cant get this third one to start. Any help?
EDIT: Turns out, as expected, i was just an idiot. The issue with my previous save still stands, but im not worried about it now. Apologies.
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Is it just me or are factions WAAAYYY more invasion happy in the latest version? feels like there's 3-5 every month. am i just paying more attention or did the rate get increased? if so, what would be the setting to adjust down?
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So, out of curiosity - I can make fleets out of personally selected ships, neat. Can I make these task groups do things like mining, exploring, et cetera, or are they solely military?
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Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
May have noticed something strange. Not sure if it's Nex or vanilla.
While doing the missions, I saved the loadout for the Dominator used in Dire Straits, as "Anti-Carrier Variant". While that variant doesn't show up in the in-game autofit screen, it's been showing up in Hegemony fleets. It's very specialized, and kitted out for the player personally, so it doesn't do very well, but it's interesting that a custom design that wasn't even added to the game proper is showing up in AI fleets.
Sounds vanilla!
Is it just me or are factions WAAAYYY more invasion happy in the latest version? feels like there's 3-5 every month. am i just paying more attention or did the rate get increased? if so, what would be the setting to adjust down?
Nothing should have changed there with strategic AI off, and with it on they should be less frequent if anything.
If you have LunaLib, compare the invasion point figures to the ones in the config file on the off chance some of them aren't being read correctly. Else, maybe I should add a player-facing intel item that shows how the invasion points are changing to check these.
So, out of curiosity - I can make fleets out of personally selected ships, neat. Can I make these task groups do things like mining, exploring, et cetera, or are they solely military?
Military only
Legend, that worked.. where's your tip jar, I'll buy you a beer
Hmm, not taking tips right now, but maybe I should set up a Ko-fi sometime!
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Hi this may be a stupid question but is there any further way to join a faction past a commission, as in becoming part of that faction. If there is, how do I join the faction.
Basically, I want to join the faction (if it is possible) so that when I create a colony on a planet, it becomes part of the faction and not that I need to make a faction myself.
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Maybe I met a bug. In a random sector, the Kanta's Den was attacked even though I have turned off the pirate invasion (Retake is allowed).
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I seem to have a weird bug:
if there is a system-wide bounty to kill "pirates" in a system clearly plagued by ordinary pirates - sometimes to the extent of having 5 or more pirate fleets clogging up the jump points, I get zero money or reputation increases from the faction when killing normal pirates.
it seemed to work early in game when I did a bounty for one of the core factions. but twice now, one time Mayasuran Navy and another Diable avionics, I get no rewards.
first time I encountered this, I just assumed they were somehow in league with pirates even though the INTEL panel showed nothing, but even then it seemed the pirates were harassing trade and putting the colonies in that system in trouble. but I did not stick around to watch too much
this time, the pirates attacked a neutral scavenger fleet that had just concluded trade on the colony. and the supposed "enemy" factions were nowhere to be seen, but the colony had insane prices for many items - meaning they were clearly suffering from the blockade.
the pirates do *not* show as official enemies in the INTEL faction info. but they should still yield bounties, if they're the ones blockading the colony.
it is either a bug in how factions determine who is messing with them, even in a case where there are swarms of pirate fleets in shouting distance from the station.
the pirates never attacked the station directly, but that could have been because it's a faction capital with two or three massive fleets protecting it.
the whole situation is weird and counterintuitive.
it could also be a bug in how the player gets rewarded -- maybe the base game implicitely rewards bounties, and nex does it based on hostility, but did not implement that pirates are kinda always hostiles, also implicitely unless they're allied or something?
the whole thing seems so weird.
one thing is for sure: the scavenger fleet that the pirates bounced on seemed to come from the colony. or was in system and tried to leave. and the colony is not even half a screen from the jump point. if the scavengers were hostile to the colony, the massive faction fleets would have just killed them.
there was a tiny neutral fleet of just a few ships also trying to leave and the pirates attacked that too
-------------
I watched a bit more and one of the diable fleets went through the jump portal and seemed to guard the entrance. the pirates there did not engage it, and vice versa. the system fleet would be too big for pirates to attack. it seemed the pirates had faster ships on average, so maybe the system fleet could not catch them? but it did not even try to boost.
the impression I got was that they were allies. but then the system would be fine and not under extreme prices with clear massive oversupply of many goods, meaning no trade ships would come in due to the pirate blockade
----------------------------
edit: Diable just posted a bounty for the pirate base blockading their system
(was afk a lot, so not long ingame after this post)
that proves there is an issue with the game managing bounty rewards and maybe even how system fleets deal with pirates in some edge cases
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Found a small bug in random sector - the Hamatsu still spawns, but a nullpointerexception fires when the player meets it.
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Hello;
My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...
I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.
What kind of extra info you need, I will -try to- provide everything you need.
Edit_1: There is no problems while playing Missions though.
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Hi this may be a stupid question but is there any further way to join a faction past a commission, as in becoming part of that faction. If there is, how do I join the faction.
Basically, I want to join the faction (if it is possible) so that when I create a colony on a planet, it becomes part of the faction and not that I need to make a faction myself.
There isn't currently such a mechanic. Although for the new colony, you can undock, redock and talk to the secretary on the comm board to transfer the planet to your commissioning faction.
Maybe I met a bug. In a random sector, the Kanta's Den was attacked even though I have turned off the pirate invasion (Retake is allowed).
Hmm, I'll look into it! (Random sector Kanta's Den is spawned in a 'non-standard' way so some values might indeed not be set correctly)
I seem to have a weird bug:
if there is a system-wide bounty to kill "pirates" in a system clearly plagued by ordinary pirates - sometimes to the extent of having 5 or more pirate fleets clogging up the jump points, I get zero money or reputation increases from the faction when killing normal pirates.
it seemed to work early in game when I did a bounty for one of the core factions. but twice now, one time Mayasuran Navy and another Diable avionics, I get no rewards.
[...]
edit: Diable just posted a bounty for the pirate base blockading their system
(was afk a lot, so not long ingame after this post)
that proves there is an issue with the game managing bounty rewards and maybe even how system fleets deal with pirates in some edge cases
Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
Specifically:
- Pirate Activity market condition will still affect factions that aren't hostile to pirates (vanilla behavior; Nex reduces the effect at higher relationship levels, but maybe should start doing so earlier)
- Vanilla system bounty (unchanged by Nex) doesn't pay out for killed pirates if pirates aren't hostile to the faction, even if Pirate Activity is ongoing
- In contrast, vanilla pirate base bounties (unchanged by Nex, except for payout amounts) can still be issued by factions that aren't hostile to pirates if one or more of their markets have Pirate Activity, and will be paid on kill as expected
- Faction fleets won't fight pirates if the pirate faction isn't hostile (as seen in intel screen), regardless of the Pirate Activity effects. Not that killing the pirate fleets would do much anyway; need to remove the base for that.
- A faction that is non-hostile to you can still affect your colony by attacking trade convoys of third parties that the faction is hostile to (this is why setting up a colony in a Remnant system can have problems)
Hmm, I'll need to review the code to see whether it's more trouble than I want, but I'm considering just taking the most direct approach and making pirate bases not generate Pirate Activity for any non-hostile (NPC) market, and not being targeted by base bounties from such factions.
So factions that aren't hostile to pirates won't be bothered by them in any way, except for opportunistic kills of trade fleets.
Hello;
My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...
I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.
What kind of extra info you need, I will -try to- provide everything you need.
Edit_1: There is no problems while playing Missions though.
Not related to Nex :)
First check if your ship has Defensive Targeting Array hullmod, that makes fighters unable to leave the ship. (And make sure the fighters themselves have nonzero engagement range while you're at it)
Found a small bug in random sector - the Hamatsu still spawns, but a nullpointerexception fires when the player meets it.
Yep, it's trying to start the 'return the Hamatsu' mission but can't. The error is harmless so haven't bothered to fix it though :-X
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Hello;
My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...
I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.
What kind of extra info you need, I will -try to- provide everything you need.
Edit_1: There is no problems while playing Missions though.
Not related to Nex :)
First check if your ship has Defensive Targeting Array hullmod, that makes fighters unable to leave the ship. (And make sure the fighters themselves have nonzero engagement range while you're at it)
Holly banana!
I was almost sure it happened because of a -buggy- ship I salvaged... almost. Thank you for info, I did not read rest of the description after "%50 percent damage" and sorry for wrong report.
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[
Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
Specifically:
- Pirate Activity market condition will still affect factions that aren't hostile to pirates (vanilla behavior; Nex reduces the effect at higher relationship levels, but maybe should start doing so earlier)
- Vanilla system bounty (unchanged by Nex) doesn't pay out for killed pirates if pirates aren't hostile to the faction, even if Pirate Activity is ongoing
- In contrast, vanilla pirate base bounties (unchanged by Nex, except for payout amounts) can still be issued by factions that aren't hostile to pirates if one or more of their markets have Pirate Activity, and will be paid on kill as expected
- Faction fleets won't fight pirates if the pirate faction isn't hostile (as seen in intel screen), regardless of the Pirate Activity effects. Not that killing the pirate fleets would do much anyway; need to remove the base for that.
- A faction that is non-hostile to you can still affect your colony by attacking trade convoys of third parties that the faction is hostile to (this is why setting up a colony in a Remnant system can have problems)
Hmm, I'll need to review the code to see whether it's more trouble than I want, but I'm considering just taking the most direct approach and making pirate bases not generate Pirate Activity for any non-hostile (NPC) market, and not being targeted by base bounties from such factions.
So factions that aren't hostile to pirates won't be bothered by them in any way, except for opportunistic kills of trade fleets.
thank you for the reply and explanation. that explains what I saw, yeah. I think it's something that would trip up normal players who simply look for system bounties, travel to there and expect that that can quickly increase reputation and money with that.
it's probably so glaring to me cause the rest of the AI in the game and the mod works so well compared to most games.
as a suggestion:
in my mind, pirates are always hostile to everyone, and everyone always hostile to them, unless specifically otherwise -- due to bribes or whatever.
it may be easiest to set all factions hostile to them, and vice versa and would make the most sense. unless some game logic would make that harder to do.
exceptions are pirate-like factions that mods bring in and alliances with pirates some factions may do if they get hostile to pretty much everyone else or something
that would be the solution that most people imho assume being the case anyway
but both would solve the issue. it just depends what if there could be third-order effects down the line if there's less pirate activity or less intrinsic hostility to them.
it would kinda make pirates more like a normal faction for better or worse
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I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!
My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
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I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!
My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
I've occasionally thought of using language models to write the more generic planets' descriptions after a takeover, in cases like this. The reason games like this usually don't update planet descriptions in response to these things is the fact that each planet, in an otherwise-vanilla game, has a minimum of seven potential states. Five base factions, plus the player, plus decivilized. It comes out to hundreds of descriptions - the sort of thing a human writer would naturally struggle with.
On a tangential note, I've been surprised by how often the Diktat ends up friends with the Heggies and enemies with the League. I think this is due to the alignment system, which treats initial friendliness as a starting value which disappears pretty fast, and treats ideological similarity as a constant adjustment that persists over the entire course of the game. The hierarchical, ultra-authoritarian Diktat ends up having more in common with its enemy, the Hegemony, than it does with the relatively laissez faire Persean League.
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On a tangential note, I've been surprised by how often the Diktat ends up friends with the Heggies and enemies with the League. I think this is due to the alignment system, which treats initial friendliness as a starting value which disappears pretty fast, and treats ideological similarity as a constant adjustment that persists over the entire course of the game. The hierarchical, ultra-authoritarian Diktat ends up having more in common with its enemy, the Hegemony, than it does with the relatively laissez faire Persean League.
It's something that I have noticed, as well, although that only seems to start happening some decades into any given playthrough (two in my current one). In narrative terms, I see that as another sign of Andrada himself growing increasingly decrepit and unable to direct policy, to the point where his ambitious underlings from the Usurper quest are now definitely running the show instead. With the very personal enmity between Andrada and his former employers out of the picture as a show-stopping factor and a new generation of Hegemony officers accustomed to the current territorial status gradually filling out various positions of power, the ideological similarity of the Diktat and the Hegemony becomes more and more important. So, yeah: As long as this shift doesn't happen within the first ten years of the game, I'm totally okay with it!
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How can I get custom music tracks to show up under Intel -> Personal -> Personal Info -> Change in-game, and how can I restore it to default (default theme isn't there) or add new tracks?
I changed my player faction theme but I have no idea how to change it back to default or to find music I've added to Audio Plus. How does Nexerelin know about each mod faction I add and their themes and how can I use this to make the list include new music tracks?
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Currently the only way to get new tracks is to add them to a faction; you can see the format in the base game's hegemony.faction file (in starsector-core/data/world/factions).
The absence of the default tracks is a bit of an oversight that I'll fix; also, next version I want to add a list of arbitrary tracks it can use.
I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!
My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
Good that someone is enjoying it!
Although it's not really my work, there were a couple of people who were doing the writing (one of them came up with the feature idea in the first place) but they trailed off after a while. Understandable, given that it's a lot of repetitive work (even considering only the vanilla factions) while also not being very visible. In any case, no plans to write any more descs :-X
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Good that someone is enjoying it!
Although it's not really my work, there were a couple of people who were doing the writing (one of them came up with the feature idea in the first place) but they trailed off after a while. Understandable, given that it's a lot of repetitive work (even considering only the vanilla factions) while also not being very visible. In any case, no plans to write any more descs :-X
Ah, that's a shame, but I'm thankful for the extra flavor text that is there! And yes: Completely understandable!
By the way, I'm seemingly not being offered the fourth Remnant mission by Midnight Dissonant. According to Google, it concerns Spoiler
an attack against Gilead.
But in my current game, that world has been taken over by the Persean League, so would such a change of ownership derail the quest?
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Good that someone is enjoying it!
Although it's not really my work, there were a couple of people who were doing the writing (one of them came up with the feature idea in the first place) but they trailed off after a while. Understandable, given that it's a lot of repetitive work (even considering only the vanilla factions) while also not being very visible. In any case, no plans to write any more descs :-X
Ah, that's a shame, but I'm thankful for the extra flavor text that is there! And yes: Completely understandable!
By the way, I'm seemingly not being offered the fourth Remnant mission by Midnight Dissonant. According to Google, it concerns Spoiler
an attack against Gilead.
But in my current game, that world has been taken over by the Persean League, so would such a change of ownership derail the quest?
It can, if there are no other qualifying worlds. I had the same issue a few pages earlier. Two things:
- You can bring a faction back into the game by gifting them a planet.
- It goes for the best-match, so, while I don't recall the code exactly, you might be able to give the LC any arbitrary world and get it to launch.
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Just to make sure I understand things: what's the criteria to get Midnight Dissonant to appear at Prism Freeport? She didn't pop up on my first visit - do I have to show up with AI cores or something?
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Just to make sure I understand things: what's the criteria to get Midnight Dissonant to appear at Prism Freeport? She didn't pop up on my first visit - do I have to show up with AI cores or something?
Needs to be at least 180 days into the game (also there needs to be an independent market somewhere else in the Sector to be the mission target)
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I noticed a likely bug with Nexerelin when it comes to operatives: The 'repeat relation actions' button only works when you have an agent raise relations with a faction, not when degrading them. Nothing game-breaking, just somewhat inconvenient.
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EDIT: I see from other replies that this is due to an interaction with Arma Armatura, and a fix is available.
Hi, my game is crashing with the following log:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-
Any chance of having it that a Own Faction start doesn't put you in an enemy riddled system? I tried out Adversary: Customizable Star Systems and it placed me in his system every time (core worlds, uninhabited water world). Author said just edit it out but I had already disabled the mod. I thought I would ask if it was at all possible to have the option no to spawn with another.
-
I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.
Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?
-
HMI seems to have to factions within itself, HMI Company and HMI Patrol. I have noticed with random faction relations start it can make the faction hostile to itself, which is funny in a sort of we are rebelling sort of way but it is also sort of game braking for the faction. Anyway, could the random faction relations start ignore randomizing HMI against themselves?
-
I noticed a likely bug with Nexerelin when it comes to operatives: The 'repeat relation actions' button only works when you have an agent raise relations with a faction, not when degrading them. Nothing game-breaking, just somewhat inconvenient.
Hmm, I'll fix, thanks!
I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.
Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?
Might be an issue with the strategic AI; I've noticed cases where it gets fussy about commodity competition from indies.
Thought I'd fixed most of those cases with version 0.11.0b already, but if you're still having problems on that version, could turn the AI off (assuming you have it on). Console Commands mod can be used to reset the hostile relations in the meantime.
Any chance of having it that a Own Faction start doesn't put you in an enemy riddled system? I tried out Adversary: Customizable Star Systems and it placed me in his system every time (core worlds, uninhabited water world). Author said just edit it out but I had already disabled the mod. I thought I would ask if it was at all possible to have the option no to spawn with another.
Well the Adversary author could tag the planets with the no-colonize memory key ($nex_do_not_colonize).
I might also see about filtering out systems controlled by hostile factions for picking the starting planet.
HMI seems to have to factions within itself, HMI Company and HMI Patrol. I have noticed with random faction relations start it can make the faction hostile to itself, which is funny in a sort of we are rebelling sort of way but it is also sort of game braking for the faction. Anyway, could the random faction relations start ignore randomizing HMI against themselves?
For future games (or if re-randomizing relations) you can add the "noRandomizeRelations":true, setting to the faction configs for the HMI subfactions. I'll mention to Alfonzo to do that in the next mod release :)
-
EDIT: I see from other replies that this is due to an interaction with Arma Armatura, and a fix is available.
Hi, my game is crashing with the following log:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm still experiencing this issue even after downloading the patch and placing it in my jars folder, anyone else experienced this or know a fix?
-
Did you place it in the right /jars folder (ArmaA's not Nex's), overwriting the existing armaa.jar file?
Oh, another workaround is to delete the file Arma Armatura/data/config/exerelin/groundBattleDefs.json
-
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.
Log attached as text file due to length.
[attachment deleted by admin]
-
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.
Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
-
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.
Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
Problem is I'm already on II 2.6.2e
Edit: also went and double-checked Nex, and it's at 0.11.0b
-
In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.
Is there a way to restart it?
-
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.
Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
Problem is I'm already on II 2.6.2e
Edit: also went and double-checked Nex, and it's at 0.11.0b
After some more testing, I've isolated it to an issue between Nex 0.11.0b, Interstellar Imperium 2.6.2e and Starship Legends 2.3.1, remove any one of these three mods and the problem goes away. Remove Nex and considering your military options with an Olympus in your fleet works as expected per vanilla. Remove II and it's a moot point since, well, the Olympus doesn't exist now. Remove Starship Legends and considering your military options with an Olympus in your fleet works as expected in Nex.
-
Is there any way to change, besides the strength of invasion flotillas, quantity of marines?
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg (https://imageup.ru/img297/4446193/screenshot020.jpg)
It was hilarious gap between ground and space forces.
Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
-
New to the game and im so glad this mod is still supported, I was looking up things like faction wars and faction expansion and found this. Great work! c:
-
In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.
Is there a way to restart it?
Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
(This is for the first fleet, if you're talking about the second one and the mission hasn't ended while you were gone, uhh that's weird, check the intel again)
runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Copypaste into console while in any star system, go back to the star system with the base + fleet, and new ones should be there.
Is there any way to change, besides the strength of invasion flotillas, quantity of marines?
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg (https://imageup.ru/img297/4446193/screenshot020.jpg)
It was hilarious gap between ground and space forces.
Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
Invading a market with operational Heavy Batteries (if the attacker can't or won't use a tactical bombardment) is screwed most of the time, as seen here. This is partly because of the heavy batteries increasing the drop cost so attacker can't deploy as many units per turn, and also the heavy batteries causing damage to the units that do deploy, and also the structure's contribution to garrison size and blocking most attacker special abilities.
(It's especially bad on Chico because of the market size and Daud's skill effects)
To make such scenarios less ridiculously stacked, I could increase the turn 1 bonus to movement points (possibly only for NPCs) so the invaders can get more of a foothold. Or maybe a free use of the Electronic Warfare ability (although this might not make sense for most attacker factions) to mitigate the Heavy Batteries effect and keep defenders from all piling on the beachhead right away. Maybe something else entirely? I'll see later.
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So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...
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So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...
The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.
*Actually, if you have a save with the ongoing mission and it doesn't have too many mods, I could take a look and see if there's an apparent cause of the missing fleets
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So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...
The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.
*Actually, if you have a save with the ongoing mission and it doesn't have too many mods, I could take a look and see if there's an apparent cause of the missing fleets
After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do...
UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
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These pointless invasions are real pain. The biggest problem is that the factions spend all their capacity on them instead of expanding their markets with weaker targets. In 80% of cases they attack the largest markets because of their imports. In one of my games the Hegemony attacked main hub of Reparations Society like 8-10 times in a row for cycles and did nothing else. Even if I weaken heavy battaries in half, it doesn't change the overall picture.
Spoiler
(https://i.imgur.com/srN8IiA.png)
(https://i.imgur.com/gk70bwH.png)
(https://i.imgur.com/TCUJpbY.png)
Is it just batteries issue? As you can see in the screenshots number of surviving marines is about the same, regardless of the number of defenders.
Btw, Is there a way to make the policy more dynamic and bots more aggressive towards each other? I've played with nex a lot, but I've never seen one faction destroy another.
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Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.
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This worked, thank you!
In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.
Is there a way to restart it?
Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
(This is for the first fleet, if you're talking about the second one and the mission hasn't ended while you were gone, uhh that's weird, check the intel again)
runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Copypaste into console while in any star system, go back to the star system with the base + fleet, and new ones should be there.
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Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.
Modlist: https://pastebin.com/yCv06CQU
Profiler images attatched
[attachment deleted by admin]
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After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do...
UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
I'll just say: uhhh, if you're getting oneshotted by the restrained form, maybe your fleet is misconfigured? Even the full form's gun shouldn't oneshot most ships with their shields up due to spreading out the damage.
Though maybe I'll add more warning in the dialog of what the player can expect to face.
For the last: You need Automated Ships skill to recover the boss, same as other automated ships.
Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.
Modlist: https://pastebin.com/yCv06CQU
Profiler images attatched
Thanks, that's exactly what I needed!
The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.
Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.
Make sure you have the formatting and IDs right. Quick example adding starting ITU to hegemony.json (alongside the existing low tech blueprint):
"startSpecialItems":[
[["low_tech_package", ""]],
[["modspec", "targetingunit"]]
],
In each line here, the inner square brackets define a custom item, with the first string being the special item ID (e.g. "pristine_nanoforge") and the second the parameter (e.g. for a ship blueprint this would be the hull ID. Each pair of outer brackets contains one or more custom item definitions, of which one is picked randomly.
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Thanks, that's exactly what I needed!
The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.
Just disabled Secrets of the Frontier and loaded up a game and viola! My FPS is back! Thank you so much. Now I can play the derelict empire start like I've always wanted to!
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Hello there! Trying to narrow down a glitch I've recently noticed having just switched over to 0.96 in the past month.
Is Nex the source of recurring bar patrons referred to as a "gaudy person" that offers to buy ships off you? It's the only mod with a bar_events file that I'm running at the moment.
According to the in-game text they're supposed to refund any story points for s-mods you've built into the ship. Unfortunately that no longer seems to work in 0.96 at least not for me.
Spoiler
I suspect it's an interaction with Progressive S-Mods. If anyone knows which of these other mods might be the source of the "gaudy person" I'd really appreciate it. I think Starship Legends can be ruled out due to using a different type of event to buy ships. The forum search is otherwise turning up zero results.
ENABLED MODS
pantera_ANewLevel30-30 3.1: A New Level of Confidence
aod_capital-1.0.3: AoTD - Seat of Power
Cryo_but_better-1.1.2: AoTD - The Sleeper
lw_autosave-1.2b: Autosave
CaptainsLog-0.2.0: Captain's Log
lw_console-2023.5.05: Console Commands
dynamictariffs-1.4: Dynamic Tariffs
GrandColonies-2.0.c: Grand.Colonies
lw_lazylib-2.8: LazyLib
low_maintenance-v1.1: Low Maintenance
lunalib-1.7.8: LunaLib
MagicLib-1.1.3-rc01: MagicLib
nexerelin-0.11.0b: Nexerelin
officerExtension-0.5.0: Officer Extension
wyv_planetaryShieldAccessControl-1.5: Planetary Shield: Access Control
progressiveSMods-0.10.1: Progressive S-Mods
pt_qolpack-1.2: QoL Pack
sun_starship_legends-2.3.0: Starship Legends
stelnet-3.1.3: Stellar Networks
Terraforming & Station Construction-8.4.5: Terraforming & Station Construction
variants_lib-0.4.0: Variants Lib
shaderLib-1.7.0: zz GraphicsLib
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Hello!
Yeah, I expect the check added a few Nex versions ago for "did the player install this" (the same one vanilla uses, it checks the player 'history' that the bar historian gives you) doesn't work with Progressive S-Mods.
Well, arguably one shouldn't be able to get story points from PSM s-mods (not least because no story points were actually invested), so I'll leave things as they are!
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Yeah, I expect the check added a few Nex versions ago for "did the player install this" (the same one vanilla uses, it checks the player 'history' that the bar historian gives you) doesn't work with Progressive S-Mods.
This is about what I figured.
Well, arguably one shouldn't be able to get story points from PSM s-mods (not least because no story points were actually invested), so I'll leave things as they are!
I've since tested out using story points to expand the maximum number of S-mods on a ship and it still doesn't refund them even though a story point was used. Odd, but I suppose it's still not the player putting the s-mod on but rather the interface. I'll continue to look into it, thanks.
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Is there a list somewhere of vanilla core planets that have changed ownership aside from the transient Military intel tab? I assume there must be, because I see the little disclaimer on individual planets to whom the original planet belonged.
I'm trying to keep track of them, but the war references disappear from my intel tabs before I'm able to follow-up (invade, raise reps, give back)
(apologies if this has already been asked, I googled and asked in the Discord first)
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Just a hot take but NPC sat bombing should NOT be enabled by default. I ended up restarting entirely because for some reason all my settings reset without me noticing, and one of the planets a mod of mine requires to function got sat bombed. In fact two space stations, which cannot be recolonized without other mods, got sat bombed. When I noticed it happen, my options were to lose a large amount of playtime and repeat everything, use the console mod to kill the fleets, or accept messed up game. I didn't even realize it was bricking one of my mods until later when I went to go do content from it and discovered the station was just gone.
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Out of curiosity, does the 'if invaded by other faction, description changes' feature work for pirate bases, and for all planets? I would have assumed it'd stopped working, since for some reason Asher still thinks it's Hegemony-run after a Persean League takeover and none of the pirate bases/planets have changed descriptions, but Chalcedon still swapped out when I conquered it and then gave it to the Luddic Church.
EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
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EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
Yeah, i think you can just set "colonyExpeditionChance" to zero in sindrian_diktat.json
It lies in Starsector\mods\Nexerelin\data\config\exerelinFactionConfig
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EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
Yeah, i think you can just set "colonyExpeditionChance" to zero in sindrian_diktat.json
It lies in Starsector\mods\Nexerelin\data\config\exerelinFactionConfig
Wait, there's faction config for this? Heck, I'm gonna have *fun* with this one.
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Is there a list somewhere of vanilla core planets that have changed ownership aside from the transient Military intel tab? I assume there must be, because I see the little disclaimer on individual planets to whom the original planet belonged.
I'm trying to keep track of them, but the war references disappear from my intel tabs before I'm able to follow-up (invade, raise reps, give back)
There isn't a single centralized list; might add one at some point. But each faction will list the markets (vanilla, modded, and newly founded colonies) it has claims on in its diplomacy profile (under "Dipl. profiles" tab in intel).
Just a hot take but NPC sat bombing should NOT be enabled by default. I ended up restarting entirely because for some reason all my settings reset without me noticing, and one of the planets a mod of mine requires to function got sat bombed. In fact two space stations, which cannot be recolonized without other mods, got sat bombed. When I noticed it happen, my options were to lose a large amount of playtime and repeat everything, use the console mod to kill the fleets, or accept messed up game. I didn't even realize it was bricking one of my mods until later when I went to go do content from it and discovered the station was just gone.
Hmm, I'll consider it!
(Although if the planets and stations involved are that important the modder should mark them as story-important, or at least make them large enough to not die to a single sat bomb...)
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EDIT: False alarm! To avoid this bug, save and pause immediately after `reloadnexconfig`. Restart the application and it should be fine. I don't know if this will work if an invasion/sat bombs/etc. are already in your mission log
I think I found a bug. I used `reloadnexconfig` to turn off Starfarer mode and now factions are invading core planets (I have it turned off in the Lunalib config)
I saved right after and now I'm not sure how to get Nex to turn core invasions back off
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hello Mr Histine, im adding nexerlin support to my mod and I've hit a problem. I want my faction to be weak but not imponent on the attack to what should I set invasionStrengthBonusAttack to?
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hello Mr Histine, im adding nexerlin support to my mod and I've hit a problem. I want my faction to be weak but not imponent on the attack to what should I set invasionStrengthBonusAttack to?
0.9 or something should be fine
But that setting only applies to ground combat strength with the legacy invasion settings. Consider using the following settings as well (examples are in the Templars faction config):
- groundBattleSettings table (for ground combat with new invasion system)
- invasionFleetSizeMod (modifier to invasion fleet sizes in space)
- invasionPointMult (affects how often the faction can launch invasion events)
Out of curiosity, does the 'if invaded by other faction, description changes' feature work for pirate bases, and for all planets? I would have assumed it'd stopped working, since for some reason Asher still thinks it's Hegemony-run after a Persean League takeover and none of the pirate bases/planets have changed descriptions, but Chalcedon still swapped out when I conquered it and then gave it to the Luddic Church.
[late reply since I forgot this post was only half-answered :-X]
The description changing only applies specific planets/stations that have descs written for them, which is only a few star systems so far.
(If you want to take a look, the file Nexerelin/data/config/exerelin/captured_planet_descs.csv sets which custom descriptions should be used for which factions+entities)
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Having a lot of fun so far with your mod. I love that every faction can invade, raid, but also expands. That gives a lot of dynamic and story to it, plus alliances, etc... Great job at implementing diplomacy and spies.
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I am having a lot of CTDs when voting on ceasefire agreements for some reason. Here's the latest from starsector.log:
2946234 [Thread-3] INFO exerelin.campaign.ai.ExecutiveAIModule - Adding action Diplomacy - Ceasefire
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking peace for faction Keruvim Shipyards: weariness 46833.402
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - player weariness: 359427.12/5000.0
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Weariness sum: 406260.53
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Events modifier: 0.0
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Negotiating treaty
2946235 [Thread-3] INFO exerelin.campaign.ai.ExecutiveAIModule - Adding action makePeace
2946932 [Thread-3] INFO exerelin.campaign.ai.concern.RetaliationConcernV2 - Selected raid record: Raid: Adramelech Fortress, 7.1226597
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for peace with keruvim ==
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Diable Avionics votes: NO
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Total points: -27.13663
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Base points: 75.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Friend disposition: 15.864027
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other disposition: -27.906155
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other alliance disposition: -15.203077
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Strength points: -5.909091
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Hawk/dove points: -75.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - War weariness points: 0.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Random points: 6.017664
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (2 to 1)
2953063 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for peace with unsc ==
2953063 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (3 to 0)
2953324 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Creating either diplomacy event for factions Keruvim Shipyards, Davidian United
2953324 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Trying event: Ceasefire
2953518 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.advanceImpl(CeasefirePromptIntel.java:210)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It always happens after voting. It doesn't matter how I vote, it still CTDs. Sometimes I can vote without a CTD, but more often than not it's a CTD event.
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Yeah the ceasefire intel currently breaks if relations can't actually go higher. Here's an interim fix (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars).
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Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the time
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Hey mate, huge fan of your mod. Gives me Mount And Blade vibes. Really like it.
I have an improvement idea though. I realized, you can kill whatever many enemies as you want, they just don't stop at all. Today I had following on my tail:
- Hegemony AI inspection in Fikenhild, 3 big fleets
- Hegemony Raid on Tyle Star System on me, 3 big fleets
- Hegemony Invasion on Olinadu on me, 3 big fleets
- 3 different Hegemony Kill Groups on my tail
- And I also killed a special task group on my way from one fire to another. It was like ~20 Onslaughts with lots of S Mods (some XIV) and god knows how many Legions, Eagels and Dominators, some of them being XIV in all of these fleets dead in a couple of ingame days. Who the hell can produce so many fleets. And according to lore, shouldn't there be a limited number of XIV Ships? In my gameplay, Hegemony surely use XIV as cannon fodder for me.
I think, there should be some limiter for how many fleets enemies can spawn, for example depending on Industry output or so. Again, example from Mount and Blade, how many "Fleets" an enemy faction can have is depending directly on their amount of vassals / lords. You can impisonate enemy vassals and the less vassals enemy faction have, the less agression they can show to you.
We even have a prisoner mechanic in the mod. Maybe would make sense to implement it. At the end of the day, player has the limit of industry slots for their faction fleet numbers. I wouldn't mind, if the fleet numbers of the AI factions is limited to number of commanders or industry production limit or so.
Thank you
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Yeah, the number of fleets a faction can throw out gets rather excessive at times. :(
That said, a few points I'll note in this specific case:
- In general it kind of was just bad luck that all these fleets showed up in a short period of time
- XIV ships being renewable in gameplay is just how Starsector fleet spawning works right now; I can't readily change that and I'm not sure what a desirable change would look like (do XIV ships just stop being accessible if you kill enough of them?)
- An M&B lord capture mechanic as limiting factor wouldn't really make sense here, since military leaders are drawn from the general population rather than a specific landholding aristocracy. Also the 'proper' M&B implementation would really require NPC officers to be persistent characters.
- Part of the reason NPC fleets are so bloated is so they can compete with the OP player (however, just constantly larger fleets is a pretty bad way to do it and I'd like to use other methods more... maybe I'll make a Suggestions thread on this later)
Some Nex-specific fleet events (invasions, raids, and sat bombs) are already limited by the faction's industrial production, although in the case of the Hegemony this is going to be a lot anyway. I've got plans for a more generalized system that would be used by more fleet types (special task groups and vengeance fleets come to mind); think I'll find the time to do some work on that.
Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the time
It should be working perfectly fine these days.
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Hey mate, huge fan of your mod. Gives me Mount And Blade vibes. Really like it.
I have an improvement idea though. I realized, you can kill whatever many enemies as you want, they just don't stop at all. Today I had following on my tail:
- Hegemony AI inspection in Fikenhild, 3 big fleets
- Hegemony Raid on Tyle Star System on me, 3 big fleets
- Hegemony Invasion on Olinadu on me, 3 big fleets
- 3 different Hegemony Kill Groups on my tail
- And I also killed a special task group on my way from one fire to another. It was like ~20 Onslaughts with lots of S Mods (some XIV) and god knows how many Legions, Eagels and Dominators, some of them being XIV in all of these fleets dead in a couple of ingame days. Who the hell can produce so many fleets. And according to lore, shouldn't there be a limited number of XIV Ships? In my gameplay, Hegemony surely use XIV as cannon fodder for me.
I think, there should be some limiter for how many fleets enemies can spawn, for example depending on Industry output or so. Again, example from Mount and Blade, how many "Fleets" an enemy faction can have is depending directly on their amount of vassals / lords. You can impisonate enemy vassals and the less vassals enemy faction have, the less agression they can show to you.
We even have a prisoner mechanic in the mod. Maybe would make sense to implement it. At the end of the day, player has the limit of industry slots for their faction fleet numbers. I wouldn't mind, if the fleet numbers of the AI factions is limited to number of commanders or industry production limit or so.
Thank you
For realism purposes I recommend going to the settings file (Or use Lunalib) to adjust the nexerelin fleet size settings to the following:
invasionFleetSizeMult: 1 to 0.3
vengeanceFleetSizeMult: 0.8 to 0.5
specialForcesSizeMult: 1 to 0.3
This reduces the size of fleets to that of a small task force, so it makes sense for factions to pull together multiple to throw at you.
As for the XIV ships, there's a quote from the Starsector subreddit I recall that explains the situation:
"None of the XIV ships in-game (beyond the Legion and other random ones you personally salvage in uninhabited space) are actually survivors of the original fleet.
The Hegemony just builds new ships with the Chicomoztoc Pristine Nanoforge up to the original XIV Battlegroup's specifications. Since none of the ships have any design differences beyond stats, Hegemony engineers could essentially up-tune modern low-spec productions to replicate the originals' performances. They don't actually have the original ships' blueprints.
The ''XIV blueprints'' you can raid from Hegemony would refer to these up-tuned reproductions, and if you want to interpret gameplay mechanics as lore, would confirm the theory that the Hegemony is manufacturing these ships.
These original-spec ships are then painted like the originals and paraded around as propaganda pieces, or sold to allies and mercenaries (i.e. suckers, i.e. you the player) at a huge premium. This also explains the Legion's conspicuous absence, because the low-spec Legion has hardpoint differences and they can't pass a high-performing one as an original."
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Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the time
Last time I tried it in 0.95 and 0.95.1 it seemed to work. :o
E:
Yeah, the number of fleets a faction can throw out gets rather excessive at times. :(
- Part of the reason NPC fleets are so bloated is so they can compete with the OP player (however, just constantly larger fleets is a pretty bad way to do it and I'd like to use other methods more... maybe I'll make a Suggestions thread on this later)
Some Nex-specific fleet events (invasions, raids, and sat bombs) are already limited by the faction's industrial production, although in the case of the Hegemony this is going to be a lot anyway. I've got plans for a more generalized system that would be used by more fleet types (special task groups and vengeance fleets come to mind); think I'll find the time to do some work on that.
I am pretty sure I've seen 7 fleets up from then single planet (size6 or 7, probably HQ+Orbital Works?) factions in [email protected] (not like I remember my settings), but I don't have a problem with that since the player should be able to handle it. Far from it, I am fine with almost everything that makes my enemies stronger, but yes, ultra big fleet sizes and multiple fleets at once can sometimes be somewhat annoying.
Obviously not good against the player fleet but how about something which softens up the players planets?: "Accidents" on the highest HQ of the target faction/player in the system and some other "accidents" on the target planet before the enemy fleets arrive? Maybe crucial shortages suddenly happen for reasons, who knows?
Anti player fleets with S mods (potentially loooots of S-mods, disregarding the limited amount of S-Mods) without junk ships, better yet with good ships, with lots of officers, fleet wide player skills and maybe with the ability to spawn flanking frigates from the left and right sides of the map (that one could have the fleets contain additional frigates). Well, some other mods/bounties already do this in parts I guess, also your vengeance fleets.
#DestroyPlayersOnTheField
E2: What if fleet info on some sneaky fleets reveals only some ships and the rest if the actual fight suddenly happens? Mmmm. Best would be a god like tactical and ship AI and lots of well setup'd ships and a big brain campain layer AI and...
E3: I am going OT again I guess... #DestroyThePlayer(fleet)
What if there was a more precise way to track the power level of the player fleet? Maybe enemy fleets could "drag their own relays" into battle (lore wise they'd have stocked some kind of Domain relays and the player doesn't have that) to make the fights a bit harder...
E4: Back to Invasions: Wait, we can see the estimated fleet strength of the system, mmmm. I don't know, I like it when huge fleets are sent to crush me or to conquer my stuff, but it's such a waste if fleets get sent to one of my entrenched systems. Scaling everything down would give the player a better opportunity to fight invasions personally since the relative sizes would change, but ehh.
>maybe I'll make a Suggestions thread on this later
Could you please link it here if you do? Maaan, I actually think the large fleets are somewhat fine and I cannot think of anything but 1d3, 1d5 trigger sabotage on invasion which is kindaaaa meh. (You could do a strawpoll or Discord voting I guess? Does the forum have a vote function?)
Fleets a la mercs (also Indies, pirates etc.) could spawn to bind some fleets without actually fighting (pseudo fighting by locking the fleets without causalities on both sides), would potentially allow to lower the invasion fleet size, maybe defense rating adjustments (for the player only?). The def rating players can reach is absurd.
E55: Fleets being less bunched up and spawning a dedicated bombardment fleet which is crucial to soften up the defenses, if that one is taken out, the invasion will have a tough time, now with reduced amounts of fleets and without them being all on top of each other, if the bombardment fleet goes "missing"... Mmmm.
Invasion fleets could spawn in 3 phases: Space domination fleet, bombarding fleet with escort/s, landing/drop ship fleet with escort/s... Mmm. Meh. Maybe all fleet sizes have to be adjusted, but I like my over the top stuff.
What if an invasion generates 3 invasion msges (against the player/player alliance) but 2 are false, just bait? Could force the player to spread resources and lower the invasion fleet size overall. Invasion fleet size could also be "false".
E66: (Outmatched) fleets could instead blockade the system while outside in hyperspace, most outside goods go "missing", a second fleet after x months reliefs the fleet and actually invades, could work with much lower amounts of fleets/fleet size I think?
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XIV is okay as it is imo. Since one can find Blueprints for XIV, I think it is totally fine. Also, I am not annoyed. It is something totally different:
My Problem is basically: There is currently no proper way to stop / soften up enemy aggression. You can total anhilate enemy fleets, make a space holocaust with tens of thousands of crew death, megatons of material destroyed but enemy being like: lol as if I care. Unlimited resources babyyy.
In M&B if you win against a vassal, he is out of the game for a while. He is either imprisoned or he escaped. In further case, he has to lick his wounds and is disabled to be a useful part of his kingdom for several months, because he has to raise his army first.
I understand the technical limitations we have here though, why a solution like in M&B is not possible.
Maybe a dynamic fleet size, when you destroyed a lot of enemy ships, the fleet size temporarily declines. If you want to produce a ship hull which has more value than your total production value, than you have to wait another month as well?
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>XIV is okay as it is imo. Since one can find Blueprints for XIV, I think it is totally fine.
I agree.
Maybe a dynamic fleet size, when you destroyed a lot of enemy ships, the fleet size temporarily declines. If you want to produce a ship hull which has more value than your total production value, than you have to wait another month as well?
We have war weariness, could be combined with an attrition mechanic which multiplies (0.1x to 0.99x ?) faction fleet size, a huge invasion fleet (especially if it was bonked) lowers the fleet size/increases attrition.
E2: attrition could have different multipliers for "naturally" spawning fleets and invasion fleets. Larger factions have huuuge manpower reserves but it could take a while to retrain officers and pilots... Thresholds? Interaction with war weariness?
E3: Also: If Hegies and pirates are vengeful, the spawned, specific invasion/raid etc. fleets against me could have a chance to spawn non hostile to each other and the attack could happen around the same time and not just randomly (or pirates first to soften me up or vice versa). -> both fleets could be smaller and the effect could be larger. Combined with "random" explosions of my military bases in the system... #coordination
E4: I kinda like the idea of temporary alliances to bonk major pests like the player. :D
Maybe an overarching CAI to torture the player. #KillThePlayer 8)
Also: Fleet point generation multipliers vs fleet size.
Also also: Possible effects on the ships, not just fleet size and and fleet point generation. Suddenly the player faction fleets are all rust buckets again. :D
Wheee, Dmods and ventures. :D
E5: On a more serious note, me being captain Obvious: The AI factions will almost always be outmatched by the player, I'd like for some levers to bring pain upon the player, I am more than fine with huge invasion fleets coming for the player but fighting them personally isn't the most fun.
Player brain vs ship, commander and CAI
Quality and quantity of the player and the players faction fleet/s.
Maybe fleet points per building and generation should be halved for the player.
E6: Maybe invasions (medium sized invasions and up) could be led by a faction defined custom ("command") fleet to make the fights more interesting. Well, we have the task groups...
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Is there a list of the Midnight quest line? I dont know if I did all or not since I maxed out relations with her and the remnants, but nothing popped up after killing that rougue AI.
Why is Midnight talking about killing Omega all of the sudden in the mission where she sends you to kill the rougue ai?
Is there anywhere I could look at on how to add a second type of marine and crew to the game that have different values from the original? (I did a Remanant only with 0 crew playthrou and planet survey, salvage, interaction, ground combat where the main problem points, so I wanted to replace the Crew with Drones and the Marines with combat robots)
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Maybe https://fractalsoftworks.com/forum/index.php?topic=24249.0
Dunno if you need another mod to actually use it.
Dunno if this one has marines: https://fractalsoftworks.com/forum/index.php?topic=22261.0
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invasionFleetSizeMult: 1 to 0.3
vengeanceFleetSizeMult: 0.8 to 0.5
specialForcesSizeMult: 1 to 0.3
Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
Is there a list of the Midnight quest line? I dont know if I did all or not since I maxed out relations with her and the remnants, but nothing popped up after killing that rougue AI.
Why is Midnight talking about killing Omega all of the sudden in the mission where she sends you to kill the rougue ai?
There isn't a list written down anywhere, but that's the (currently) fourth and final mission yeah.
For the other question, she doesn't, that sentence should be parsed differently :) (granted, the Yoda-speak makes it more confusing than it might be otherwise)
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Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
Obviously not often, but they do once in a while, at least when using certain faction mods that tend to have some strong attackers and/or some weak or exposed colonies (IE: Kadur, Mayasura, etc). But, as you mentioned, it indeed especially depends on whether the defending forces happen to have been either distracted (and potentially wiped out) by something else in the system that happened in the same timefrime of an invasion, the typical instance is in naturally contested systems where two or more factions tend to constantly fight. That often allows even a very weakened invasion force to reach the ground phase, and at that point it's a toss of the dice.
I used to play with such a value myself before you introduced the setting that blocks invasions until the player has founded the first colony, because I prefer a relatively static sector while I'm following quests and such and prefer to keep the 4x sandbox aspects for later, and still I had to intervene from time to time if I wanted to keep certain weak factions alive for the late game. Even 0.5 used to be a bit too effective for my early game tastes.
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Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
Obviously not often, but they do once in a while, at least when using certain faction mods that tend to have some strong attackers and/or some weak or exposed colonies (IE: Kadur, Mayasura, etc). But, as you mentioned, it indeed especially depends on whether the defending forces happen to have been either distracted (and potentially wiped out) by something else in the system that happened in the same timefrime of an invasion, the typical instance is in naturally contested systems where two or more factions tend to constantly fight. That often allows even a very weakened invasion force to reach the ground phase, and at that point it's a toss of the dice.
I used to play with such a value myself before you introduced the setting that blocks invasions until the player has founded the first colony, because I prefer a relatively static sector while I'm following quests and such and prefer to keep the 4x sandbox aspects for later, and still I had to intervene from time to time if I wanted to keep certain weak factions alive for the late game. Even 0.5 used to be a bit too effective for my early game tastes.
Planetary invasions aren't supposed to be a walk in the park - they're grueling battles of attrition that heavily favor the defender and so require heavy investment and time on the part of the invader to push forward. As a result, weaker factions are much more resilient and take years to conquer, eventually falling due to lack of resources leading to them being slowly ground into powder over time instead of being overwhelmed by massive numbers in the span of a couple of months. This makes for more realistic gameplay in my opinion, and is the standard on all my campaigns.
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I found a good way how we may solve this. I tested a bit today.
vanilla events can be prevented, if military base is tactical bombarded. Maybe apply this to mod events too? In this case also patrol bay and / or spaceport should be enough. I think, an easy check for if(market.has(...) OR market.has(...)) Else: fail Invasion
This is an easy solution to implement and makes gameplay mechanics wise sense. Also player doesn't feel that helpless anymore. You know, there are going to be an invasion, why not kill the invasion before it even started? Vengeance fleet? Bombard the vengeance fleet spawning planet so a new planet spawns the new vengeance fleet and create an endless cycle of war, destruction and sweet war crimes.
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What about possibility to trade relic components from industrial evolution from friendly remnants?
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Hello, I know the lunalib settings override the setting changes in the config files for Nexerelin. So my question is, how do I stop this from happening? Can I remove lunalib from Nexerelin somehow or somehow make sure the changes I make in the config files for Nexerelin override lunalib? The reason is, I made many changes to settings in the file that I can't make in the lunalib (like increasing even more how long before diplomacy events, etc.) Lunalib only lets me do like 60 days or something max but I want more. Can anyone help me if possible? Thanks.
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- XIV ships being renewable in gameplay is just how Starsector fleet spawning works right now; I can't readily change that and I'm not sure what a desirable change would look like (do XIV ships just stop being accessible if you kill enough of them?)
I personally don't have a problem with XIV ships being renewable - for the Hegemony anyways. I imagine that Hegie engineers with closely guarded knowledge are still able to perform the required modifications when finishing a new hull - only it's done "by hand" rather than by the forge, hence costs and low numbers.
I do think it would be cool if it was somehow possible to have XIV ships only spawn as part of special fleets (elite defense fleets like with the LG, invasion fleets and so on). It would make sense for them to be pulled out where/when it really matters instead of them being found in small numbers kind of all the time.
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Got a quick question. Is there a way to set your starting planet for the spacer start in settings? Assuming non-random sector.
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I'm playing the spacer start and i keep on having the message, wait until the enemy approaches you before you engage, even though I don't see any enemy and it's been like 2 in game years already, is there a way to get rid of the message? The message is just above my shortcuts such as 1,2,3 etc
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The best mod hands down. Thank you for the countless hours you have worked on this.
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Well, made the thread! (https://fractalsoftworks.com/forum/index.php?topic=27859.0)
What about possibility to trade relic components from industrial evolution from friendly remnants?
Hmm, I may think of something later (maybe just let Midnight dispense them?)
Hello, I know the lunalib settings override the setting changes in the config files for Nexerelin. So my question is, how do I stop this from happening? Can I remove lunalib from Nexerelin somehow or somehow make sure the changes I make in the config files for Nexerelin override lunalib? The reason is, I made many changes to settings in the file that I can't make in the lunalib (like increasing even more how long before diplomacy events, etc.) Lunalib only lets me do like 60 days or something max but I want more. Can anyone help me if possible? Thanks.
There isn't a setting for this other than just disabling LunaLib completely (or editing Nex code to change the min/max values).
Though you could try the ReloadNexConfig console command to reload settings from file midgame, which I think will last until next application restart.
Although for this specific case, if you're increasing the diplomacy interval that much I'd consider just disabling diplomacy altogether.
Got a quick question. Is there a way to set your starting planet for the spacer start in settings? Assuming non-random sector.
There's no setting for a specific planet, it just picks the best one it can find. There is a core/non-core/any setting for the starting planet in the new game settings, at least.
I'm playing the spacer start and i keep on having the message, wait until the enemy approaches you before you engage, even though I don't see any enemy and it's been like 2 in game years already, is there a way to get rid of the message? The message is just above my shortcuts such as 1,2,3 etc
That message is from the tutorial start. Did you pick that start while having the spacer setting on from the config menu? I'm guessing that doesn't work.
(Did a quick minimal-modlist test with picking the spacer start option while not touching anything else; it doesn't put me in the Galatia tutorial, so something else might have enabled it? If you know how to reproduce the issue, tell me)
The best mod hands down. Thank you for the countless hours you have worked on this.
Thankees! :D
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That message is from the tutorial start. Did you pick that start while having the spacer setting on from the config menu? I'm guessing that doesn't work.
(Did a quick minimal-modlist test with picking the spacer start option while not touching anything else; it doesn't put me in the Galatia tutorial, so something else might have enabled it? If you know how to reproduce the issue, tell me)
No, I think I tried to to choose the classic start before deciding to choose the spacer start. I remember dying a lot on the first tutorial mission alone and just rage quitting because the game kept on reloading with a different ship for me to fight the first enemy with. I dont know if this helps or not, but I did quicksave like it told me to before ultimately deciding to start a spacer run. But like more importantly, theres no way to get rid of the message? like I cant go into the config and delete some lines or something? Its really glaring when I notice it because other than that everything works fine. (p.s) Sorry if i messed up the quoting thing, this is like my first time doing it on this site.
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Use the quote tag (there's a button on it at the top, or input the tags manually)
To fix your game, install the Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) mod and copypaste the following into console after loading the game (open console with Ctrl+Backspace by default)
runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Note: This does more than just clear the unwanted message; the fact that the tutorial start happened at all suggests a lot of things are broken so this tries to fix the important ones.
Still it doesn't add the fleet abilities that are removed at the tutorial like transponder, sensor burst, etc.; if they're gone a separate command will be needed to readd them.
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Use the quote tag (there's a button on it at the top, or input the tags manually)
To fix your game, install the Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) mod and copypaste the following into console after loading the game (open console with Ctrl+Backspace by default)
runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Note: This does more than just clear the unwanted message; the fact that the tutorial start happened at all suggests a lot of things are broken so this tries to fix the important ones.
Still it doesn't add the fleet abilities that are removed at the tutorial like transponder, sensor burst, etc.; if they're gone a separate command will be needed to readd them.
Thank you so much! Though curiously enough, I do have transpsonder and sensor burst, oh well, thanks again!
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Question about selling survey data: does selling it decrease the time before another faction attempts to colonize another world? And if so, does it matter who you sell it to? Like if I sell a shipload of data all at once to the Persean League will they be much more likely to be the next faction to try and colonize?
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The next colony expedition comes sooner yeah. The choice of which faction you sell it to currently has no effect.
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Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?
I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
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The next colony expedition comes sooner yeah. The choice of which faction you sell it to currently has no effect.
Thanks very much! Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?
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Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?
I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
It automatically adds any blueprints specified in the startSpecialItems table of a Nex-compatible faction (in the faction's Nex config .json, the ones stored in data/config/exerelinFactionConfigs).
You can put the new blueprints in the player.json config (or another faction, but in those cases picking the faction's start will also grant the BPs for free). Cost is based on the blueprint's credit value, with an override available in data/config/exerelin/factionSetupDefs.json.
Thanks very much! Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?
It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
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Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?
I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
It automatically adds any blueprints specified in the startSpecialItems table of a Nex-compatible faction (in the faction's Nex config .json, the ones stored in data/config/exerelinFactionConfigs).
You can put the new blueprints in the player.json config (or another faction, but in those cases picking the faction's start will also grant the BPs for free). Cost is based on the blueprint's credit value, with an override available in data/config/exerelin/factionSetupDefs.json.
Ah, that makes sense! Mine is just a ship/weapon pack, so it wouldn't get picked up automatically.
Thanks!
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Thanks very much! Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?
It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
I think it would be very nice, as it would give the player a new way to support a given faction through gameplay - and would reward having a fleet geared towards exploration/surveying. It would also stop the player from feeling like they're potentially supporting their enemies even when selling data to allied markets (since it currently increases expedition frequency for everyone).
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It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
Completely understandable. Thanks so much for all you do!
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I've been having a crash issue:
1958854 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
1958855 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF]
1958876 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/planetNames.json)]
1958878 [main] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [nebula.ogg]
1958885 [Thread-6] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [Starsea.ogg]
1959266 [Thread-8] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [Spacer20Seconds.ogg]
1959280 [Thread-8] INFO sound.H - Playing music with id [Spacer20Seconds.ogg]
1960387 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
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Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.
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So amusing thing happened to me today, posted it earlier in genchat because I didn't know the personal stats screen was your doing.
But somehow I have created NEGATIVE THREE ORPHANS
I DIDN'T KNOW ADOPTION WORKED THAT WAY
[attachment deleted by admin]
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I've been having a crash issue:
Oculian Armada (Red) seems to have issues with how Nex builds/upgrades industries. You could turn either it off, or turn off Nex's strategic AI.
Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.
I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.
So amusing thing happened to me today, posted it earlier in genchat because I didn't know the personal stats screen was your doing.
But somehow I have created NEGATIVE THREE ORPHANS
I DIDN'T KNOW ADOPTION WORKED THAT WAY
Haha!
Looks like some weird case where it deducts orphans due to survivors found in post-battle salvage, and this amount exceeds the orphans calculated from the original crew losses in the battle. Actually, have you seen a case where an entirely automated fleet drops crew or high-value prisoners in salvage? I've gotten a report on this before and there might be a bug to track down here.
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Well at this point I've only been fighting automated fleets so that probably explains it.
On an entirely different note, is Nex the reason everyone and their cat had their own Planetary Shield 5 minutes after I grabbed the blueprints for myself last run?
Cuz that was...not fun, thought I was grabbing an advantage for myself, instead I ended up having to go full war crimes to have any effect on my enemies.
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Nex doesn't make other markets/factions build Planetary Shield. Not sure which one does (it sounds like the sort of thing Starpocalypse or similar would do, but I don't recall explicitly hearing about a feature like that).
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I have an idea:
That AI markets with heavy industy and military base (their upgraded versions also count) can have blueprints to their ships/weapons
(the market can be raided to get the blueprints)
modifiers:
(all modifiers can be adjusted)
stability:
10 points is 15%
with every single stability point it goes down in 1% chance
under stability 5 is impossible to have it drop/appear
it doesnt drop/appear if the market doesnt have a heavy industry or military base (their upgraded versions also count and make a higher chance it will appear) ( you decide the chance)
if the planet was raided 3 or less months ago it drops the chance by 10%
you can add more events and modifiers.
also there will be fleets heavilly protected that transport the blueprints (you can kill them)(naturally a rare event that is NOT announced)
And a bar encounter that tells you about one (it will spawn a fleet)
and one thing to make it spicier when you raid a planet and get a blueprint you cannot use transverse ability, and the whole system (of the faction you raided) will quickly respond so you have hide or kill them All and yeah
Histidine you can modify it however you want.
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Hi
Anyone able to advises me.
I'm playing with just the vanilla factions, and the Hegemony have run away with the game 2 cycles in.
So I'm going to be restarting again. Is there any setting I can change to stop this. Or should I add a faction mod that can compete with the Hegemony.
I don't mind them getting strong, them "winning" in the first 2 years is not what I had in mind.
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Hi
Anyone able to advises me.
I'm playing with just the vanilla factions, and the Hegemony have run away with the game 2 cycles in.
So I'm going to be restarting again. Is there any setting I can change to stop this. Or should I add a faction mod that can compete with the Hegemony.
I don't mind them getting strong, them "winning" in the first 2 years is not what I had in mind.
Yeah, in vanilla without modded factions the hegemony starts with a huge advantage and that's often how it ends up. You can try and decrease the invasion fleets power and frequency values in the mod settings so that at least the process is slowed down and the other factions get more time to live and maybe get an alliance against them (still kinda unlikely with only the vanilla factions in the game, as most are at odds with each other). But in a sense that only slows in the inevitable and gives time for you to grow enough to personally intervene in the war and tip the scales against the Hegemony: otherwise they'll likely still win in the end.
Otherwise, if you want more variety in how the war for the sector can go, yeah, installing a few modded factions can help: most would help as they would all divide the attention of the Hegemony (except those that are coded to be their allies, like the Iron Shell), so first and foremost just go for those you like as a whole. A couple of fairly vanilla friendly ones that are specifically geared towards opposing the Hegemony are the Mayasuran Navy (which allies with the Persean League: they are just one planet, and need babysitting, but can still help) and the Interstellar Imperium (which also often allies with the Diktat). Especially the latter should give the Hegemony quite the headache.
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i got an idea (this one is simple)
when you attack someone in hyperspace or far away from a planet and you kill/destroy all the ships in the fleet it doesnt impact your relations with the faction
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A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.
In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's. Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates. However... Kanta's Den wasn't Kanta's Den, if you get me. She's basically under house arrest.
I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives. On the other hand, it's not really good real estate and as such isn't "worth" controlling. On the other other hand, you could still invade and pass it off to the independents or something.
All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms. But it's still worth bringing up if it wasn't brought up already, I think.
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Y'know, thinking on this after Sindria and a few other major planets decivilized in previous games, am I crazy to think that you should be able to take a bunch of starliners or such to Decivilized places like that and just mass recruit for your own planets?
Like just a one time "offer refuge" thing for them that would like, add a big growth spurt to one of your planets for a big stability hit or such?
Kinda weird in the case of major planets like Sindria in particular where it's like "oh this world with millions and millions of people is non viable now, so those people are just totally gone forever except as a condition specific to that planet"
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Some interesting ideas recently posted! Even if the use cases are perhaps too niche for me to want to implement...
(In particular blueprint raiding is already in the game and I don't think it needs new mechanics at present)
A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.
In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's. Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates. However... Kanta's Den wasn't Kanta's Den, if you get me. She's basically under house arrest.
I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives. On the other hand, it's not really good real estate and as such isn't "worth" controlling. On the other other hand, you could still invade and pass it off to the independents or something.
All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms. But it's still worth bringing up if it wasn't brought up already, I think.
You're right, that is a can of worms. (Now you know why the base game doesn't want to ever have a general planetary conquest mechanic!)
Couple thoughts I had while writing this post:
- Easy way for me to handle this particular case would be to just disable Kanta's wrath modifier if player controls the Den
- ...which isn't quite the same since full protection removes all pirate contribution to HA, but also if you own her home now then Kanta is no longer the pirate top dog and her protection shouldn't be respected by other pirates
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I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.")
Yep. Exactly. When I found out this doesn't work this way, I simply abandoned Kanta's Den, removing the whole colony.
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PS: Random settings were 5 planets and 5 stations max per system in random setting (default) or with rouge domain AI colony wars setting. In far from core worlds option.
Hi, I just wanted to give a bit of feedback and ideas. I would like the option for different starts in a randomly generated sector. I have been playing with a random generated start and so far I have always (in my couple of new games) started off with one to three planets with spars solar objects (basically near blank slate systems) and only once did I start off in an actual star system with many solar objects (planets and asteroids). I am no complaining, I am just stating that with solo starts when choosing a starting for a faction (of course with it I get my own planet/colony start) I start it alone by myself in the system.
Now my suggestion is to have a choice between the two starts, one is to start off alone in a system (this is awesome) and two to start in a system with two more more factions in it. The reason I am suggesting this is because I have been trying out the special Rogue Domain AI colony wars setting and I found myself alone while all other factions had only multiple Domain AI planets and bases in their systems and I got jelly that I couldn't have what they had. I like the idea of building a salvaging yard and milking or struggling to survive under those conditions.
So my suggestion is an option for two starts, one being single and alone and the other with an option for one or more other factions to spawn with you. Maybe an option for weather they are friend/foe/mix.
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Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?
Thanks.
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@Mattias Maximus
play with random core worlds and flatten relations.
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I'll see if I can add a 'have neighbors' setting for the own faction start at some point.
Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?
Thanks.
Look for Nex_SpacerObligation and see what you find
Although doing it via console should be easier:
runcode Global.getSector().getListenerManager().removeListenerOfClass(exerelin.campaign.customstart.Nex_SpacerObligation.class);
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Fun fact: if you intervene in a planetary invasion involving a third party (I decided to help the Luddic Church stop TT from taking over Asher) and the planet you're fighting on has a colony item installed in one of its industries and your marines are currently fighting in that industry, you can loot the colony item from it with no repercussions.
And then sell it back to the faction you're helping.
And then loot it again.
Endlessly.
...I think I found an exploit.
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Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).
Spoiler
10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO
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Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).
Yeah, I remember a couple of similar issues with other mods that create systems that can only be accessed via transverse jump (IE: VIC). Normally there shouldn't be colonized or colonizable planets there, but if you place one there (perhaps through some other mods, like IndEvo in your case, or maybe the station construction by the terraforming mod), then the invasion logic from Nex is gonna go bonkers.
To be honest, while I do believe the responsibility lies more on the other mods (in this case the rift generator really should just have an exception for systems without jump points), it might probably be safer in the future if the exception gets into Nex as well, just as a more generic better-safe-than-sorry general compatibility measure.
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If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?
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If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?
No blueprint "inheritance". As for how to prevent faction elimination, well, there's a few things you can do. You can decrease the invasion fleets strength in the config/lunalib settings (and decrease their frequency). That can make it much less likely for invasions to reach the target market. In theory, this should be especially true for small factions like Spindle, or Mayasura, who tend to have a lot of defensive forces all concentrated in one spot. But if those forces are otherwise occupied when the invasion fleet arrives (for instance, an unrelated pirate raid going on), then it might still reach the planet and at that point it's a toss of the dice.
In the settings you can also specify a grace period from game start before the invasion logic kicks in: by default it's 270 days iirc (which isn't a lot), you could also increase that to give you enough time to build yourself up before things heat up in the sector. Perhaps even better, if you don't start as an already established player faction, you can set Nex to ignore invasion logic until you have founded your first colony. It's what I do nowadays: this lets me take my sweet time doing early-to-mid game stuff, and when I feel like I'm ready - and willing - to personally intervene in a more chaotic 4x environment, I create my faction and let things explode.
BTW, there's also a setting at game start to allow faction respawning. Basically after being wiped out they can respawn with an invasion fleet and, if they win, get back in the game. It's a bit random and not often very successful though (even if they win the invasion, they then tend to be killed again soon after), and yeah, any custom npc and related mission that got previously wiped ain't gonna come back.
By default, Nex is setup to be VERY chaotic and fast developing (especially if you've got quite a few modded factions in, it gets messy quick). If you are a player who wants to take things slow, you may want to mess with all the aforementioned settings (and a few others too, like the frequency of diplomatic events that can lead factions to war) to lower the overall 4x pace in the mod.
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If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?
No blueprint "inheritance". As for how to prevent faction elimination, well, there's a few things you can do. You can decrease the invasion fleets strength in the config/lunalib settings (and decrease their frequency). That can make it much less likely for invasions to reach the target market. In theory, this should be especially true for small factions like Spindle, or Mayasura, who tend to have a lot of defensive forces all concentrated in one spot. But if those forces are otherwise occupied when the invasion fleet arrives (for instance, an unrelated pirate raid going on), then it might still reach the planet and at that point it's a toss of the dice.
Thanks for the advice, I will keep it in my mind. I am glad I found your post. I was actually searching for this https://casinosanalyzer.com/online-casinos/rajabaji.com website online because I want to read RAJABAJI Casino review. I want to play online real money games online and for that I am searching for a site online where I can find those links with reviews through which I can make a lot of money and when I was searching for it online, I found link to your post as well.
In the settings you can also specify a grace period from game start before the invasion logic kicks in: by default it's 270 days iirc (which isn't a lot), you could also increase that to give you enough time to build yourself up before things heat up in the sector. Perhaps even better, if you don't start as an already established player faction, you can set Nex to ignore invasion logic until you have founded your first colony. It's what I do nowadays: this lets me take my sweet time doing early-to-mid game stuff, and when I feel like I'm ready - and willing - to personally intervene in a more chaotic 4x environment, I create my faction and let things explode.
BTW, there's also a setting at game start to allow faction respawning. Basically after being wiped out they can respawn with an invasion fleet and, if they win, get back in the game. It's a bit random and not often very successful though (even if they win the invasion, they then tend to be killed again soon after), and yeah, any custom npc and related mission that got previously wiped ain't gonna come back.
By default, Nex is setup to be VERY chaotic and fast developing (especially if you've got quite a few modded factions in, it gets messy quick). If you are a player who wants to take things slow, you may want to mess with all the aforementioned settings (and a few others too, like the frequency of diplomatic events that can lead factions to war) to lower the overall 4x pace in the mod.
Thanks for the advice, I appreciate it. I will keep it in my mind.
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I've tried using the setting to disable invasions until first player colony, however it doesn't seem to have worked, I'm still flying around exploring, looking for a home, and the Hegemony has like 5 invasions going on right now. Buuut I also used the experimental strategic AI logic in the game, so maybe that's why. Anyone else encountered this?
Also, what even is the experimental AI logic? It's literally my first Nex game in years, I just ticked it because it seemed cool, what does it actually do?
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How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
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I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.
Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).
Spoiler
10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO
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You have to give the station commander the supplies to put down the insurgency.
How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
-
In the settings you can also specify a grace period from game start before the invasion logic kicks in
Thanks
Second the question about strategic AI. What does it do?
-
Thank you so much. You saved my game!
You have to give the station commander the supplies to put down the insurgency.
How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
-
Is their a way to get an ordered list of factions by their combined strength? (fleets, number of markets, etc) So I can monitor the strongest and prevent them from messing up the sector?
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Also, what even is the experimental AI logic? It's literally my first Nex game in years, I just ticked it because it seemed cool, what does it actually do?
It tries to make NPC faction actions (invasions/raids/etc., operative actions, diplomacy; and in the future industry building and such) more 'goal-oriented'. This is currently pretty opaque since I accidentally hid the AI intel items (and has a bug where factions can decide to pick fights with independents). I hope to polish it enough for an official release next version though!
Is their a way to get an ordered list of factions by their combined strength? (fleets, number of markets, etc) So I can monitor the strongest and prevent them from messing up the sector?
There isn't what I'd call a 'proper' list of this kind, but the Scoreboard intel (under Personal and Story tabs) does list all factions by their sum of market sizes and number of heavy industries owned.
I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.
Does any faction in your game have a colony in a similarly inaccessible location, or in hyperspace? You'll want to remove it somehow (if it was moved with rift generator then run the generator again or load an earlier save; for NPC colonies where they shouldn't be you may have to use DestroyColony console command).
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I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.
Does any faction in your game have a colony in a similarly inaccessible location, or in hyperspace? You'll want to remove it somehow (if it was moved with rift generator then run the generator again or load an earlier save; for NPC colonies where they shouldn't be you may have to use DestroyColony console command).
[/quote]
Is there a way to see what colony Nexerelin is trying to spawn an invasion fleet for? I'm getting the same crash however I've not created any colonies myself and I'm not sure of any way to find out if the AI factions have done so themselves. If I can figure out which colony is causing the problem I can just nuke it via console.
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Is there a way to see what colony Nexerelin is trying to spawn an invasion fleet for? I'm getting the same crash however I've not created any colonies myself and I'm not sure of any way to find out if the AI factions have done so themselves. If I can figure out which colony is causing the problem I can just nuke it via console.
Look in starsector.log for "spawning " (without the quotes) just above the error, lines will look something like this one:
296880 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning invasion fleet for Hegemony; source Coatl; target Athulf
If it's not there, the event may be coming from code outside the invasion fleet manager, although the only such case I remember is colony expeditions (which should already disregard planets in systems that aren't accessible from hyperspace, if said systems were tagged properly). (In such a case, check the error log to make sure the event causing the route calculator crash is indeed from Nex)
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Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.
I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.
I'm having the same issue, and I do have strategic AI enabled.
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Hi, i was playing my saves when somehow i crashed(fatalnull), at first i don't think much about it but later it always crashed the same day and time, until i decided to see starsector.log then i saw that the crash is because a faction expeditionary event, how can i fix it?
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I first posted this in the general bug and support forum but upon looking at the report, I think this is the better place for my request for assistance. In the roughly four to five years I have been playing Starsector, I have never had this issue before today. Attached is the report that poped up when the game crashed to desktop the first time. It crashed again with another report about 15 minutes later. Thank you for any support!
[attachment deleted by admin]
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Don't know if it's nexerelin's bug weird interaction between mods or intended but I have this Strand ship from Scalartech Solutions that has 4 green mods: 2 s-mods I built in myself and 2 enhanced mods (highres sensors and surveying equipment that are part of the ship by default that I spent 2 story points on to get the full s-mod bonus from them). And when I sell it to the gaudy person I only get 2 points instead of 4.
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Game keeps crashing after saving or going to hyperspace
[attachment deleted by admin]
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I first posted this in the general bug and support forum but upon looking at the report, I think this is the better place for my request for assistance. In the roughly four to five years I have been playing Starsector, I have never had this issue before today. Attached is the report that poped up when the game crashed to desktop the first time. It crashed again with another report about 15 minutes later. Thank you for any support!
looks like you need the armaa hotfix jar, check the main page for dl link
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Hello,
I'm not a modder so I'm not sure what to look at but I crashed and this was in my log. It looks like it was a diplomacy event that made me crash?
Just wonder if I can do something to avoid it in the future.
2817781 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
2817781 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.1446208
2817781 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Creating either diplomacy event for factions Hiver, Tri-Tachyon
2817781 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Trying event: Antiwar Protests
2817973 [Thread-3] INFO exerelin.campaign.ai.concern.GeneralWarfareConcern - Priority increment this update: 0.0
2817973 [Thread-3] INFO exerelin.campaign.ai.concern.RetaliationConcernV2 - Selected raid record: Raid: Vilani, 8.212276
2817974 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. The Cluster: 1163.8354
2817974 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Preparing to deduct 40850.62 invasion points for event RAID
2818885 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ipriskin to Staging Point Eclipse
2820145 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hiver
2820644 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.12874779
2820644 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Creating positive diplomacy event for factions Hegemony, Imperium
2820644 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Trying event: Official Aid
2820645 [Thread-3] INFO exerelin.campaign.ai.ExecutiveAIModule - Adding action Raise Relations
2820645 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking vs. hegemony: 9.00396, true
2820896 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:477)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Thanks for bug reports~
Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.
I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.
I'm having the same issue, and I do have strategic AI enabled.
Yeah just turn it off for now if this is a problem.
Hi, i was playing my saves when somehow i crashed(fatalnull), at first i don't think much about it but later it always crashed the same day and time, until i decided to see starsector.log then i saw that the crash is because a faction expeditionary event, how can i fix it?
Game keeps crashing after saving or going to hyperspace
Post the specific error from starsector.log if you need help
(For the faction expedition, do you have colonies in hyperspace and/or an inaccessible system? That'll break. The exerelin_config.json file and IIRC the LunaLib config allow turning off faction expeditions, although a Nex invasion or raid may also CTD when trying to target the affected system.)
Don't know if it's nexerelin's bug weird interaction between mods or intended but I have this Strand ship from Scalartech Solutions that has 4 green mods: 2 s-mods I built in myself and 2 enhanced mods (highres sensors and surveying equipment that are part of the ship by default that I spent 2 story points on to get the full s-mod bonus from them). And when I sell it to the gaudy person I only get 2 points instead of 4.
The event is probably failing to detect for 'upgraded' built-in mods, I'll see if that can be fixed.
Hello,
I'm not a modder so I'm not sure what to look at but I crashed and this was in my log. It looks like it was a diplomacy event that made me crash?
It's a bug with operative actions in certain circumstances. Try this fix .jar (https://www.dropbox.com/scl/fi/d5d33ir5ftmympicmq3yn/ExerelinCore.jar?rlkey=y5786lqedx9221eohhvd42lie&dl=1) (place in Nexerelin/jars) and see if it fixes the crash.
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Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.
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@Histidine I had the same bug as the person above my post, after i noticed that i installed the Arma Fix and now it works fine :)
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can i start random worlds without planet my planet - free start does not work(i got planet from the start). is it posible?
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Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.
The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.
can i start random worlds without planet my planet - free start does not work(i got planet from the start). is it posible?
Free start is supposed to do this; it not working sounds like a interaction with another mod.
Does it work with just Nex + libraries + utility mods? If it does, might be useful to try and track down which mod is affecting this.
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2057425 [Thread-3] ERROR exerelin.campaign.ai.concern.BaseStrategicConcern - Received update from a strategic action other than our current action
java.lang.Throwable
at exerelin.campaign.ai.concern.BaseStrategicConcern.notifyActionUpdate(BaseStrategicConcern.java:282)
at exerelin.campaign.ai.action.BaseStrategicAction.end(BaseStrategicAction.java:144)
at exerelin.campaign.ai.action.MakePeaceAction.generate(MakePeaceAction.java:22)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
got a bug for ya
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Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.
The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.
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Is there a way to blacklist a faction from invading or being invaded and bombardments?
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Currently on a company trip, so may not reply to posts in a timely manner (well, moreso than before).
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.
A mod[ifier] of 1 means an action has its success/detection chance doubled, if the target market has the industry ID present. -0.25 means the chances would be reduced by 25%. Etc.
(note that a building that increases security should thus have a negative success mod and positive detection mod)
The effect is reduced if the industry has a commodity shortage, doesn't apply if isFunctional() returns false. Also some agent actions (IIRC mainly Infiltrate Cell) don't check the modifiers.
Is there a way to blacklist a faction from invading or being invaded and bombardments?
To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
To not be invaded: $nex_npc_no_invade key in each market's memory, or you could just add the faction to InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)
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Is there a way to blacklist a faction from invading or being invaded and bombardments?
To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
To not be invaded: $nex_npc_no_invade key in each market's memory, or you could just add the faction to InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)
Thanks for answering. I understand how to do the first bit but not how to do any of the second. I am trying to make a mod's faction not participate in invasions, specifically legacy of arkgneisis.
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Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?
There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
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Pheremony has a territorial defense force that provides +3 stability if the colony is a democracy. How do I set that?
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An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
Can you make so operative's actions are marked with the same noticeable sound as player's colony invasions\raids? I constantly underutilize him because I forget he exists. Same goes for factions leaving aliances.
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An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
Can you make so operative's actions are marked with the same noticeable sound as player's colony invasions\raids? I constantly underutilize him because I forget he exists. Same goes for factions leaving aliances.
The embassy structure is from industrial evolution mod. The embassy can't increase your rep past 35 and it increases negative rep changes by 50%. This negative rep increase is totaled in with the positive increase report at the end of the month which can result in a negative rep net result. Read the faqs at the industrial evolution mod's thread.
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Is there a way to turn off exerelinMiningFleet from spawning or alter the composition of such fleets for a faction?
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currently i'm doing a run with only satbomb enabled. how do i increase the size of these fleets? in the lunalib config menu i can only find the invasion size multiplier. does it also affect satbomb fleets? do i need to edit a value in the exerelin_config?
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An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
Embassies are Ind.Evo content, not Nexerelin.
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Does selling surveyed data to a faction have any effect?
It would be cool if it did, say increase the chances of expanding to suitable locations.
Possible have the value of a planets survey data decrease to a faction that already received that info from the other explorers out there.
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I don't know if anyone else has encountered this, but apparently, setting factionruler to true in the exerelin config will straight up delete the leader of the faction you're commissioned to. This makes it pretty much impossible to do quests in certain mods because the NPC DOESN'T EXIST ANYMORE. It took me a long time to figure out why I couldn't find certain NPCs in quests was due to this. (For example, the Queen in UAF and Kim Quy in Iron Shell will magically disappear if you're commissioned to their faction and this setting is enabled, forcing a restart if you want to do the storyline).
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where is the turorial?
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where is the turorial?
There's a ground battle tutorial that eventually shows up on IIm, but other features don't have one.
As for the vanilla tutorial that's a game start option
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Either the starting options don't work or i am doing something wrong. The only way i got out of that option hell is to chose independent start (hard) start with one single mini ship. I should not have mod conflicts, this is the only major mod i have enabled. I guess the startup is not brainrot friendly..
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Got some downtime, so: answers!
Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?
There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
Ingame settings are in LunaLib not MagicLib. You can turn that mod off completely if you don't mind losing its functions (assuming no-one is using it as a dependency), but the min/max values are in Java, yeah. :(
(Hmm, maybe I can make it so that if the config file's value is lower than the code's min or higher than the max, it becomes the new min/max)
Pheremony has a territorial defense force that provides +3 stability if the colony is a democracy. How do I set that?
Government types sound like Ind.Evo, although I haven't tried the recent versions and can't say if that's what's happening here. Alternatively, it's a specific feature of the mod that adds the planet (did you mean Peremohy from DME?)
currently i'm doing a run with only satbomb enabled. how do i increase the size of these fleets? in the lunalib config menu i can only find the invasion size multiplier. does it also affect satbomb fleets? do i need to edit a value in the exerelin_config?
Can't check the code easily right now, but I think invasion size mult also affects raids and sat bombs.
Does selling surveyed data to a faction have any effect?
It would be cool if it did, say increase the chances of expanding to suitable locations.
Possible have the value of a planets survey data decrease to a faction that already received that info from the other explorers out there.
Currently selling survey data will reduce the time till the next colony expedition (but the expedition can be from a faction other than the one you sold it to). Next version, the specific buyer may also get a higher chance of being chosen to send an expedition.
Either the starting options don't work or i am doing something wrong. The only way i got out of that option hell is to chose independent start (hard) start with one single mini ship. I should not have mod conflicts, this is the only major mod i have enabled. I guess the startup is not brainrot friendly..
Sounds like something's going real wrong. Can you post screenshots (e.g. of trying and failing to pick a different start), and the starsector.log file if there are any errors?
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Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?
There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
Ingame settings are in LunaLib not MagicLib. You can turn that mod off completely if you don't mind losing its functions (assuming no-one is using it as a dependency), but the min/max values are in Java, yeah. :(
(Hmm, maybe I can make it so that if the config file's value is lower than the code's min or higher than the max, it becomes the new min/max)
Yeah, sorry, too many libs, I'm getting senile and I mixed up the names :P
Unfortunately I can't disable Lunalib, it's required by/useful for like a dozen other mods I'm using and generally it's just a very handy tool. Nex is the only case where I feel the need to go over the max range of some values though, so yeah, if you could find a solution such as what you mentioned with a manual config file edit influencing the ingame min/max limits that'd be cool (that would also confine the change to people really prepared to mess with it and aware of the implications, preventing more casual players to set some unintended values and then come here giving confusing feedback).
That's as long as it's not going to be too much of an headache to implement, of course: I'm sure most people are fine with the default ranges.
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So, I keep having this problem in my games where I'm commissioned with someone. I form my faction, and some other alliance than my commissioner's alliance allies with me, and it is approved without any dialog popping up. After that I'm locked into that alliance no matter what since I cannot access the diplomacy tools to change my allegiance.
This results in some very odd diplomacy, where the alliance I am part of can declare war on my commissioner's alliance, and since all my votes default to Yes it just goes through every time.
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Would be nice if Saboteurs had the analog of negotiators' "repeat relations actions". Because after every thing they do the alert level goes up, and I have to relocate them manually and then start another sabotage. I would like to just press "mess with the Hegemony forever and ever"
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So, I keep having this problem in my games where I'm commissioned with someone. I form my faction, and some other alliance than my commissioner's alliance allies with me, and it is approved without any dialog popping up. After that I'm locked into that alliance no matter what since I cannot access the diplomacy tools to change my allegiance.
This results in some very odd diplomacy, where the alliance I am part of can declare war on my commissioner's alliance, and since all my votes default to Yes it just goes through every time.
Sounds like you have the strategic AI turned on in LunaLib
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Is this caused by the fatal of multiple mods?
4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?
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Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in. I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up. Thanks in advance.
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Is this caused by the fatal of multiple mods?
4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?
Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?
Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.
Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in. I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up. Thanks in advance.
Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
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Is this caused by the fatal of multiple mods?
4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?
Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?
Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.
Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in. I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up. Thanks in advance.
Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
thank man.
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Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
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For the mission "Salvation" the game tells me to speak with a Tri-Tachyon executive, where is this executive? It is tagged in the map.
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For the mission "Salvation" the game tells me to speak with a Tri-Tachyon executive, where is this executive? It is tagged in the map.
Go to the Tri-Tachyon station or planet in the select system that the mission wants you to goto then open the market, then open the comms directory which should be the first option and see if you can find the executive
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ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
Does anyone have an updated link for this fix? Doesn't appear to work anymore.
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ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
Does anyone have an updated link for this fix? Doesn't appear to work anymore.
Seems fine here, for what it's worth. Mirrored it here: https://we.tl/t-oHNR5K8VLA
(please use the original link if that works, though!)
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ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
Does anyone have an updated link for this fix? Doesn't appear to work anymore.
Seems fine here, for what it's worth. Mirrored it here: https://we.tl/t-oHNR5K8VLA
(please use the original link if that works, though!)
Thank you, I believe you are correct and it was just operator error.
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Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.
(This is probably obvious enough, but: another thing to note that the garrison can shrink before the actual battle due to things like tactical bombardment)
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Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.
(This is probably obvious enough, but: another thing to note that the garrison can shrink before the actual battle due to things like tactical bombardment)
Perfect. Thanks.
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Hello, and here's a question about omega weapons. I went through the entire line of quests [REDACTED] and I don't understand either I messed up or you removed the opportunity to buy it.
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Hello, and here's a question about omega weapons. I went through the entire line of quests [REDACTED] and I don't understand either I messed up or you removed the opportunity to buy it.
It's still there, but it's always been rare to show up.
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Understood. Is it impossible to get an omega core in your fashion?
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Nex doesn't add any non-cheat method to get an omega core.
There's currently an exploit where you can
Spoiler
reassign the temporary merc from the fourth Remnant mission
but I forget if you get the actual core item, or indeed get to keep anything after the 2 cycle period.
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80398 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [neutrino_blowtorch] not found!
java.lang.RuntimeException: Ship hull spec [neutrino_blowtorch] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Does anyone know how to fix this issue?
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Looks like an issue with the neutrino mod. I'd suggest doing a clean install of it (and make sure it is up-to-date for whatever version of SS you're running)
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Looks like an issue with the neutrino mod. I'd suggest doing a clean install of it (and make sure it is up-to-date for whatever version of SS you're running)
Thanks, I was able to fix it last night :)
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um, the magiclib link on the main page is outdated :O
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946531 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.releasingPayload(Neutrino_AdvancedTorpedoAI.java:463)
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.advance(Neutrino_AdvancedTorpedoAI.java:162)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
New error emerged :(
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I'm sorry if someone has asked and answered this before but is there a way to have more operatives than 4 via editing a config etc?
I'm finding in a game I've been playing for ages now that the number is a little low due to the size of my empire. Thank you.
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946531 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.releasingPayload(Neutrino_AdvancedTorpedoAI.java:463)
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.advance(Neutrino_AdvancedTorpedoAI.java:162)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
New error emerged :(
Neutrino needs a recompile for Starsector 0.96. There may be an existing bootleg somewhere around; if not, you'll either have to find someone who can do it, do it yourself, or just do without.
I'm sorry if someone has asked and answered this before but is there a way to have more operatives than 4 via editing a config etc?
I'm finding in a game I've been playing for ages now that the number is a little low due to the size of my empire. Thank you.
Max operatives setting in LunaLib's mod configuration menu, or if you don't have Luna then the maxAgents field in exerelin_config.json file
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I'm sorry if someone has asked and answered this before but is there a way to have more operatives than 4 via editing a config etc?
I'm finding in a game I've been playing for ages now that the number is a little low due to the size of my empire. Thank you.
Max operatives setting in LunaLib's mod configuration menu, or if you don't have Luna then the maxAgents field in exerelin_config.json file
[/quote]
Thank you so much, I edited the config as I don't have Luna.
Oh quick question is this value for just the player or the AI too?
-
For player faction special task groups, is there a way for them to automatically restore dead ships at friendly markets without me needing to manually do so myself?
-
Oh quick question is this value for just the player or the AI too?
AI doesn't use actual agent people, so it's player only :)
For player faction special task groups, is there a way for them to automatically restore dead ships at friendly markets without me needing to manually do so myself?
Currently no, sadly.
-
Is the special task force must be in independent mode?
When I'm playing, the game starts to warn that not being in independent mode will cause an error.
-
50138035 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.invasion.InvasionIntel.notifyEnding(InvasionIntel.java:754)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:106)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:99)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:232)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
can reproduce 100% after 20 seconds of loading the save...
version 0.11.0b
the cause is fays co (birds collection) invading a tri-tachyon market
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See if this old hotfix .jar for Nex (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) prevents the crash.
Is the special task force must be in independent mode?
When I'm playing, the game starts to warn that not being in independent mode will cause an error.
What's the exact error text?
The warning I remember is when a task group starts acting independently despite not being in independent mode; I thought I'd fixed all such cases already, but the log will have a stack trace whenever the issue reappears.
-
See if this old hotfix .jar for Nex (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) prevents the crash.
will test it out
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yup that fixes the crash
-
See if this old hotfix .jar for Nex (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) prevents the crash.
Is the special task force must be in independent mode?
When I'm playing, the game starts to warn that not being in independent mode will cause an error.
What's the exact error text?
The warning I remember is when a task group starts acting independently despite not being in independent mode; I thought I'd fixed all such cases already, but the log will have a stack trace whenever the issue reappears.
The game hasn't crashed yet.
But the text at the bottom left shows a warning
Here is the text.
383893 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
383896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
383904 [Thread-VC-3] INFO exerelin.utilities.versionchecker.VersionChecker - Loading version info from remote URL
-
What do I need to do to start the game as a member of a faction, and not have 5+ planets:?
-
The game hasn't crashed yet.
But the text at the bottom left shows a warning
Here is the text.
383893 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
383896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
383904 [Thread-VC-3] INFO exerelin.utilities.versionchecker.VersionChecker - Loading version info from remote URL
Yeahhh, that error's got nothing to do with any special task groups.
If you can screenshot the message on screen at least that'd be good.
If it's the one about N number of ships missing variants and having them restored, that's fixed in next version of Nex.
What do I need to do to start the game as a member of a faction, and not have 5+ planets:?
Unsure what you mean, since your faction's planets aren't yours :) Unless you turned on ruler mode in the config, in which case turn it back off.
If you want to start with a faction that doesn't have 5 or more planets, well, pick a faction that doesn't have that many. Although the only one in vanilla that's like that is Luddic Path; even most mod factions tend to have four or more starting markets.
-
Why does having an agent procure a ship cost more than actually buying the ship, but all it does is move the ship from one market to another so you can pay full price for it again on the open market?
The text just really didn't seem clear on this.
I just spent like 565,000 credits to move a Liberator-class Light Battleship from Coatl to Jangala, whereupon I had to pay about 465,000 to actually buy it, which required me to sell everything in my inventory on the black market, so now I have no equipment to equip it with. So about half the credits I made in the last six hours hunting down pirate bounties and blowing up pirate bases and selling the spoils just... poof. :o
-
Why does having an agent procure a ship cost more than actually buying the ship, but all it does is move the ship from one market to another so you can pay full price for it again on the open market?
The text just really didn't seem clear on this.
I just spent like 565,000 credits to move a Liberator-class Light Battleship from Coatl to Jangala, whereupon I had to pay about 465,000 to actually buy it, which required me to sell everything in my inventory on the black market, so now I have no equipment to equip it with. So about half the credits I made in the last six hours hunting down pirate bounties and blowing up pirate bases and selling the spoils just... poof. :o
The ship specifically goes into storage submarket at the destination (with complimentary 5000 credit unlock if needed), and if it can't find a storage for whatever reason, it creates a derelict in orbit around the destination. Going into the open market really shouldn't happen; are you sure that's what you saw?
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Yes that seems to be what happened, the ship was in the market at Jengala (Jangala? I can't remember which right now, I haven't been sleeping well lately :P ), but I could not find a way to just add it in to my fleet in any way it was simply available for purchase at the planet my agent was sited on when she embarked on the mission. The message that was created when my agent completed her mission said she 'bought' the ship (at Coatl) and moved it to Jengala, which confused me because the price was certainly enough to literally just buy it.
The service of finding the ship is definitely worth something, I just didn't think discovering where it was and bringing that particular model of ship to a port of my choosing would cost so much on its own.
I am sorry if I came across pretty rude in my previous post, I was feeling pretty burnt at that moment. I do really appreciate the work you've done to expand upon the game, Nexelerin is quite an impressive mod and I've enjoyed it a lot over the years. The situation wasn't really even as bad as it felt at the time, my character still advanced in a few ways from the time I spent grinding on pirates anyway, even if he did end up spending a bit more for his first capital ship than I expected to. :D
UPDATE! - Okay it's been awhile since I played and I didn't see where the 'storage' button on the ship buy screen! So I guess now it turns out I have two of this ship! :D Sheesh, sorry for the confusion and salt! Sorry for the salt either way but also I was just puzzled by the regular game interface.
-
So, not sure if this is the right place, whether it's possible, how easy it is, etc., but I was wondering how to add a combat starting fleet option for the player faction with AI ships. For example, how would I go about adding the option for starting with 4 glimmers?
I suppose I need to go to the 'exerelinFactionConfig' and change the options in 'player.json', but am unsure where the id's/names for ships to add to the list in that file (like 'wolf_starting' and 'hyperion_attack') are located. Do I need to make my own Glimmer loadout? I assume so, but where/how do I specify what that entails?
Any help locating the necessary files would be appreciated.
-
Those are variant IDs; you can find stock variants in starsector-core/data/variants/ (or [mod folder]/data/variants/ for mod ships). Making your own would be a bit more involved but you can just copy and modify an existing files.
(If any of them don't work, you may need to open the file in a text editor and get the variant ID from there because the filename doesn't actually match the ID)
-
I am working on a custom faction that has a pristine nanoforge and 5 doctrine emphasis in ship quality. Their home patrol and invasion fleets are spawning fine, but their special forces are spawning with maxed out D-mods. What might be causing this behavior and how would I address it? Thanks.
Edit: These are spawned as "Strike Fleets" (I guess raiding fleets?) that lack the number + planet designation of special forces so they might be something else. Strike Fleet isn't a custom designation in the faction or json file so I'm not sure what these are supposed to be, but they might be from the core game instead of Nex.
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Hi. Having issues turning off invasions. I want to disable invasions entirely.
Here are my exerelin_config.json settings pertaining to invasions:
"enableInvasions": false,
"legacyInvasions": false,
"invasionsOnlyAfterPlayerColony": false,
"allowInvadeStoryCritical":false,
"allowInvadeStartingMarkets":false,
"allowPirateInvasions": false,
"retakePirateMarkets": false,
These were set before the start of my current save, and yet I'm still seeing invasions left and right. Is there a setting somewhere that I'm missing?
Edit: Nevermind, it would seem that LunaLib ignores and overrides your settings to defaults, Nexerelin itself is not at fault.
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Thanks for this great mod :).
Task Forces should be able to automatically recover ships.. otherwise its just too expensive and too much work for the benefit :/
-
is there a way to change the planet and colony you start on in own faction start? i tend to get wildly different quality planets, sometimes with starbases i dont want and then im forced to rebuild them, is there any plan for more starting planet customization?
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I've encountered a bug with the new strategic ai.
When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days
also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
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Thanks for this great mod :).
Task Forces should be able to automatically recover ships.. otherwise its just too expensive and too much work for the benefit :/
No problem~
Might add an automatable command to do that someday!
is there a way to change the planet and colony you start on in own faction start? i tend to get wildly different quality planets, sometimes with starbases i dont want and then im forced to rebuild them, is there any plan for more starting planet customization?
Currently it just picks the 'best' planet it thinks it can find and then builds some stuff it thinks suitable. You can just downgrade or dismantle industries you don't want, but other than that a custom star system setup is something I've considered for the future.
I've encountered a bug with the new strategic ai.
When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days
also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
Thanks for the catch, I'll fix!
For the questions: Player faction's strategic AI is display-only and shouldn't take any actions (in the Discord beta version; IIRC v0.11.0b is bugged here); this includes autonomous colonies. Currently faction income isn't used for anything; I've wondered whether giving the AIs actual money to manage would be good/bad.
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not sure why but i cant accept peace from any faction when i try the game crashes and i get this
java.lang.NullPointerException
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.buttonPressConfirmed(CeasefirePromptIntel.java:186)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.new.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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I've encountered a bug with the new strategic ai.
When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days
also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
Thanks for the catch, I'll fix!
For the questions: Player faction's strategic AI is display-only and shouldn't take any actions (in the Discord beta version; IIRC v0.11.0b is bugged here); this includes autonomous colonies. Currently faction income isn't used for anything; I've wondered whether giving the AIs actual money to manage would be good/bad.
Tbh I thought autonomous colony are just colonies that develop on their own so player doesn’t need to micromanage lol. I used to play a lot of stellaris so I’m quite traumatized about micromanaging.
About the player faction strategic ai, IMO I think there should be actions taken by the player faction strategic ai as it doesn’t make sense for the player as the faction leader managing all of the factions’ colonies and calling shots and raids and invasions for everything. It would be a cool idea if the player faction strategic ai can proposé suggestions to the player or ask for permissions to do things (inspiration from distant world)
Lastly about ai money budgeting, it sounds difficulty to implement tho personally I would like to see it happen :D as in this game the ai only need to manage one resource, which is money, it probs makes the implementation much ezier. Available money reserve could be used for everything such as building, raiding, invasion, etc, and the allocation could be determined by the priority of the strategic ai. Sounds very fitting of the current implementation of the strategic ai.
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Is it possible to alter the spawn quality of an exerelinInvasionSupportFleet?
Also, strings.json is missing "IntelDesc_recruitAgent_failurePlayer"
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hi i'm having the following crash (https://i.imgur.com/41TOGK6.png)
here is the log
https://www.dropbox.com/scl/fi/t8u7plracpds0es9qk3ro/starsector.log?rlkey=yq9lyl6akqcfuengvfa9wjrl4&dl=0 (https://www.dropbox.com/scl/fi/t8u7plracpds0es9qk3ro/starsector.log?rlkey=yq9lyl6akqcfuengvfa9wjrl4&dl=0)
it happenend with both just uaf, and some other mods, it happens a bit into the game, 6 and 10 months in with both saves.
do tell if you need more info
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not sure why but i cant accept peace from any faction when i try the game crashes and i get this
java.lang.NullPointerException
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.buttonPressConfirmed(CeasefirePromptIntel.java:186)
For now, don't accept the ceasefire offer if you're already at maximum relations with the faction (can be lower than +100 depending on commissioning faction and if you've sat bombed anyone). This bug is fixed in the Discord beta version of Nex (https://www.dropbox.com/scl/fi/c9skk41kcwdrgnx3dpiut/Nexerelin_0.11.0x.zip?rlkey=qe993raq6u01sy6yh6eesak0o&dl=1).
hi i'm having the following crash
Your copy of Nex is out of date; you should download the new version from this thread :)
Is it possible to alter the spawn quality of an exerelinInvasionSupportFleet?
Also, strings.json is missing "IntelDesc_recruitAgent_failurePlayer"
Not directly, but detecting the fleet spawn in a CampaignEventListener and modifying the quality figure in the inflater params might do the job?
((DefaultFleetInflaterParams)fleet.getInflater().getParams()).quality;
For the missing string, the recruitment isn't supposed to fail in the first place; I've attempted a fix in the beta.
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Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
-
I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
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This mod is so goood!! Thanks.
One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade... Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
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Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
I'll see about adding one for next version.
I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
Wow stuff is more broken than I thought, but this will do for now (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) (place in Nexerelin/jars)
This mod is so goood!! Thanks.
One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade... Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.
Actually, were the invasions all targeted at a specific faction? I've heard of a potential bug that causes player-requested invasions to be cancelled due to sudden peace.
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Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
I'll see about adding one for next version.
I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
Wow stuff is more broken than I thought, but this will do for now (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) (place in Nexerelin/jars)
This mod is so goood!! Thanks.
One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade... Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.
Actually, were the invasions all targeted at a specific faction? I've heard of a potential bug that causes player-requested invasions to be cancelled due to sudden peace.
Yes!!! I targeted 4 different Hegemony planets / stations and due to the sudden peace of my alliance towards Hegemony all got cancelled... I got money back (not sure how much though). This has happened several times to me! I mean generally it would be allright if you had the option to continue with the invasion ...
Also all vengenance fleets following me just got cancelled...
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Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
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I just want to say, I did the Fragments quest again last night, and really like the hullmods. not sure how new of an addition they are, but a welcome one. Thanks!
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I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:
2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
at com.fs.starfarer.settings.StarfarerSettings.int(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:148)
at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:59)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:407)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:487)
at exerelin.campaign.intel.agents.InfiltrateCell.advanceImpl(InfiltrateCell.java:51)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 16 more
Does anyone has similar issues or have any idea about why this is happening? My current solution was to just disable all internal security modes.
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hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...
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hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...
The beta version of Nex allows exerelin_config.json file values to replace the Luna min/max values if they're lower/higher.
For anything in settings.json, you'll have to overwrite in code.
I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:
2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
Make sure you're on Starsector 0.96-RC10 (download and run the latest installer if you're behind). If you're up to date, perhaps some values were somehow lost from the settings.json file, get a new one (or reinstall to have the installer restore the file).
Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
- It's a fraction of the player's credit balance (the one at bottom-left of screen), taking into account the lost colony's size (as a share of player faction's total market size) but not its profitability. Copying the tooltip in the LunaLib settings menu: "The proportion of total credits lost is equal to the market size divided by the total size of all markets in the faction, multiplied by this number. It is doubled on Starfarer mode, and cannot exceed 75%."
e.g. you have one size 6 colony, one size 4 colony and 10M credits, the setting is 0.5.
You lose the size 4, which is 40% your current faction size, so lose 10M * 0.4 * 0.5 = 2M credits
- Nope!
- It's before the halving.
- It's a bit complex.
Officers have a 50% chance (changeable in settings.json) to escape the ship when disabled/destroyed, improved by crew survivability modifiers like Blast Doors.
If they don't escape, they have a 75% chance (changeable in settings.json) to be found as a survivor afterwards if the ship was only disabled (didn't break up). If it was destroyed and broke up, the survival chance is zero.
Also any non-escaped officers will be lost if the player fleet leaves the battle before it's won.
I might change the system a bit, although it may be better to simply use the Price of Command mod by AtlanticAccent (in development; available on the unofficial Discord server).
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Quick question, Is the player supposed to auto-join an alliance if they have their own faction?
My faction keeps forming an alliance with Tri-Tech without me being asked. Happened twice so far.
On that note, any way to turn off alliances for just the player?
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It's a bug in the strategic AI in 0.11.0b; you should turn it off or use the Discord beta version (https://www.dropbox.com/scl/fi/c9skk41kcwdrgnx3dpiut/Nexerelin_0.11.0x.zip?rlkey=qe993raq6u01sy6yh6eesak0o&dl=1).
On that note, any way to turn off alliances for just the player?
No, but (it's intended that) you can just not join alliances if you're not commissioned :)
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I see, Thank you for the direct link! and for your work on this mod.
Now that I have some time with the beta version, two suggestions.
1. Strategic AI for pirates, they are turning into the sector's punching bag. And one could argue they do have leadership under Warlord Kanta.
2. Reputation history log. For some reason the Diktat has gone full -100 to me and the independents, was a bit of a shock when I went to fuel up.
Not seeing anything in intel to explain this.
EDIT: I think I know what happen with the Diktat now, think it was a DIY planet industry I built. Still doesn't explain the Indie hate, but whatever
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Spoiler
hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...
The beta version of Nex allows exerelin_config.json file values to replace the Luna min/max values if they're lower/higher.
For anything in settings.json, you'll have to overwrite in code.
I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:
2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
Make sure you're on Starsector 0.96-RC10 (download and run the latest installer if you're behind). If you're up to date, perhaps some values were somehow lost from the settings.json file, get a new one (or reinstall to have the installer restore the file).
Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
- It's a fraction of the player's credit balance (the one at bottom-left of screen), taking into account the lost colony's size (as a share of player faction's total market size) but not its profitability. Copying the tooltip in the LunaLib settings menu: "The proportion of total credits lost is equal to the market size divided by the total size of all markets in the faction, multiplied by this number. It is doubled on Starfarer mode, and cannot exceed 75%."
e.g. you have one size 6 colony, one size 4 colony and 10M credits, the setting is 0.5.
You lose the size 4, which is 40% your current faction size, so lose 10M * 0.4 * 0.5 = 2M credits
- Nope!
- It's before the halving.
- It's a bit complex.
Officers have a 50% chance (changeable in settings.json) to escape the ship when disabled/destroyed, improved by crew survivability modifiers like Blast Doors.
If they don't escape, they have a 75% chance (changeable in settings.json) to be found as a survivor afterwards if the ship was only disabled (didn't break up). If it was destroyed and broke up, the survival chance is zero.
Also any non-escaped officers will be lost if the player fleet leaves the battle before it's won.
I might change the system a bit, although it may be better to simply use the Price of Command mod by AtlanticAccent (in development; available on the unofficial Discord server).
Thanks for the answers.
I will check it out, but your system. They dont apply to taskforce do they?
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Thx for the direct link!
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I will check it out, but your system. They dont apply to taskforce do they?
Officers in task groups won't die, no.
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Probably stupid question but I didn't find the answer in search. How do I start with existing faction but no starting planets?
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Probably stupid question but I didn't find the answer in search. How do I start with existing faction but no starting planets?
Free start option is supposed to do this. If you get a starting planet anyway, that's a bug I've never been able to reproduce, modlist + list of new game starting options might help.
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Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.
java.lang.NoClassDefFoundError: exerelin/campaign/ui/CustomPanelPluginWithInput$ButtonEntry
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:835)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:787)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1059)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1463)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
what do i do :(
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yeah I've seen that one before, is from Arma Armatura (the mod that adds mechs) there is a fix on the mods page (the first one, where you download it) in all caps, download it, then go to \Starsector\mods\SS-armaa-master\jars and delete arma.jar, then place the file you downloaded there. ;)
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problem is i dont have arma installed so i dont think that ones causing it
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strange, that crash is the same from arma armatura, welp sorry i couldn´t help :(
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it ok i might just have to bite the bullet go through and disable stuff until it works
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I don't have a single negative thing to say about this mod, simply amazing! Being able to change settings via LunaLib is just cream on top!
Cheers!
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If you have a commission with a faction that labels heavy armaments as illegal, will they confiscate them upon scans or anything? Because I'm getting that. Seems like an oversight since in my mind I'm part of their military and am carrying out ground invasions and need heavy armaments to do so
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Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.
Make sure you're on the latest Starsector (0.96a-RC10) and UAF (0.74a1) if you're using that mod.
If you have a commission with a faction that labels heavy armaments as illegal, will they confiscate them upon scans or anything? Because I'm getting that. Seems like an oversight since in my mind I'm part of their military and am carrying out ground invasions and need heavy armaments to do so
It's supposed to exempt commission holders and allies, but I think I only made it do this when caught with transponder off (and not the one where the scan is requested due to smuggling suspicion or another cause). I'll fix, thanks!
I don't have a single negative thing to say about this mod, simply amazing! Being able to change settings via LunaLib is just cream on top!
Cheers!
Thank you :)
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Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.
Make sure you're on the latest Starsector (0.96a-RC10) and UAF (0.74a1) if you're using that mod.
both of those boxes are checked do you think it could be the federation? ive had strange crashes with that mod before and just readded it recently
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Hey i recently updated nexerelin and started getting crashes related to ground battles first from Arma and then from Uaf. it wasn't happening before so it has to nex its the only thing i changed. I don't know a whole lot about modding But heres my crash logs i hope it helps Edit: i Should mention my Uaf is up to date and i just saw got the arma hotfix Edit again i Realized I'm a *** idiot who cant read im gonna leave this here so you can all point and laugh me
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hello just updated the mod, deleted the old ver before unzipping the new but it's CTD at the lunching of the game with a Fatal: Slot id WS 002 not found on hull MSS_Crusader_Elite
oddly enough when i retraced my update by leaving the old mod up then over ridding it with the update i can playish the game but it still CTD me at some point
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hello just updated the mod, deleted the old ver before unzipping the new but it's CTD at the lunching of the game with a Fatal: Slot id WS 002 not found on hull MSS_Crusader_Elite
oddly enough when i retraced my update by leaving the old mod up then over ridding it with the update i can playish the game but it still CTD me at some point
That looks like an error from another mod, specifically Mayasuran Navy. (MSS in the ship hull name)
Make sure you've got that fully updated, it seems like the latest update may address the issue?
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hello just updated the mod, deleted the old ver before unzipping the new but it's CTD at the lunching of the game with a Fatal: Slot id WS 002 not found on hull MSS_Crusader_Elite
oddly enough when i retraced my update by leaving the old mod up then over ridding it with the update i can playish the game but it still CTD me at some point
That looks like an error from another mod, specifically Mayasuran Navy. (MSS in the ship hull name)
Make sure you've got that fully updated, it seems like the latest update may address the issue?
i derped and posted my CTD issue at the wrong mod thread that i was following
my bad, my singular brain cell was not awake enough to make that post at that time ....
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Is there any way to add/change the 'planet description changes when under a different faction's control' feature to account for modded markets/the player's faction?
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Is there any way to add/change the 'planet description changes when under a different faction's control' feature to account for modded markets/the player's faction?
Have to add the affected factions and planets/stations to data/strings/descriptions.csv and data/config/exerelin/captured_planet_descs.csv. The Iron Shell and Philip Andrada Gas Station Manager mods both have implementation examples.
(Also there's currently no handling for save-specific descriptions, e.g. any player-faction description would apply across all saves)
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i removed the uae and the crashing stopped so i suspect it was the cause
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Is there any way to add/change the 'planet description changes when under a different faction's control' feature to account for modded markets/the player's faction?
Have to add the affected factions and planets/stations to data/strings/descriptions.csv and data/config/exerelin/captured_planet_descs.csv. The Iron Shell and Philip Andrada Gas Station Manager mods both have implementation examples.
(Also there's currently no handling for save-specific descriptions, e.g. any player-faction description would apply across all saves)
Thanks. Guess I'm downloading one of those to get a look at those docs.
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Started playing again after awhile, did Nexerelin change the "ship sale" from millitary contacts and/or "gaudy" person ship sale to be much more restrictive. It used to be pretty broad like destroyers, cruisers, and capitals. Now it is restricted many times to manufacturers like ED shipyards or JYD lowtech. Also when I buy ships from millitary contacts if I have the missile ships overhaul it is always a missle cruiser for sale. Wondering if anyone else experienced it. Not sure if this is the right place to ask this question.
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Hello, been playing with Nex and Arma together for years and just came back again. I just used the Arma Hotfix and now it wouldn't let me enter the main menu and shows an Error, here's the log:
61570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.MechaModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
I check both the mechamodplugins inside the jar It seems both the same or I might have missed something. For now i'll put back the old jar before the hotfix so I could play but without checking if the ground war crash would occur. :'(
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I'm not sure if it's this mod or PAGSM, but, when Sindria captured Gilead, their shrine became inaccessible.
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Started playing again after awhile, did Nexerelin change the "ship sale" from millitary contacts and/or "gaudy" person ship sale to be much more restrictive. It used to be pretty broad like destroyers, cruisers, and capitals. Now it is restricted many times to manufacturers like ED shipyards or JYD lowtech. Also when I buy ships from millitary contacts if I have the missile ships overhaul it is always a missle cruiser for sale. Wondering if anyone else experienced it. Not sure if this is the right place to ask this question.
The rules for ship sale to contacts have been tightened, yeah. It should basically always use the design type rule now, to avoid cases where the contact asks for something that's available on open market.
For buying a surplus ship from a contact, that mission is vanilla, but in any case it might be an issue in how ship availability in the missile ships overhaul is set. Check if the missile cruiser(s) are similarly used near-exclusively in the fleets and the open/military markets.
I'm not sure if it's this mod or PAGSM, but, when Sindria captured Gilead, their shrine became inaccessible.
I think this is how the shrines are coded in vanilla actually!
(Maybe next time I'll override the relevant rules in Nex)
Hello, been playing with Nex and Arma together for years and just came back again. I just used the Arma Hotfix and now it wouldn't let me enter the main menu and shows an Error, here's the log:
61570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.MechaModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
I check both the mechamodplugins inside the jar It seems both the same or I might have missed something. For now i'll put back the old jar before the hotfix so I could play but without checking if the ground war crash would occur. :'(
Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?
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Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?
I was using the latest ArmaA then add in the ArmaA.jar Hotfix for groundbattle crash by replacing the old .jar, after that those error shows up and wouldn't even let me in the main menu. Was the Hotfix now irrelevant since it was included in a new patch? cause I had troubleshooted it till Nex and ArmaA with Hotfix mod are left and that crash still shows up and gone after I disabled ArmaA(with Hotfix). Sorry If this was already done was not keeping up with the discussion.
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Hi, Does the Spacer obligation ever go away?
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I've recently found the option to make my officers killable, and now I enjoy this mod even more than before! Finally i am free from wondering what the hell do i find those level 5 officers in space once i hit my cap, now they patiently wait for their turn in the meatgrinder. Killing off weaklings makes our sector better.
Hi, Does the Spacer obligation ever go away?
I think it only ever grows
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Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.
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The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.
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The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.
I believe that scales with your ground defense stat. Ground defenses, military base/patrol hub/high command, planetary shield, and other defensive buffs all help with that.
That said, the general strategy is to destroy the enemy before they make landfall. A star fortress will generally let you break any faction's invasion force before it meets your ground defenses.
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Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.
I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
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hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it
(https://imgur.com/a/Y28Pe8j)
(https://imgur.com/OwzkCyz)
mod download link: https://fractalsoftworks.com/forum/index.php?topic=28121.msg417946#msg417946
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Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.
Fixed for next version, thanks!
Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.
I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
You probably want to try brawl mode; look for nex_brawlMode in Nexerelin/data/config/settings.json.
hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it
Took a look and it turns out your faction config was messed up in a bunch of ways. Here's a fixed version:
Spoiler
{
"playableFaction":true,
"corvusCompatible":true,
"startingFaction": true,
"rebelFleetSuffix":"Traitors",
"marketSpawnWeight":2,
"difficultyString":"hard",
#"startRelationships":{
"tritachyon": -0.72,
"persean":-0.66,
"sindrian_diktat": -0.69,
"hegemony": 0.9,
#"ironshell": 0.75,
#"battlefleets_imperium": -0.54,
#"sevencorp": -0.5,
#"xlu": -0.75,
"maxRelationships":{ "remnant":-0.51,"luddic_path":-0.7,"luddic_church": -0.35},
"diplomacyPositiveChance":{
"tritachyon":1.2,
"hegemony":0.8
},
"diplomacyNegativeChance":{
"tritachyon":0.8,
"hegemony":1.2
},
"dispositions":{
"persean": -80,
"sindrian_diktat": -69,
#"hegemony": 80,
#"tritachyon": -72,
},
"alignments":{
"technocratic":-0.5,
"hierarchical":1,
"militarist":1,
"diplomatic":-0.5,
"ideological":-0.5,
},
"diplomacyTraits":["selfrighteous", "irredentist", "foreverwar","paranoid"],
# chance of the faction being picked to send a colony expedition. Default 0 (disabled)
"colonyExpeditionChance":1.2, # baseline expansion behaviour
"colonyTargetValuator":"exerelin.campaign.colony.IndustrialColonyTargetValuator",
"groundBattleSettings":{
"moraleDamageTakenMult":1.3,
},
"specialForcesNamerClass":"exerelin.campaign.intel.specialforces.namer.PlanetNamer",
#"specialForcesFlagshipVariants":{ "paragon_Elite":1, "astral_Strike":0.5 },
"startShipsSolo":[
["wasa_domain"],
["christian_domain"]
],
"startShipsCombatSmall":[
["Brig_domain", "hosho_domain", "Geobukseon_domain"],
["Brig_domain", "hosho_domain", "Z23_domain"]
],
"startShipsTradeSmall":[["liberty_domain", "hosho_domain", "Virginia_domain"]],
"startShipsCombatLarge":[
["Furious_domain", "christian_domain", "Wichita_domain"],
["yorktown_domain", "wasa_domain", "indianopolis_domain"]
],
"startShipsTradeLarge":[["christian_domain", "hosho_domain", "gearing_domain"]],
"startShipsExplorerLarge":[["christian_domain", "wasa_domain", "Brig_domain"]],
"startShipsCarrierSmall":[["condor_Attack", "lasher_Standard", "hound_hegemony_Standard"]],
"startShipsCarrierLarge":[["mora_Assault", "enforcer_Escort", "lasher_Strike"]],
# "startShipsGrandFleet":[["yamato_domain"], ["Ford_domain"]],
"startSpecialItems":[
[["DR_package", null]],
],
"defenceStations":[
{"ids":["orbitalstation", "battlestation", "starfortress"]},
{"ids":["comet_Keep", "moonCastle", "DR_starFortress"], "weight":0.9},
],
#"industrySeeds":[
#{"id":""heavyindustry"", "mult":0.9},
#{"id":"fuelprod", "mult":0.1},
#{"id":"heavyindustry", "mult":0.1},
#],
"bonusSeeds":[
#{"id":"population_upsize", "count":1},
{"id":"nanoforge_corrupted", "count":1},
#{"id":"synchrotron", "count":1},
],
"invasionStrengthBonusDefend":1.5,
"maxColonyDistance": 40,
"invasionPointMult":1.125,
"invasionFleetSizeMod":1.2,
"responseFleetSizeMod": 1.6,
"morality":"amoral",
# Number of entries must equal number of vengeance tiers (0-3)
"vengeanceLevelNames":["restoration", "retribution", "extermination"],
"vengeanceFleetNames":["Restoration", "Retribution", "Extermination"],
"vengeanceFleetNamesSingle":["a Restoration fleet", "a Retribution Fleet", "an Extermination Armada"],
"vengeanceFleetSizeMult":2.0,
"specialForcesSizeMult":1.2,
"specialForcesPointMult": 1,
}
-
Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?
Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
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Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?
Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
Nexerelin/data/config/agentConfig.json
set eventFrequency to a large number
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Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
It actually does still work, the only difference is the AI can now raid systems with original colonies + it tends to settle systems with pre-existing colonies.
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With random sector enabled, factions are too weak.
Planets with pristine nanoforges are pretty much begging to be raided.
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Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
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Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
I was wrong, as it turns out- sorry about that. The AI can raid pre-existing settlements, but not invade them. I also made the mistake of thinking a colonized world was one that existed at the start, since it was in the same system as other colonies.
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Little bit stuck on Salvation. Which Exec am I meant to talk to? The CEO? Someone in a different system? CEO won't budge, do I need reputation with Tri-Tach?
Read a bit closer, realized I hat to go talk to N. So, to make this message not entirely redundant, thank you for the amazing mod. Honestly don't know if I would play Starsector without it, for both the features and the questline.
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Loved the 4x, hated the tailing mission. They ran head first into a huge patrol of remnant ship, died, and aggro-ed them onto me. Retried again with +10 rep with remnants, they still died to the patrol around there, and now I'm just going to sit pretty between 2 systems with red warning beacons, waiting for whatever's coming, and nothing happened 4 ingame months later.
Please tell me there's a way to get this done without me tailing? Torch the entire hegemony? Expend all my story point to masquerade as Baikal Daud and get the coordinate? Please?
Completely unrelated: Is hegemony supposed to dominate the core sector? I added some extra ship packs, one for each faction, but hegemony always beat them black and blue.
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Please tell me there's a way to get this done without me tailing?
Turn on Nex dev mode temporarily (easiest way is through ingame LunaLib settings) and the intel will list where the fleet was going and which system has the target nexus (though you'll have to match the system name to a location yourself; planet list tab should work).
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Completely unrelated: Is hegemony supposed to dominate the core sector? I added some extra ship packs, one for each faction, but hegemony always beat them black and blue.
That's the general trend. Winning in relatively vanilla Nex tends to involve spending early game making life difficult for the Hegemony - taking and raiding their less-defended worlds, using operatives to give them more enemies, thwarting their invasions, and so on.
On an unrelated note, do NPC factions have a "budget" of some sort, where the amount of fleets they can send is based on how much income they're making? I've noticed them building mining, refining, and soforth on their colonies. Does this help them at all, aside from their largest individual industries preventing shortages at the military bases and heavy industries, or it essentially just flavor and a way to make taking over their colonies monetarily worthwhile? I know there's an advanced AI now, I'm trying to figure out what its priorities are, relative to the random invasion mechanic it improves over.
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I have selected the option "player faction conducts operative factions" in the settings, and had an operative instigate a rebellion... on my own space station due to "low ship quality concerns". Not sure if it supposed to work like that.
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"Release the damn update instead of binging on other games all day"
"no"
Right, so here's the belated v0.11.1 update for Nex. For those who haven't been using the Discord betas, the big selling point in this one is that the strategy AI option (which has been in the game for a while now, but was dysfunctional) actually works largely as intended now. It's meant to make factions act in a more goal-directed manner, in particular one that's visible to the player. Not enabled by default, but feel free to turn it on and tell me what you think.
Note: As of the time of writing, the Red/Oculian mod (current version 0.10.0) is not compatible with strategy AI. Workaround: open Oculian Armada\data\config\exerelin\industryClassDefs.csv and remove or #comment out the ocua_orbital_matrix line.
Nexerelin v0.11.1
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.1/Nexerelin_0.11.1.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Spoiler
## v0.11.1 "Clausewitz Protocol" ##
### Changes from beta 0.11.0x ###
* Strategy AI fixes/adjustments
* Don't start wars with negative diplomacy actions if war weariness too high
* Try to fix offensive fleet actions being used against non-hostile markets sometimes
* Add a setting for hiding strategic AI of other factions from intel
* Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
* Rework ceasefire prevention check, should be more reliable now
* Factions should not ceasefire if military action between the two sides is ongoing, counting allies
* Invasions, raids etc. will not block ceasefire if still in the initial planning stage
* Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
* Academy stipend can be disabled in new game settings
* Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
* Officer death setting: survival chance also uses crew loss mult modifier
* Destroyed ships still have an officer survival chance if crewLossMult < 1
* Raids no longer attack hidden markets in the target system
* Fixes
* Fix custom starts being broken by new backgrounds feature
* Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
* Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
* Fix error from merc fleet gen plugin not being restored on game load
* Fix transmitting update when a rebellion suppression fleet is defeated
* Fix 'alliance offer to own commissionee' bug
* Fix logic for when lower relations action chooses to show min relations
* Fix a rare crash with strategic AI raids
* Try to prevent cases of covert actions targeting self or friendly
* Salvation mission points player more directly to Arroyo
* Wiping out independents no longer removes them from market transfer list
* Show daily invasion point increments in diplomacy profile and strategic AI intel
* [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
* [Modding] Ground battle features, fixes
* Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
* Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
* This also applies to the commodity amount display for the commodities those units use
* Fix ground units using a bunch of hardcoded stats instead of reading from config
### Gameplay ###
* Develop strategic AI to a releasable state
* This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
* Can be enabled in settings (default off)
* Mods can modify or add their own strategic 'concerns' and 'actions' to the system
* Add a new personal background system in new game dialog, by Lukas04
* Add a new Remnant story mission, "File Drawer Problem"
* Rearrange order of Remnant story missions
* Fragments and File Drawer Problem require Welcoming reputation
* Showdown requires Friendly reputation and completing either of the two previous missions
* Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
* Gameplay improvements to some Remnant missions
* Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
* Also try to fix janky behavior by the ally fleet in Salvation
* Invasion points are still generated in peacetime, at 25% the base rate
* Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
* Pending a potential broader overhaul of resources available to NPC factions
* Lower ground battledrop cost mults for ground defenses
* Ground def 1.5 -> 1.25
* Heavy batteries and planetary shield 2 -> 1.5
* Prism checks no-sell tag for weapons as well
* Enhanced vanilla systems adjustments
* Tigra City has sparse ore and poor farmland instead of moderate ore
* Eventide has midline instead of high tech battlestation
* Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
* Player special task groups get a 20% discount on operating expenses
* Revive costs unchanged
* Selling survey data to a faction will increase its chances of being picked for colony expedition
* Faction loses its bonus after being successfully picked
* Add a new game setting to disable having neighbors in own faction start (non-random sector only)
* `invasionPointsPerPlayerLevel` default set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)
* Also fixed value not being read from config file
* Buy ship offer shouldn't pick a Sierra ship
* Pirate activity on NPC markets won't target non-hostile markets
* Remove Luddic Path's factional market condition (+10% accessibility)
* Factions vote yes on alliance vote if their current relationship is the same as the target one
* Can offer RAT abyss cores to the hypershunt discovery encounter
### UI ###
* Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
* Faction directory can also print all markets with revanchist claims
* Player auto-move in ground battles has option to allow deploying new units from orbit
* Counter-invasion intel also appears in colony threats
* Ground battle defender strength estimate accounts for modifiers
* Lower sound effect volumes for ground battle outcomes
### Text ###
* Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
* Fix a diplomacy setting description being under the wrong setting
* Fix ceasefire offer intel missing its title
### Bugfixes ###
* Fix crash if have active patrol package but no hostile activity intel
* Fix a brawl mode crash
* Fix ceasefire offer crash if relations are already at max
* Fix a crash that could happen when checking a market's original owner
* Fix crash when using military base starting bonus with own faction start
* Maybe fix fleet event crashes if star system has no jump points
* Crash safety for special task group generation
* Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
* Fix ground defenses being disabled by ground combat sometimes
* Fix some bugs/exploits with AIM merc companies
* Try to fix recruit operative action sometimes failing
* Fix repeat relations setting not working with lower relations action
* Fix own faction start potentially having both patrol HQ and military base if starting on a moon
* Make random sector's Kanta's Den get appropriate memory flags
* Fix admins disappearing from comm board in faction ruler mode
* Fix heavy industry transfer-and-raid exploit when time isn't advanced
* Fix The Usurpers quest still trying to start in random sector
* When playing music in personal info intel, try to make it go away when done
* Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
* Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
* Remove relationship syncing from Derelicts
### User config ###
* Add setting for 'skip story' default to LunaSettings
* Add settings.json option to have no rep penalty with third parties for sat bomb
* Enable indirectly changing the min/max value of LunaConfig settings
* If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max
### Modding ###
* Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
* Custom start defs can be added and modified via code
* Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
* Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
* Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
* Fix SectorManager's present factions list never actually losing elements
### Misc ###
* Add GraphicsLib maps for boss ship, by Himemi/Cieve-san
I have selected the option "player faction conducts operative factions" in the settings, and had an operative instigate a rebellion... on my own space station due to "low ship quality concerns". Not sure if it supposed to work like that.
Oh dear. I think I fixed it in the update, at least.
On an unrelated note, do NPC factions have a "budget" of some sort, where the amount of fleets they can send is based on how much income they're making? I've noticed them building mining, refining, and soforth on their colonies. Does this help them at all, aside from their largest individual industries preventing shortages at the military bases and heavy industries, or it essentially just flavor and a way to make taking over their colonies monetarily worthwhile? I know there's an advanced AI now, I'm trying to figure out what its priorities are, relative to the random invasion mechanic it improves over.
There's a budget in one respect: invasion points (and a couple of other things that involve fleet spawning) are generated based on colonies' availability and source (import, in-faction, or onsite production) of commodities. Supplies, fuel, marines, heavy armaments, ship parts. There's no budget for industry construction however, nor for other things like operative actions.
With the strategy AI (in v0.11.1 or the preceding betas) invasions and industry construction will have a defined goal which can be seen in the strategy AI intel, or the action's own intel item if applicable.
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I've been using the beta for awhile now. Is it safe to install over in a running save using the beta? And does Strategic AI need a new game to to enable?
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It's compatible with the beta and (mostly) with 0.11.0b yeah. Strategic AI can be turned on and off midgame (but will require saving and reloading to take effect).
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I believe (I hope!) that there is a bug with outposts productivity. I made one something like one year ago, and it has been filled to the brim with Supply (+7500), Fuel (+10000), Transplutonics (+1000), Volatiles (+1000) !
I would say at most 10% of that per year would be enough ...
Edit: I was running the version before Clausewitz.
Spoiler
(https://i.imgur.com/I0t0wy3.jpg)
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Precisions, I checked and my outpost produces 28 supply per day! As for transplutonics, it seems to be between 3 and 10 units per day...
If you can point me in your mod where are the coefficients, I think I'll tweak it down to 10% of the current rate, for my run. I prefer not to install Clausewitz now (and anyway IDK if it fixed the issue).
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That's the vanilla behavior of a (player) market with a Waystation. But it'll cost credits to take stuff out of the stockpile, same as with a player colony.
Altering the amounts stocked requires editing the mod code (could also override it from another mod, although this may not affect existing outposts in the save).
If you want to mess with it, it's in exerelin.campaign.submarkets.Nex_LocalResourcesSubmarketPlugin; add an override for getStockpilingAddRateMult, or insert a multiplier into the existing code for getStockpileLimit.
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The music that play through Personal tab no longer play indefinitely in v0.11.1. It is not that big of an issue but I usually use it to play something else while I'm sit in the market refitting my fleet (especially Indie market because their ost is so mindnumbling).
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That's the vanilla behavior of a (player) market with a Waystation. But it'll cost credits to take stuff out of the stockpile, same as with a player colony.
Altering the amounts stocked requires editing the mod code (could also override it from another mod, although this may not affect existing outposts in the save).
If you want to mess with it, it's in exerelin.campaign.submarkets.Nex_LocalResourcesSubmarketPlugin; add an override for getStockpilingAddRateMult, or insert a multiplier into the existing code for getStockpileLimit.
Oh ok ... The issue also is that they merged what I deposited as a last reserve (I play with Adjusted Sector and a greatly increased size, plus the mod where unprotected fuel is sucked away at 400%) and it seems it's now all pooled into the same reserve. I did not check if I would not pay for what I put and only pay for the extra I'll pull out though.
That's a bit insane to see 7500 supplies on a quite minor and very distant outpost, but if it's in vanilla ... I'll add house rules. Thanks.
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If it help easing your mind, it is no different than putting down a size 3 colony there and only build the Waystation on it. Outpost is a size 3 colony that can't do colony stuff after all.
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There is no possibility to dismantle a building once it is up? In my mind, outposts are storage locations, my sector map is very large (4x the surface of the normal one) so it kills a bit immersion (and defeat partially the exploration feeling I'm looking for), if I can drop an outpost and know a practically endless amount of supply and fuel is readily available.
Or perhaps I can find where in the code is added to this "pseudo" size 3 colony a waystation, and makes it more barebone?
At worst I'll only use and consider existing the storage tab!
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I did not check if I would not pay for what I put and only pay for the extra I'll pull out though.
That is exactly how that works, per vanilla. If you put stuff in, you can take it out again for free. (Of course, figuring out how much you put in is an annoying process of picking up some, seeing if that's free or not, possibly adjusting how much you're picking up, etc.)
(Unless it got consumed, which presumably won't happen for outposts, but can happen for colonies if you toggle on "use stockpiles during shortages".)
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Nexerelin v0.11.0b
Update post for 11.1 says 11.0b, if that was unintentional
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i am sure this has been asked a few times but i am trying to do a run as my own faction from the beginning but with modded factions added i want to start with a small fleet of specific ships from my mods how would i add them to the selection of available ships when doing a custom start fleet? i only show vanilla ships
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Is the new update save compadible?
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Update post for 11.1 says 11.0b, if that was unintentional
Oops, fixed!
Is the new update save compadible?
Yes, mostly.
There's a save incompatibility bug with 0.11.0b in cases where there are autonomous colonies in the previous month's financial report. If anyone gets it, here's an untested runcode to work around it (copy and paste into Console Commands console while running the save with 0.11.0b, then save the game and update):
Spoiler
runcode import com.fs.starfarer.api.campaign.econ.MonthlyReport; import com.fs.starfarer.api.impl.campaign.shared.SharedData;
MonthlyReport report = SharedData.getData().getPreviousReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
report = SharedData.getData().getCurrentReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
i am sure this has been asked a few times but i am trying to do a run as my own faction from the beginning but with modded factions added i want to start with a small fleet of specific ships from my mods how would i add them to the selection of available ships when doing a custom start fleet? i only show vanilla ships
For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
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Hey I'm having some trouble with nexerelin, It keeps giving me a error relating to ground battles that crashes the game when ever it pops up, Something abought cataphracts but I'm not sure
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How do I use the agents? I can see them in my cost analysis, but I don't see them under intel.
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How do I use the agents? I can see them in my cost analysis, but I don't see them under intel.
Go to the tab "operatives" and there you go!
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How do I use the agents? I can see them in my cost analysis, but I don't see them under intel.
Go to the tab "operatives" and there you go!
You are my hero C:
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For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
Would this allow the operative to procure said ship too?
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Not sure if this issue is rooted in Nex or IndEvo so I'm gonna post it in both threads.
Random crash that seems to have something to do with the target of an invasion having a minefield. Happens after updating Nex and has happened with both the last and current versions of IndEvo.
Spoiler
1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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Hey I'm having some trouble with nexerelin, It keeps giving me a error relating to ground battles that crashes the game when ever it pops up, Something abought cataphracts but I'm not sure
Get the Arma Armatura update (or if it's not save-compatible with your current save, as I believe the current ArmaA beta is, try placing this file (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) in ArmaA's jars/ folder.)
Not sure if this issue is rooted in Nex or IndEvo so I'm gonna post it in both threads.
Random crash that seems to have something to do with the target of an invasion having a minefield. Happens after updating Nex and has happened with both the last and current versions of IndEvo.
Spoiler
1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
That's, uh. I have no idea how the plugin is not finding the method, since they were added around the same time (in August, so if you've tried beta 0.11.0x or y the relevant code is the same as back then). And just to be sure, I looked in the release's .jar using a decompiler and the method is there.
Quick thing to try if reinstalling Nex doesn't fix it: open Nexerelin/data/config/exerelin/groundBattleDefs.json and remove the minefield condition (as seen here (https://github.com/Histidine91/Nexerelin/commit/ba1c7992ef93a78fa07b58b758a518b63b6f99a7#diff-93269a4635218eb89ea3f34a3db087cb0d6a76f976ef62b873bd0e877ce13d0a)).
Although if something is this broken here I can't guarantee it's working elsewhere :-X
For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
Would this allow the operative to procure said ship too?
Hmm, yeah, it will (albeit you can just not have the operative procure such ships from indies).
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That's, uh. I have no idea how the plugin is not finding the method, since they were added around the same time (in August, so if you've tried beta 0.11.0x or y the relevant code is the same as back then). And just to be sure, I looked in the release's .jar using a decompiler and the method is there.
Quick thing to try if reinstalling Nex doesn't fix it: open Nexerelin/data/config/exerelin/groundBattleDefs.json and remove the minefield condition (as seen here (https://github.com/Histidine91/Nexerelin/commit/ba1c7992ef93a78fa07b58b758a518b63b6f99a7#diff-93269a4635218eb89ea3f34a3db087cb0d6a76f976ef62b873bd0e877ce13d0a)).
Although if something is this broken here I can't guarantee it's working elsewhere :-X
Same crash after reinstalling, new crash after doing that fix:
Spoiler
610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Either there's a goofy typo hiding somewhere or I still just have this uncanny ability to have issues that straight up shouldn't exist lmao
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Hey I'm having some trouble with nexerelin, It keeps giving me a error relating to ground battles that crashes the game when ever it pops up, Something abought cataphracts but I'm not sure
Get the Arma Armatura update (or if it's not save-compatible with your current save, as I believe the current ArmaA beta is, try placing this file (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) in ArmaA's jars/ folder.)
Ill try it out, Thanks for the help
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v0.11.1 quietly reuploaded (same URL) to fix potentially major bugs with ground battles. For those who downloaded it before, the fix .jar is available here (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1).
Same crash after reinstalling, new crash after doing that fix:
Spoiler
610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Either there's a goofy typo hiding somewhere or I still just have this uncanny ability to have issues that straight up shouldn't exist lmao
Well this one is extra 'wrong' since the line numbers in the log don't match up with the actual .java file in v0.11.1. But they do work with 0.11.0b, where the error suggests the ground battle def file is incomplete or out of date (or failed to load correctly, but this should have resulted in a CTD on startup).
At this point I have to ask: You did download Nexerelin_0.11.1.zip from the link(s) provided in this thread, the file being hosted on GitHub, correct? :-X
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Getting a crash from upgrading/building heavy industry.
Spoiler
4598088 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:263)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:197)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:99)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:157)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:139)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
I've got IndEvo and Ashes of the Domain's Vaults of Knowledge 2.0.9 installed which might be contributing(??)
-
v0.11.1 quietly reuploaded (same URL) to fix potentially major bugs with ground battles. For those who downloaded it before, the fix .jar is available here (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1).
Same crash after reinstalling, new crash after doing that fix:
Spoiler
610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Either there's a goofy typo hiding somewhere or I still just have this uncanny ability to have issues that straight up shouldn't exist lmao
Well this one is extra 'wrong' since the line numbers in the log don't match up with the actual .java file in v0.11.1. But they do work with 0.11.0b, where the error suggests the ground battle def file is incomplete or out of date (or failed to load correctly, but this should have resulted in a CTD on startup).
At this point I have to ask: You did download Nexerelin_0.11.1.zip from the link(s) provided in this thread, the file being hosted on GitHub, correct? :-X
I used the download button on the first page of the thread, and that is the name of the file. I guess I could try getting it straight from Github.
edit: Downloaded fresh from Github, same thing. Gonna see if it still happens if I turn strategic AI back off.
edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.
-
I feel like Chanceledon is a bit of a cheat planet, where other LP/Pirate planets are less so.
They're typically unstable and don't have task force/ alliances to retaliate the player just taking the planet and gaining a ton of prebuilt architecture.
I know that major factions can be toggled to target LP/Pirate planets but I would like if there was a modifier to make it more difficult to just yoink these.
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Quick post because I forgot to actually submit the one I wrote yesterday:
Getting a crash from upgrading/building heavy industry.
See this thread (https://fractalsoftworks.com/forum/index.php?topic=28620.0)
edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.
I can't say for sure it's not save incompatibility, but it seems unlikely to explain why out-of-date mod code is getting used.
Actually I'm vaguely suspecting that another mod containing Nex code while being loaded before it (having an 'earlier' name when sorted alphabetically by mod name). If you could provide a clean log (delete or clear the existing log file, then start up Starsector and do nothing except reproduce the crash) it might be possible to spot if this is happening.
(Testing if it happens with a minimal modlist would also be helpful)
I feel like Chanceledon is a bit of a cheat planet, where other LP/Pirate planets are less so.
They're typically unstable and don't have task force/ alliances to retaliate the player just taking the planet and gaining a ton of prebuilt architecture.
I know that major factions can be toggled to target LP/Pirate planets but I would like if there was a modifier to make it more difficult to just yoink these.
Hmm. Kinda just 'how it works' for now, but this also gives me thoughts of (someday?) implementing something that explains why nobody has just taken over the planet full of Pathers :thinking emoji:
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Is there a way to promote more wars when using the strategic ai? With one or two exceptions this is looking like woodstock.
-
Three factions keep sending alliance requests, about every few minutes, and they won't stop no matter how much I reject. One of the factions even gets autorejected, too, but it still plays that annoying buzzer sound. Any way to stop it?
Also, is there some way to station more marines on a planet? If I had more marines, these invasions wouldn't be so bad, but putting marines in storage does nothing, and putting them in stockpile makes them disappear.
-
I have been trying to find some form of more detailed docs on the features of the mods but I have failed so far. Something akin to what is done in Industrial Revolution perhaps. There is a short summary in the first post, but that's it. Any idea?
I've been experimenting with Strategic AI on, and the Hivers are in play. As usual, they're not very amicable and have no interest in diplomacy, conquering world after world. Yet, it seems the strategic AIs of the Hegemony and the Persean League don't recognize their unique threat. They do respond—don't get me wrong—but it's limited to countering market shares of heavy machinery or reclaiming lost worlds. They fail to grasp that the Hivers aren't a typical faction and represent an existential threat requiring special attention. So, here's my suggestion: if a faction shows hostility towards everyone (or 90%+ of the sector's other factions), a flag should be activated within the strategic AI, marking it for different treatment, perhaps an eradication mode or similar.
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Three factions keep sending alliance requests, about every few minutes, and they won't stop no matter how much I reject. One of the factions even gets autorejected, too, but it still plays that annoying buzzer sound. Any way to stop it?
Also, is there some way to station more marines on a planet? If I had more marines, these invasions wouldn't be so bad, but putting marines in storage does nothing, and putting them in stockpile makes them disappear.
Hmm, they're supposed to not send any more offers for 120 days after the last one, and not at all if relations aren't already good enough. Is this with Nexerelin 0.11.1? Strategic AI on or off?
Anyway, here's a console runcode that ought to—unless stuff is more broken than I thought—suppress all offers indefinitely:
runcode import exerelin.*;
for (FactionAPI faction : Global.getSector().getAllFactions()) {
faction.getMemoryWithoutUpdate().set("$nex_allianceOffer_cooldown", true);
}
For stronger planetary defenses, main thing is to add/upgrade the ground defenses/heavy batteries structures and increase stability. Player can't currently add marines to the garrison directly.
Is there a way to promote more wars when using the strategic ai? With one or two exceptions this is looking like woodstock.
Oh no it became smart enough to understand that war is not the solution
There probably isn't an easy config toggle to make factions fight more often (messing with strategicAIConfig.json will work but I don't think having to touch this is desirable), although relevant ingame player actions will still work. For future games, adding more factions (particularly aggressive ones like Legio or Adversary) might also help?
I have been trying to find some form of more detailed docs on the features of the mods but I have failed so far. Something akin to what is done in Industrial Revolution perhaps. There is a short summary in the first post, but that's it. Any idea?
I've been experimenting with Strategic AI on, and the Hivers are in play. As usual, they're not very amicable and have no interest in diplomacy, conquering world after world. Yet, it seems the strategic AIs of the Hegemony and the Persean League don't recognize their unique threat. They do respond—don't get me wrong—but it's limited to countering market shares of heavy machinery or reclaiming lost worlds. They fail to grasp that the Hivers aren't a typical faction and represent an existential threat requiring special attention. So, here's my suggestion: if a faction shows hostility towards everyone (or 90%+ of the sector's other factions), a flag should be activated within the strategic AI, marking it for different treatment, perhaps an eradication mode or similar.
A couple of the features have external documentation on the Github wiki here (https://github.com/Histidine91/Nexerelin/wiki), although in other cases (ground battles perhaps being the most notable) I try to put all needed help ingame. I may add a page for strategic AI later; if anyone else has features they want to see there, that might happen too.
I could add some handling for Hiver-type factions, yeah.
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Bug report: I was commissioned by MRC(armaa armatura) but they died. And now I can't take any commissions from any faction.
It also could be the fault of nexerilin so I a gone post on both
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Just wanted to say I'm really enjoying the new Strategic AI! It seems to be working well for me, and it's cool to be able to see why the AIs are taking the actions that they are. Thanks for all the hard work on this!
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I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?
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Bug report: I was commissioned by MRC(armaa armatura) but they died. And now I can't take any commissions from any faction.
It also could be the fault of nexerilin so I a gone post on both
Do you still have the commission item in your intel screen? If not, what's the tooltip or message when you try to take a new commission? Or does the dialog option just not appear?
I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?
Set to false or unset the $nex_remLostSci_askedAboutLiu memory flag on the Academy entity (can edit the save's campaign.xml for this, or write a console runcode if you know how)
Just wanted to say I'm really enjoying the new Strategic AI! It seems to be working well for me, and it's cool to be able to see why the AIs are taking the actions that they are. Thanks for all the hard work on this!
Thanks! That's good to hear :D
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I'm dumbfounded. Or perhaps just dumb. ::)
I have edited out the only lines relative to adding a Waystation in an outpost in your mod. And yet, one will be under creation once I plop one. I thought at first it was a caching issue, but even with a computer restart, the waystation will be there when I create an outpost.
I would really appreciate it if you could give me a solution to this? I have set up my game to be very demanding on exploration, and I would need outposts, just without waystations, the supply and fuel output is basically killing any challenge in exploring the (very large, very ruthless) Sector I parametrized.
(https://i.imgur.com/xroOCPh.jpg)
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Are you compiling the modified script and putting it back into the .jar?
In lieu of instructions for how to compile the file (though if you want to know that stuff, this resource (https://starsector.fandom.com/wiki/Getting_started_with_mod_programming) may be useful) I'd recommend just not taking supplies/fuel from the local resources submarket (you can store stuff in storage submarket if you want). Alternatively, turning on devmode temporarily will let you dismantle the waystation structure.
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Three factions keep sending alliance requests, about every few minutes, and they won't stop no matter how much I reject. One of the factions even gets autorejected, too, but it still plays that annoying buzzer sound. Any way to stop it?
Also, is there some way to station more marines on a planet? If I had more marines, these invasions wouldn't be so bad, but putting marines in storage does nothing, and putting them in stockpile makes them disappear.
Hmm, they're supposed to not send any more offers for 120 days after the last one, and not at all if relations aren't already good enough. Is this with Nexerelin 0.11.1? Strategic AI on or off?
Anyway, here's a console runcode that ought to—unless stuff is more broken than I thought—suppress all offers indefinitely:
runcode import exerelin.*;
for (FactionAPI faction : Global.getSector().getAllFactions()) {
faction.getMemoryWithoutUpdate().set("$nex_allianceOffer_cooldown", true);
}
No joy. Most of the offers are coming in pairs, it's rather weird. I'm almost done with this play through, so I'll just accept one and finish up.
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Update post for 11.1 says 11.0b, if that was unintentional
Oops, fixed!
Is the new update save compadible?
Yes, mostly.
There's a save incompatibility bug with 0.11.0b in cases where there are autonomous colonies in the previous month's financial report. If anyone gets it, here's an untested runcode to work around it (copy and paste into Console Commands console while running the save with 0.11.0b, then save the game and update):
Spoiler
runcode import com.fs.starfarer.api.campaign.econ.MonthlyReport; import com.fs.starfarer.api.impl.campaign.shared.SharedData;
MonthlyReport report = SharedData.getData().getPreviousReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
report = SharedData.getData().getCurrentReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
i am sure this has been asked a few times but i am trying to do a run as my own faction from the beginning but with modded factions added i want to start with a small fleet of specific ships from my mods how would i add them to the selection of available ships when doing a custom start fleet? i only show vanilla ships
For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
my apologies but i am having trouble finding what to change i followed the path but the script is hard for me to follow as to what i need to change. i am new to editing configs for mods and such and usually just download and run mods as is but i want to do a specific start with the star wars mod and am trying to learn so i can make it work and do so with some of the other mods i want to check out so any advice and patience with my questions is really appreciated as i am a mechanic and currently coding is outside of my abilities to fix things.
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Just a heads up, if Volturn falls to another faction visiting the shrine as part of Pilgrim's path becomes impossible. The option just simply does not appear. Switching the market back to Sindrian Diktat control via console makes the option appear once again. Just thought i should let you know.
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I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?
Set to false or unset the $nex_remLostSci_askedAboutLiu memory flag on the Academy entity (can edit the save's campaign.xml for this, or write a console runcode if you know how)
Didn't work but Midnight gave me the follow Heggy mission so I guess it is fine? Maybe I won't be so hot-head on Maeave on the next run.
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Thanks for the feedback Histidine. Dev mode seems the easier solution, or ignoring waystation ...
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Hi, tried searching but couldn't find the answer. Is there a way for operatives to procure ships from factions in game, but don't have normal markets like Epta Consortium or The Anarakis Reparations Society that have roaming stations/ports? Also how do you use the find pirate base option that's mentioned, do you need to send an operative to a core pirate base to find one of the ones that pop up outside on the fringe?
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my apologies but i am having trouble finding what to change i followed the path but the script is hard for me to follow as to what i need to change. i am new to editing configs for mods and such and usually just download and run mods as is but i want to do a specific start with the star wars mod and am trying to learn so i can make it work and do so with some of the other mods i want to check out so any advice and patience with my questions is really appreciated as i am a mechanic and currently coding is outside of my abilities to fix things.
It may be easier to just give yourself the ships with addship in Console Commands mod, the ingame help (help <commandname>) will explain how it works. You can get the ship IDs with list ships (add a search term after the command to narrow the search), or better yet specific variant IDs with list variants.
If you want to learn how to edit the .faction files, the wiki documentation seems to be significantly out of date, so best I can suggest is work off an existing example and try asking in the modding channels on the Discord server (https://fractalsoftworks.com/forum/index.php?topic=11488.0).
Hi, tried searching but couldn't find the answer. Is there a way for operatives to procure ships from factions in game, but don't have normal markets like Epta Consortium or The Anarakis Reparations Society that have roaming stations/ports? Also how do you use the find pirate base option that's mentioned, do you need to send an operative to a core pirate base to find one of the ones that pop up outside on the fringe?
If the faction doesn't have any accessible-to-operatives markets you won't be able to procure any of their ships.
For the 'find pirate base' option, if you have a colony that's being bothered by a pirate base whose location isn't known, send the operative to that colony and use the command. (Should work the same as getting the base location from the drunken spacer in bar)
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Hi Histidine, and thanks again for your mod!
Why is the "Create Special Taskgroup" restricted to a planet belonging to a faction with a commission? It seems like a "utility" feature for me, so why not add it too to your worlds?
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It's (still) there on player colonies for me; make sure you're talking to the right officials (the 'secretary' or military officials will work)
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Yep, I was going to say the secretary allows that, which was not the obvious person to contact for me for a task group creation, but I guess you need to spread the options to different officials, if only for some GUI sanity.
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Special Forces fees seem a tad excessive. The guy is commanding exactly 1 destroyer and 2 frigates and has been orbiting for 3 months one of my colonies (more for a proof of concept than for a real purpose).
So is there an increasing fee as time passes before he is disbanded? Ignore the 4000 credits for the character and the crew fees, that's my own parameters, but for the rest, how did he manage to guzzle up so much fuel (I guess the 1760$ for supply is fair, as the 3 ships have an upkeep per month of 22 supplies) ? Also, what is officer payroll given he is already receiving his standard fee?
(https://i.imgur.com/T2CnOAy.jpeg)
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Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?
Every three months or so, it's another action for the whole game. Multiple factions, with a new one standing up each time you make peace. Kind of annoying, really.
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edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.
I can't say for sure it's not save incompatibility, but it seems unlikely to explain why out-of-date mod code is getting used.
Actually I'm vaguely suspecting that another mod containing Nex code while being loaded before it (having an 'earlier' name when sorted alphabetically by mod name). If you could provide a clean log (delete or clear the existing log file, then start up Starsector and do nothing except reproduce the crash) it might be possible to spot if this is happening.
(Testing if it happens with a minimal modlist would also be helpful)
Is there some way to manually force an invasion by the AI? I play with a ton of mods and I don't think I can remove very many of them without breaking that existing save, and waiting for an invasion to happen in a new save is excessively tedious.
I specifically need any faction to start preparing an invasion of anything in the Rubicon system (Legio Infernalis, from tahlan shipworks); I forgot if any vanilla stations/planets have minefields with IndEvo enabled. Plus, in this specific instance VRI invading Legio is what's trying to happen, and I'd like to try starting a new save probably with just Tahlan, IndEvo, Nex, and whatever other miscellaneous utility/cosmetic mods then force an invasion of Lucifron for the sake of not changing more variables than I need to.
How exactly should I go about getting that log file to you?
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question:is this compate with the last updated saves?
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Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?
Every three months or so, it's another action for the whole game. Multiple factions, with a new one standing up each time you make peace. Kind of annoying, really.
Must be a fluke, as I'm very tranquil in my 2 colonies.
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Is there some way to manually force an invasion by the AI? I play with a ton of mods and I don't think I can remove very many of them without breaking that existing save, and waiting for an invasion to happen in a new save is excessively tedious.
I specifically need any faction to start preparing an invasion of anything in the Rubicon system (Legio Infernalis, from tahlan shipworks); I forgot if any vanilla stations/planets have minefields with IndEvo enabled. Plus, in this specific instance VRI invading Legio is what's trying to happen, and I'd like to try starting a new save probably with just Tahlan, IndEvo, Nex, and whatever other miscellaneous utility/cosmetic mods then force an invasion of Lucifron for the sake of not changing more variables than I need to.
How exactly should I go about getting that log file to you?
Console: spawninvasionfleet <source> <destination>
Uploading the log someplace like Dropbox or Google Drive and then sharing it works.
question:is this compate with the last updated saves?
It is!
(unless you have autonomous colonies in your financial report, see this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg421145#msg421145) for workaround with console)
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I'll post before a thousand other people post. :)
Looking forward to this being updated for the latest game version
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Quick update for Starsector 0.97 pending further testing. (https://www.dropbox.com/scl/fi/lufmal4yrttazthjssqcv/Nexerelin_0.11.1a2.zip?rlkey=rkec5dg53nb2yrg9rpfzdlcaf&dl=1)
(current version 0.11.1 should also work with just a modinfo change; may have minor missing behaviors in new vanilla features, and repeat old-style Hegemony inspections)
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Quick update for Starsector 0.97 pending further testing. (https://www.dropbox.com/scl/fi/lufmal4yrttazthjssqcv/Nexerelin_0.11.1a2.zip?rlkey=rkec5dg53nb2yrg9rpfzdlcaf&dl=1)
(current version 0.11.1 should also work with just a modinfo change; may have minor missing behaviors in new vanilla features, and repeat old-style Hegemony inspections)
Thanks a lot. :)
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Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.
Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart
(https://i.imgur.com/bL2yraI.png)
this is iron shell invasion points vs 9th
(https://i.imgur.com/AvrnDnT.png)
At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
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Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?
Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
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I had a bit of a crash on my freshest install of the game, on my newest of saves (installed it all today). Somehow I was even able to get two errors in the same log. Which hasn't happened to me before so hey, new things.
So far it has happened 3 times within short succession, and I got a save just shortly before it happens so.. Reproducible. And turning invasions off in the settings stops the game from crashing.
It could very well be a compatibility update, since it mentions at least 3 other mods right before the crash. SS-Armaa, MoreCombatTerrainEffects and UAF
So maybe the issue lies with them? (maybe I should also post the issue there..?)
Spoiler
223536 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning invasion fleet for Hegemony; source Eventide; target Garnir
223540 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
223549 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-3.0.3 (data/config/exerelin/groundBattleDefs.json)]
223549 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release (data/config/exerelin/groundBattleDefs.json)]
223550 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
223551 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF (data/config/exerelin/groundBattleDefs.json)]
223567 [Thread-3] ERROR exerelin.utilities.NexUtils - Class load-by-name failure: niko.MCTE.nexerelin.groundBattleTerrainScanner
java.lang.ClassNotFoundException: niko.MCTE.nexerelin.groundBattleTerrainScanner
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:416)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.initPlugins(GroundBattleIntel.java:220)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:297)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:209)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:128)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:863)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:794)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:523)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1075)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1489)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
223582 [Thread-7] INFO sound.public - Cleaning up music with id [campaign_music_part_2_v28.ogg]
223652 [Thread-10] INFO sound.public - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
223652 [Thread-10] INFO sound.OooO - Playing music with id [campaign_music_part_2_v28.ogg]
223831 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addOtherPlugin(GroundBattleIntel.java:233)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.initPlugins(GroundBattleIntel.java:221)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:297)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:209)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:128)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:863)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:794)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:523)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1075)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1489)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Maybe it was foolish of me to return to the game and cram in as many mods as possible when the new update just arrived and half the mods aren't technically updated :D
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MoreCombatTerrainEffects has a Nex crash; the 1.3.2 update released ~11 hours ago fixes it.
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Wondering how Colony Crises will be integrated into invasion systems.
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NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.
Plus, everyone going to war at the drop of a hat was weird.
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NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.
Plus, everyone going to war at the drop of a hat was weird.
Ngl I too am interested to see how OP is going to go forward with this mod. The new update and the Crisis system has now seriously encroached on a lot of what made Nex unique and for the longest time, basically mandatory to run. Very high chance the devs took significant inspiration from this mod considering how long its been here and how many people use it by default; I straight up forgot that 90% of the stuff in this mod came from this mod and not vanilla starsector. This mod is the literal definition of suffering from success lol.
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Eh. There's a vast difference between "a set of pre-scripted crises that can be permanently dealt with" and "make Starsector into a 4x game"; people who want the latter will still need Nex.
(I usually don't want to turn Starsector into a 4x game, but do still want the rest of what Nex offers- but that's easily dealt with by turning off invasions. And bombardment fleets. And AI colonization fleets.)
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I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.
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I loaded up my game with SCV/E and found that Silverlight variants have OP left, since the new version has reduced OP costs of some weapons.
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Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?
Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
IXBG i think took 2 systems with 5planets\stations and was working on 3rd one so they were pr big by the time of the screenshot.
IXBG already had no friends and fighting everyone same time. I might have to not include them in my future runs.
Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.
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I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.
True, but I was never really looking for a 4x experience in Starsector, just enough 'life' to respond to my colonies and such. Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.
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Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.
I haven't seen vanilla factions in Nex sat-bombing each other much in years, although you can disable that in settings. You can also adjust how common major wars/invasions are, so that they remain an exceptional thing, which is what I do. Much of what makes Nex great to me is how much can be customized.
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i've two questions:
is there a way for the only raid type allowed to be satbomb? i've invasions disabled but lots of the attacks are raids as opposed to satbomb only.
recently i've seen a option to make a settlement on planets. is this a nex feature? if so what does it do? if not anyone know what mod (if any) its from?
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recently i've seen a option to make a settlement on planets. is this a nex feature? if so what does it do? if not anyone know what mod (if any) its from?
From Random Assortment of Things
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thanks!
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Minor official update for Starsector 0.97 compatibility (basically the same as 0.11.1a2 plus some bugfixes). I plan to do some front-end and back-end revisions to Nex systems based on stuff like the new Colony Threats, but that will have to wait till I've actually experienced them.
Nexerelin v0.11.1b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.1b/Nexerelin_0.11.1b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
* Compatibility with Starsector 0.97
* Fix some logic in faction respawn
* Previously eliminated non-playable factions will no longer be marked as 'alive' if they get a market again
* Factions that shouldn't have strategic AI will no longer get one when respawning
* Avoid potential cases of double counting respawn attempts
* Vengeance fleets no longer spawn from hidden markets
* Fix NPC heavy units in ground battles not having their fleet set
* Log an error and continue instead of CTD if ground battle tries to load a plugin that doesn't exist
* Diplomacy events should no longer happen in new game time pass
is there a way for the only raid type allowed to be satbomb? i've invasions disabled but lots of the attacks are raids as opposed to satbomb only.
The chance for a raid to become a sat bomb is currently hardcoded at 40% (assuming relationship and other checks have been passed). I could make it configurable but lazy atm.
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if I create a building that generates marines will that add to a planet's defence when it gets attacked?
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Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.
Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart
(https://i.imgur.com/bL2yraI.png)
this is iron shell invasion points vs 9th
(https://i.imgur.com/AvrnDnT.png)
At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
if you ask me, it's because 9th is quite frankly, hilariously powerful, both economically and tactically- they have some hugely powerful ships, and massive econ, they start with a pristine forge and a cryothermic engine, and several large colonies.
having outright invaded the persian league and the IX's systems, the IX actually makes fleets as fast as you can kill them as far as I can tell(or just has that many assets), as opposed to the persian league which runs out of fleets somewhere around the 12th, and the IX's fleets are significantly more threatening. it's a similar thing to what happens with the legio, but to a greater degree, since in general starsector's autoresolve seems to be quite effective(I'd assume that's what nex uses for faction combat when the player isn't around)
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sign up and log in just to say thanks for the mod lads, love what u all doing and cheers for all you have done !!
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been refreshing the page everyday for the last two weeks because its nexerellin or nothing boys thanks a lot for everything ;D ;D
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You're welcome folks, glad you're enjoying it!
if I create a building that generates marines will that add to a planet's defence when it gets attacked?
Marine commodity production (e.g. something like IndEvo's Variable Assembler with a marine VPC) won't do anything directly for Nex ground battles. Defenses will only come from specific industries (mainly Ground Defenses/Heavy Batteries, with the military base series and Lion's Guard HQ or mod faction equivalents also having a small contribution) and colony size and stability.
Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.
If they possess any (invadable, non-hidden) markets they'll be marked as 'alive' under Nex rules, even if random sector gen didn't add markets for them.
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Does starfarer mode increase the severity/number of fleets that occur with colony crises?
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Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
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Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
You can just click the little yellow exclamation mark to remove/add intel from the important tab.
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1. is this the mod that makes it so that i sometimes pick up random crewman in post battle scavenging?
2. Prisoners are mentioned in the mod, do those only apply to officers? Whats their"drop chance", ig thats the proper wording.
Thanks for any reply. ;D
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Does starfarer mode increase the severity/number of fleets that occur with colony crises?
Nex doesn't change colony crises at all currently (aside from the additional defensive factors that were in previous versions).
Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
Aside from what Matheld said, I don't have any plans for adding a setting rn, sorry.
1. is this the mod that makes it so that i sometimes pick up random crewman in post battle scavenging?
2. Prisoners are mentioned in the mod, do those only apply to officers? Whats their"drop chance", ig thats the proper wording.
Thanks for any reply. ;D
1) Yep
2) Nex sometimes drops a prisoner commodity at random post-battle, and it's based on enemy officers yeah.
The rules are: ship must be disabled but not destroyed, officer must pass the 'survival' roll (base chance 50%, improved by the ship's modifiers to crew loss mult), and then pass the capture roll (base 15%, increases with officer level up to 25%)
Note that this gives a special commodity instead of actual officers; for the latter you'll want the Take No Prisoners (https://fractalsoftworks.com/forum/index.php?topic=25979.0) mod.
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So, if I have Prism Freeport turned off - I've noticed that Midnight Dissonant still contacts you, but are there any other mechanics that get 'preserved' or is stuff like the blueprint exchange completely turned off?
(I mostly turned it off to avoid Midnight since I didn't know how to disable that entire questline, if not for this seed being really good I'd have turned it back on)
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The blueprint exchange and high-end seller are Prism-exclusive and won't appear if the station isn't created.
For Midnight, if you say no to her at the first encounter she goes away permanently and the quests won't appear. You can also stop midway through the questline by simply not taking the new quests.
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You know, you probably should reconfigure the Remnant fleets to either use jury-rigged anchors or refurbished survey ships to get to their destinations. :P
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Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.
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Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.
To answer the opening question: I do have some plans for the mod, some that might actually get done in the near future, some that are "yeah, maybe someday".
The game's economic systems are something I've put a bit of thought into over the years; brief comments in the section below.
NPC faction economies
I have a functional implementation of faction resource pools that are expended for actions in space (generated based on the faction's commodity availability in supplies, ship parts & weapons, and fuel) and ground (supplies, marines, fuel). But then I realized the existing invasion points work the same (in a cruder way) while also having far more playtesting behind the system, so for now I'm just plugging a couple more things into the invasion points mechanic, most recently the base strike missions against pirate/Pather bases. Maybe I'll rename them to 'military assets' or somesuch.
A significant limitation is that I have/can only hook (a portion of) Nex mechanics into the system, most notably invasion/raid fleets. Vanilla fleets like patrols and the colony crisis fleets currently aren't connected to it; I might find a way to do so if/when I want, but it'll need a bunch of thinking over and implementation work that I won't get into here.
In any case I don't yet plan on tracking these resources per-market or implementing them as an actual commodity that gets moved around by trade fleets.
There are any number of cool ideas for economic simulation I can come up with, but if the player doesn't actually perceive a difference in how things behave, then the 'fake' behaviors would've worked just as well. (This was a big concern of mine when developing the strategic AI: whether the super smart and sophisticated system ends up playing in the same manner as the crude 'do things at random' system.)
Destroying stations
Well, is there a particular reason to implement this for either the player or NPCs, beyond the already-extant sat bomb mechanic?
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Thank you for the detailed answer. I had not considered the difficulties in interfacing with all the components of the game; I thought it was easily moddable for an external developer.
Destroying stations: It feels odd that some pirate stations (or any other) are constantly under repair because they are trashed by in-system hostile patrols or fleets, and then brought back online rapidly (although you can still dock and do your usual business even if damaged). It seems very pointless, but then it is on par with patrols generated from nothing at rapid intervals. I probably need to accept that SS is not a 4X game and will never be!
I should try returning to Aurora, if I can muster some neurons, and if not, I can try Distant World 2, once it is more polished, if that even happens. ;D
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Is there a walkthrough for the Midnight Dissident questline?
I was sure there was more to it after you Spoiler
Defend the Ludd station and get the Planetkiller bomb.
but idk if I just missed what I was supposed to do for the next step, finished the questline or if im bugged.
I thought MD wanted me to find someone but I ended up bounty hunting for 15 hours and the quest markers gone and theres no mention of them hahaha
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That's the last mission :)
(Not sure how to indicate this. Maybe I'll just write "the end" or a longer version thereof in the final intel update bullet points and description, or add a quick dialog with Midnight)
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Oops! I must of been thinking of another mod mission. I haven't played in about a year so im mixing everything together haha
Thanks for the reply and Thank You for the mod! :D I couldn't imagine SS without it.
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Does Nexerelin disable the new colony threat colony crisis mechanics with Hegemony, Persean League, Pirates, etc? I actually enjoy starsector more without that stuff, sometimes I just want to play a random galaxy in Nexerelin and let my colonies grow in peace.
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It doesn't, and I haven't (yet) planned to add a switch for this.
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This may be a dumb question but I am certainly curious regardless.
Does befriending the Remnant's via Midnight help lessen the Remnant Colony Crisis? Or should I just clear out any systems with them in there before meeting her to avoid issues?
In .96 I enjoyed having a remnant Nexus in my sector, as they provided a very useful buffer against others as I grew.
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So i think there might be some problem between "Terraforming and Station Construction" and "Nexerelin", cause right after building a station i got invasions coming to take that station pretty much constantly, before that i had multiple planets for many cycles and they didn't got invaded once, is there some kind of ai that prevents factions from invading just established colony or something, cause if yes i think that ai ignores stations build by a player.
I've already asked about it on TaSC and the mod maker said that he isn't aware of anything in his mod.
Also just fyi i'm playing on 0.96 and my Nexerelin version is v0.11.1
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Hello i have a question, is there a way to make AI factions more eager to reclaim their lost planets? I often have situations when one planet gets invaded, invasion fleets get destroyed but ai REFUSES to reclaim their planet (cough cough sindrian dictat lossing curor to early invasion every run cough cough). It would be cool if factions were more eger to reclaim their lost worlds, or at least if factions that are confined to single system had some "stronghold" buff soo they wont be doomed to a death spiral if one planet gets taken, it would also give some more lore reasons why they still exist in sucha a volitile sector.
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Hello i have a question, is there a way to make AI factions more eager to reclaim their lost planets? I often have situations when one planet gets invaded, invasion fleets get destroyed but ai REFUSES to reclaim their planet (cough cough sindrian dictat lossing curor to early invasion every run cough cough). It would be cool if factions were more eger to reclaim their lost worlds, or at least if factions that are confined to single system had some "stronghold" buff soo they wont be doomed to a death spiral if one planet gets taken, it would also give some more lore reasons why they still exist in sucha a volitile sector.
I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.
I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.
Does befriending the Remnant's via Midnight help lessen the Remnant Colony Crisis? Or should I just clear out any systems with them in there before meeting her to avoid issues?
In .96 I enjoyed having a remnant Nexus in my sector, as they provided a very useful buffer against others as I grew.
Midnight won't help with the Remnant colony crisis until a later update.
So i think there might be some problem between "Terraforming and Station Construction" and "Nexerelin", cause right after building a station i got invasions coming to take that station pretty much constantly, before that i had multiple planets for many cycles and they didn't got invaded once, is there some kind of ai that prevents factions from invading just established colony or something, cause if yes i think that ai ignores stations build by a player.
I've already asked about it on TaSC and the mod maker said that he isn't aware of anything in his mod.
Also just fyi i'm playing on 0.96 and my Nexerelin version is v0.11.1
Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
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I have not played modded for a while so I dunno what the new strategic faction AI is capable of but I have 2 suggestions:
A toggle to mix old and new vengeance fleets and for the AI to send defense fleets to thwart invasions and maybe raid attempts etc., inb4 the AI can do that now.
Maybe the AI could also send invasions if the player is weakened or is invading them... inb4 the AI can do that now.
Thank you for the excellent Mod. Mmm, maybe I'll start a new modded playthrough, actually planned to do a modded one around Mai or June, but ehh, today seems fine too.
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Hello !
Thanks for the mod, I'm really having a blast, and all this life really gives a new purpose to the game.
I have a question regarding Market Value. Does the Market Value increase when new colonies and new industries are built ?
In vanilla, at first building more colonies helps get a bigger share of the pie, but then it just divides the income between the colonies with increased upkeep cost, so it grealty hinders the economic viability of colonies past a certain point.
I hope Nexerelin allows for a growing economy !
Thanks :)
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Quick question not sure if this a nexerelin or vanilla feature. How did I get these "x" on the my map next to the name of each area to indicate what I've already explored? I think I pressed some key or key combination on the keyboard, and it suddenly popped up.
[attachment deleted by admin]
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it's a vanilla feature, see the little "explored" button in the bottom left of the map.
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Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
Yes i do, I'm doing pirate playthrough rn, and after making my station a bit better protected the invasions slowed down, I'll relay that info to TaSC, thanks.
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I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.
I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.
As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?
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Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?
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Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
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Hello !
Thanks for the mod, I'm really having a blast, and all this life really gives a new purpose to the game.
I have a question regarding Market Value. Does the Market Value increase when new colonies and new industries are built ?
In vanilla, at first building more colonies helps get a bigger share of the pie, but then it just divides the income between the colonies with increased upkeep cost, so it grealty hinders the economic viability of colonies past a certain point.
I hope Nexerelin allows for a growing economy !
Thanks :)
Hello!
Unfortunately mods don't have access to the setting for whether player colonies contribute to market value, so you'll just have to keep some independent consumers around to increase your revenue.
As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?
I might add a setting for this at some point, yeah!
By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?
That's right.
Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.
Anyway this is vanilla behavior which Nex currently doesn't interface much with; I expect to examine Nex integration with colony crises more broadly in a future version.
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Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.
Anyway this is vanilla behavior which Nex currently doesn't interface much with; I expect to examine Nex integration with colony crises more broadly in a future version.
[/quote]
I'm not sure which it is, I would assume the later as it was three fleets directly attacking my orbital
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Awesome mod. I've got two questions.
First, regarding mining. I see NPC mining fleets harvesting asteroids and non-colonized planets. Am I correct that those are spawning from Nex? What triggers how these spawn? Like do they spawn from colonies BECAUSE of the presence of a mining industry, or because of the ABSENCE of a mining industry, or do the spawn regardless so long as there is mineable stuff to get in the sector? Basically I'm trying to figure out whether if I form a cluster of colonies in a sector, do I need mining industries to meet the colony demands, or could I theoretically just build more advanced industries and meet ore/volatiles demand with free mining fleets bringing back ores and volatiles, so long as there were appropriate asteroids / planets for them to mine to get that stuff.
Second, regarding planetary defense and storage. If I leave a bunch of marines and heavy armaments in storage on my colony, do they serve any help in planetary defense of my colony? Or do they just hide in the warehouse while the enemy takes over my planet? And if the latter, if I take over the planet again will they still be there (assuming it didn't get destroyed / decived)? Trying to think of a way to beef up planetary defense beyond what heavy batteries, a star fortress, and supporting AI cores & modules can offer.
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The random nexerelin war declarations with the recent basegame colony difficulty increase make the game borderline unplayable, that 60%+ access hit is waaay too much from hostilities.
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Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
You can just click the little yellow exclamation mark to remove/add intel from the important tab.
I know but it's a little annoying to do that every single time I start a new game
anyways I think it'd be nice if the personal info intel item had a section for mining stats; including: ore mined, transplutonic ore mined, volatiles mined, organics mined, hidden caches found, and maybe current mining power
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Awesome mod. I've got two questions.
First, regarding mining. I see NPC mining fleets harvesting asteroids and non-colonized planets. Am I correct that those are spawning from Nex? What triggers how these spawn? Like do they spawn from colonies BECAUSE of the presence of a mining industry, or because of the ABSENCE of a mining industry, or do the spawn regardless so long as there is mineable stuff to get in the sector? Basically I'm trying to figure out whether if I form a cluster of colonies in a sector, do I need mining industries to meet the colony demands, or could I theoretically just build more advanced industries and meet ore/volatiles demand with free mining fleets bringing back ores and volatiles, so long as there were appropriate asteroids / planets for them to mine to get that stuff.
Second, regarding planetary defense and storage. If I leave a bunch of marines and heavy armaments in storage on my colony, do they serve any help in planetary defense of my colony? Or do they just hide in the warehouse while the enemy takes over my planet? And if the latter, if I take over the planet again will they still be there (assuming it didn't get destroyed / decived)? Trying to think of a way to beef up planetary defense beyond what heavy batteries, a star fortress, and supporting AI cores & modules can offer.
Thanks!
Colonies will generate ore mining fleets if they have a mining or refining industry, and/or volatiles mining fleets if they have a mining or fuel production industry (and there are suitable resources to mine in the system). But the fleets are mostly decorative; they won't contribute to a colony's availability of commodities, although they can cause a shortage with enough mining fleet losses. You'll need to build industries (or rely on the automatic imports) to supply your colonies.
Marines and heavy armaments in storage won't be used or touched when a ground battle occurs. The military base series will contribute a bit to defender count in ground battles, and an alpha core admin will give a strength buff IIRC; other than that, it sounds like you've taken all the defense boosts already. (If you're around the colony and can't defeat the invasion fleets directly, participating in a ground battle personally will also tip the scales quite handily).
The random nexerelin war declarations with the recent basegame colony difficulty increase make the game borderline unplayable, that 60%+ access hit is waaay too much from hostilities.
Well, you shouldn't be getting a 60 percentage point increase in the access penalty just from one faction or even two declaring war on you. (Just tested it with my 6-6-4 colonies in an otherwise completely vanilla sector: flipping Heg to hostile made penalty go from 12% to 35%; adding PL to the bargain sent it to 56%)
For now I'd recommend recruiting an operative and/or doing some jobs to butter the big players up a bit before starting a colony; even if the random events all go the wrong way it'll give you some margin before things go wrong.
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Hi! Im new to messing around with nexerelin but i saw that you could edit the player.json to change the ships you start with but when i did the category just disappeared?
I did my best to emulate the format [editing in Notepad++] but it doesnt appear and when i try to add a ship to a set, that category disappears.
Any suggestions? I just want to start with a ship of my choosing :(
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Ship browser or console commands could also be an option to get a desired starting ship.
https://fractalsoftworks.com/forum/index.php?topic=26261.0
https://fractalsoftworks.com/forum/index.php?topic=4106.0
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Any reason why starfarer income mult (hardModeColonyIncomeMult) is capped at 0.5 or easy way to get around it without removing lunalib?
Ideally I'd like to be able to have a colony and not instantly get a 300-1000k income
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could you add a option to weaken outposts? just checked in at my outpost and it had a insane amount of resources for a rather low cost to make. good 75k fuel and 7k supplies. the outpost was active for 2-3 years, whats preventing me from just building a whole solar system's worth and just profiting off of supplies.
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could you add a option to weaken outposts? just checked in at my outpost and it had a insane amount of resources for a rather low cost to make. good 75k fuel and 7k supplies. the outpost was active for 2-3 years, whats preventing me from just building a whole solar system's worth and just profiting off of supplies.
Outposts use default colony behavior - the supplies stored aren't yours, they belong to the colony, and you'll be charged for them at the end of the month.
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Is there a way to enable dead factions re spawning if you started the game with it disabled?
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Forgive me if this is a known issue, but I'm having a problem with the Comradery Background. I chose to give my comrade the Perfect Planning skill as his unique, but once I was in game he had zero skills despite being level 1. Now he's just sort of a gibbed officer. Also, is it possible to add that skill back to the officer somehow?
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Forgive me if this is a known issue, but I'm having a problem with the Comradery Background. I chose to give my comrade the Perfect Planning skill as his unique, but once I was in game he had zero skills despite being level 1. Now he's just sort of a gibbed officer. Also, is it possible to add that skill back to the officer somehow?
Comradery is from Random Assortment of Things, might have better luck posting there
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The relentless spam of alliance offers is getting pretty annoying. Could one form an alliance with the Independents in order to adhere to the most milquetoast politics?
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Any reason why starfarer income mult (hardModeColonyIncomeMult) is capped at 0.5 or easy way to get around it without removing lunalib?
Ideally I'd like to be able to have a colony and not instantly get a 300-1000k income
You can override the min/max in the GUI settings by editing exerelin_config.json directly with a value outside the bounds.
Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
Is there a way to enable dead factions re spawning if you started the game with it disabled?
ReloadNexConfig console command will have the setting.
The relentless spam of alliance offers is getting pretty annoying. Could one form an alliance with the Independents in order to adhere to the most milquetoast politics?
Not 'legitimately', but CreateAlliance player independent in console will probably do it.
(There's apparently a bug where alliance offers are made way more often than they should be, haven't tried to track it down yet)
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so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game
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I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?
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I'm still getting Hegemony Investigators even after wiping them out. I'm guessing the main game doesn't have an option for a faction getting destroyed so the spawning of Heg Investigators is independent from the faction actually existing. Can't find Heg in the settings.json though so I don't know.
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so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game
I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?
Do you have LunaLib installed? If yes, the settings made via its in-game UI will generally override manual changes to config files. This includes the default settings if the LunaLib settings have not been modified.
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What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.
I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
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Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
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I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
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What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.
I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
Yeaaaah, a bunch of things consume invasion points without needing those points to actually be available. Might need to add a limit to how far into the negatives it can go.
Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that, and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.
(https://i.imgur.com/A5mX6I9.jpeg)
...and now I saw this post (https://fractalsoftworks.com/forum/index.php?topic=29433.msg431310#msg431310) and yeah, I don't think this is an attempt at serious discussion.
I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
I've had two previous bug reports where player took a Luddic Path start and became hostile to them immediately after doing a mission for them. One of the players later narrowed it down to LOST_SECTOR, which I'll check later.
Commission income being 6-10k sounds like Ruthless Sector, dunno if related.
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All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that
Turns out it was modded nonsense, though I'm still not sure what exactly was causing it (something was adding a non-industry that can produce drugs). I mean, I did mention drugs, you could have called me out on that if your goal was just to be snarky.
The fact is that farming is still 80k on a size 3 with subpar accessibility and stability and tons of unresolved extra overhead in a game with a fraction the systems of a game with extra factions, and it basically ends any hint of the game having an economy when your passive income is several times the returns of any quest in the time it takes to do the quest.
I want a colony to have access to the fights etc. surrounding owning a colony, but I don't want to have the colony instantly give me unlimited money, which is why I asked in the first place.
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.
In my experience, and especially with non-core worlds sectors, there is always a food deficit. If a planet does produce food, it's not even half way to feeding the rest of the planets in the same system. The same goes probably even more so for drugs.
and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
I spend a lot of time flying around on the map.
...and now I saw this post (https://fractalsoftworks.com/forum/index.php?topic=29433.msg431310#msg431310) and yeah, go troll someplace else.
Every part of that post is correct, and as far as I'm aware nobody disagrees. You're being really insulting for something which it feels so ridiculous for you to even say (that onslaught is a good ship) in the first place. I literally test destroyers and cruisers against killing an onslaught and while the AI isn't quite capable of those acrobatics without often losing ships, almost invariably they go down to half their DP or less because with seemingly every fleet doctrine the AI understands to go around behind them. Being able to turn around in a timeframe that isn't measured in human generations on a ship with 80-90% of it's guns facing forwards (and mediocre stats all around to boot) is kind of important in a 2d tactical game.
If you disagree with my post, why not post in that thread?
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> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
> 'subpar stability' (apparently hasn't noticed that stability income modifier caps at 5 stab)
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
> claiming that "as far as I'm aware nobody disagrees" that, say, Onslaught is "literally the worst ship in the game", especially in a thread about someone specifically asking for it to be nerfed, and the second post after yours straight up goes "Dude"
Please do not post in my thread again.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
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> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
I haven't insulted anyone. I've been repeatedly insulted and several of my posts include quotes of insults directed at myself, sure.
I don't know why you're being so incredibly rude, especially over the quality of the onslaught as a ship. Are we not talking about the same ship?
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
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If you have good relations with Remnants (via working for Midnight Dissonant or whatever), having a Remnant nexus in the system shouldn't cause a colony crisis.
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> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
- Still not what 'subpar' means
- "just" burning 6 SP on a colony (that's the marginal cost if we take away the one on the Farming itself and accept the ~1/10 reduction in market share, if we keep the farming improvement it's 12 SP)
- Compared to the posted screenshot, SP'ing the post and getting Kanta's protection (217% access) raises the gross to 94,600 (increase of 12,690), a decent but not huge gain
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
I did notice, and this is still exactly as useful to the discussion as saying:
"You can't see the sun from the Earth"
"wtf you can"
"I mean at night, dumbass"
Claiming that people pay 40 DP for the rear of an Onslaught, as if no-one has ever figured out how to actually get the front half to see use, certainly not most of the time
If you have good relations with Remnants (via working for Midnight Dissonant or whatever), having a Remnant nexus in the system shouldn't cause a colony crisis.
Yeah it's on the todo!
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i just realised how outposts work and hot dang are they useful yet pricy. must say they are implemented quite well with the operating costs
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Im sorry for the maybe stupid question but do I need to start a new game for this mod or can i use an existing save?? thx in advance. I just cant find it anywhere.
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> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
Do you carefully tailor your battle size so that you never fight in anything but a 1v1 duel? In a group combat engagement there is next to no opportunity for anything but a suicidal Afflictor to get behind an Onslaught — to so do you’d have to go through the entire fleet around it.
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Im sorry for the maybe stupid question but do I need to start a new game for this mod or can i use an existing save?? thx in advance. I just cant find it anywhere.
You can add to an existing save. I'll make a mention this in the thread OP :)
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Is there any way to adjust colony sizes in nex's random sector mode? It keeps generating oodles of giant size 7 colonies everywhere which is at cross-purposes with my current intentions.
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Hey guys, I'm currently running into this issue with both the Hiver Swarm mod and Diable Avionics, were I get this error message for two of the mods I'm running. And after much discussion over at the Hiver Swarm thread and a lil bit of digging I'm starting to think that maybe the version checker integrated with Nexerelin might be the cause.
I'm currently running the latest version of the game (to my knowlege). Game running on Windows 11, using the mod manager that comes with the game and this is the first time I try to run it (The Hiver Swarm mod). It used to run fine just a few days ago.
I deleted the file from my mod game file and redownloaded the one you provide, but it says:
Name: Hiver Swarm (Message is the same for Diable Avionics, chainging the URL and the Installed Version.)
Installed version: v1.1.1
Online version: Failed to get version
failed to load master version file from URL "https://www.dropbox.com/s/hxk0wha4muuqkkp/HIVER.version?dl=1"
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Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.
So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.
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Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.
So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.
Ooh so it's just a case of playing normally and keeping an eye to update them whenever there are new updates? Got it, thanks!
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Is there any possibility that the sat bombing fleets get a bounty from defending factions?
So I could play as a sort of "good bounty hunter" or something like that.
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You know I wish there was a more concerted effort you could take to help de-civilised populations out and about the sector. I like the little random ones that turns the planet into a full on independent colony. It makes me go back to planets again and again to check in on them.
Wish I could do more of that.
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Right now it seems Legacy invasion mode isnt working, its correctly enabled but it uses the standard invasion mode regardless of what i do.
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There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.
[attachment deleted by admin]
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Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data? I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?
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Is there any way to adjust colony sizes in nex's random sector mode? It keeps generating oodles of giant size 7 colonies everywhere which is at cross-purposes with my current intentions.
It's hardcoded, sorry!
Almost every faction in random sector will get a size 7 as its homeworld, and then market sizes are distributed by cycling through fixed arrays of numbers (there's one each for planets, moons and stations, with the planets array containing a 7).
Is there any possibility that the sat bombing fleets get a bounty from defending factions?
So I could play as a sort of "good bounty hunter" or something like that.
Hmm, maybe someday!
Right now it seems Legacy invasion mode isnt working, its correctly enabled but it uses the standard invasion mode regardless of what i do.
Worked for me in a quick test just now. If you're using LunaLib, the ingame settings UI overrides the settings file (only using it for the default values), so check if it's set there as well. If you are using the Luna UI, don't forget to save the mod options after changing them.
There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.
Thought I fixed this bug a couple of versions back and it does seem to work in my 0.11.1b+ dev. Are you on latest?
Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data? I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?
It'll work exactly that way, yep.
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Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data? I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?
It'll work exactly that way, yep.
Will it just reduce the time until the first colony expedition or will it persist in reducing time for multiple expeditions if I sell a lot of survey data during the pause?
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Just the first expedition; the time to next expedition is reset afterwards.
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For the disable invasions until player founds a colony setting.. can you please make it not count outposts as a colony? I like outposts for exploring but I tend to avoid making one much longer now because of the colony crisis system + invasions.
I know its probably a pretty big change but between the crisis + starting up invasions it kinda defeats the purpose of outposts ?
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This is a lovely mod i can't imagine playing without, but there is one thing that needs a change: Invasions.
Not the strength, but other factions should be limited by the cost of invasions.
I did rough calculation of how much it costs and being at war with Hegemony, luddic church and Persean League. They are sending so many fleets after my colonies, it would take over 3x total market value to fund that war for 1 month and it was going on for about 5 by now(they attack, sue for peace and attack anyway).
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Just the first expedition; the time to next expedition is reset afterwards.
Thanks for the info!
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Is there a technical reason why we can't disable factions from mods when playing with the vanilla non-random core sector? In my case, I'd like to have UAF without the faction (like I was playing with random sector).
On a related note, (and I realize this may have been asked somewhere in this almost 400 page thread) how does random sector affect the new .97 questlines? I'm wondering about the crisis quests in particular (I usually skip academy quest so I'm not too bothered by that)
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For the disable invasions until player founds a colony setting.. can you please make it not count outposts as a colony? I like outposts for exploring but I tend to avoid making one much longer now because of the colony crisis system + invasions.
I know its probably a pretty big change but between the crisis + starting up invasions it kinda defeats the purpose of outposts ?
Huh, can the crises actually affect your outposts even if they do trigger? As for invasions I've got code here that straight up says "don't target hidden markets", which outposts are.
This is a lovely mod i can't imagine playing without, but there is one thing that needs a change: Invasions.
Not the strength, but other factions should be limited by the cost of invasions.
I did rough calculation of how much it costs and being at war with Hegemony, luddic church and Persean League. They are sending so many fleets after my colonies, it would take over 3x total market value to fund that war for 1 month and it was going on for about 5 by now(they attack, sue for peace and attack anyway).
Well the game (with/without Nex) doesn't use credits for NPC factions and it'd take a pretty big redesign to start doing so. Though invasions are nevertheless limited by invasion points (generated based on faction commodity availability), which you can track in the diplomacy profile or strategy AI intel items.
Is there a technical reason why we can't disable factions from mods when playing with the vanilla non-random core sector? In my case, I'd like to have UAF without the faction (like I was playing with random sector).
On a related note, (and I realize this may have been asked somewhere in this almost 400 page thread) how does random sector affect the new .97 questlines? I'm wondering about the crisis quests in particular (I usually skip academy quest so I'm not too bothered by that)
In non-random sector system spawning is handled by the faction mods' own code, so relies on them to add a switch on their end.
Colony crises that rely on named planets won't work in random sector. IIRC this is the League, Church and maybe Diktat ones; the TT one may also have a (hopefully not fatal) error if you bribe the Tactistar mercs.
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Nexerelin version checker is broken, It's saying "Failded to load master version file from URL" How can i fix the Version checker?
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If I disable a faction, will I still be able to get their ships/weapons from blueprints? I love this mod, and I love the ships from many factions, but if I have too many of them, the game becomes unplayable. Trying to find out if the disable option is the best of both worlds
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Yes you can find the loot of the faction in research stations and stuff but if the mod isn't enabled i don't think so
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Yes you can find the loot of the faction in research stations and stuff but if the mod isn't enabled i don't think so
I had a suggestion a while back that you should be able to start as an emergent faction, and choose from the not active factions blueprints. And you could choose these blueprints exclusively for your faction.
I do believe you can require blueprints from the console from inactive factions. Admittedly its cheating thought.
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Does anyone know how to fix version checker to not fail to check version of mods?
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If VC fails to load the remote version file that may be a connection problem, or (unless the same URL worked before) the modder messed up the hosting of the file.
Though it just means you'll have to manually check for updates to those mods. If it's a problem with the ingame 'net connection specifically, MOSS or SMOL mod managers may still be able to get the version files from the same URLs.
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Heya,
just for anyone, who might be interested in this bug:
The buildin Version Checker fails with with:
javax.net.ssl.SSLHandshakeException: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.ssl.Alerts.getSSLException(Unknown Source)
at sun.security.ssl.SSLSocketImpl.fatal(Unknown Source)
at sun.security.ssl.Handshaker.fatalSE(Unknown Source)
at sun.security.ssl.Handshaker.fatalSE(Unknown Source)
at sun.security.ssl.ClientHandshaker.serverCertificate(Unknown Source)
at sun.security.ssl.ClientHandshaker.processMessage(Unknown Source)
at sun.security.ssl.Handshaker.processLoop(Unknown Source)
at sun.security.ssl.Handshaker.process_record(Unknown Source)
at sun.security.ssl.SSLSocketImpl.readRecord(Unknown Source)
at sun.security.ssl.SSLSocketImpl.performInitialHandshake(Unknown Source)
at sun.security.ssl.SSLSocketImpl.startHandshake(Unknown Source)
at sun.security.ssl.SSLSocketImpl.startHandshake(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.afterConnect(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at exerelin.utilities.versionchecker.VersionChecker.getRemoteVersionFile(VersionChecker.java:79)
at exerelin.utilities.versionchecker.VersionChecker.checkForUpdate(VersionChecker.java:122)
at exerelin.utilities.versionchecker.VersionChecker.access$500(VersionChecker.java:20)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:375)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:363)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.validator.PKIXValidator.doBuild(Unknown Source)
at sun.security.validator.PKIXValidator.engineValidate(Unknown Source)
at sun.security.validator.Validator.validate(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.validate(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.checkTrusted(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.checkServerTrusted(Unknown Source)
... 24 more
Caused by: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.provider.certpath.SunCertPathBuilder.engineBuild(Unknown Source)
at java.security.cert.CertPathBuilder.build(Unknown Source)
... 30 more
Specifically, it seems to hate DigiCerts root CA. At least (as far as I can tell) the issue only happens for mods, which use version files hosted on webservers, which are certified by DigiCert. Others seems to work fine, as far as I can tell.
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Small suggestion but could you add a "improve alliance relations" option/button for operatives that improves the relations between factions in an alliance and or some way to see relations between factions in an alliance?
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Nexerelin version is having currently having a Ze/Zer it worked for a day and it's now broken again
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How to I stop/supress the noise that an alliance offer makes? Right now I keep getting spammed by the imperium and diktat who really want me to join them and I'd like to "supress" the notifications. That noise is becomes quite irritating.
Alternatively getting the alliance requests to stop would also be nice.
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How to I stop/supress the noise that an alliance offer makes? Right now I keep getting spammed by the imperium and diktat who really want me to join them and I'd like to "supress" the notifications. That noise is becomes quite irritating.
Alternatively getting the alliance requests to stop would also be nice.
I literally signed up here just now to second this. I'm getting it literally every 20 seconds at this point. XD
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If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)
Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.
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Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).
I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
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If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)
Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.
I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
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Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).
I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...
If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)
Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.
I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Yeah it's supposed to wait 120 days before the same faction can ask again.
HOWEVER I found reason to believe the check isn't actually being used :-X (edit: or is it?)
I'll set up a test case and investigate.
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Got a slight issue with Midnight Dissonant and the nexuses she has me setting up, after setting them up i've noticed that for some reason they keep sending out fleets to sat bomb my colonies, is that intentional, a bug, some hardcoded thing to do with the base game or an oversight? my rep is 100/100 with MD and 80/100 with the [REDACTED] fleets so by all logic they shouldn't even be going after me from the VERY nexuses that i gave resources to the fleet that built them for the quest. I know it's the ones i gave resources to because of where the fleets leave (i make a note what system they are on a notepad doc so i know where they are relative to every other faction and mine) from and it's always enough fleets to make sure that even a starfortress and any defenders go down (just had one on my starter colony that had been given more defenses than fort Knox go down and that had a starfortress, planetary shield from the mod that adds that plus a defense fleet and two allied fleets orbiting and it still wasn't enough) and i loose the colony.
Not sure if anyone else has this problem but just thought i'd mention it.
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Is there any possibility of "stopping" the major factions starting new colonies?
I enjoy the exploration aspect before founding own colonies and the factions creep outwards pretty fast. It makes the core world more and more unimportant.
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Is there any possibility of "stopping" the major factions starting new colonies?
I enjoy the exploration aspect before founding own colonies and the factions creep outwards pretty fast. It makes the core world more and more unimportant.
There are a number of options regarding this in the settings.json or lunalib configurations, if you're using that. You can even set it so factions don't start colonizing until your first colony.
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Thanks, but could you elaborate forther? It is the first time I have looked at these files and I do not find the correct passages it seems...
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Go to starsector/mods/nexerelin/exerelin_config.json. Edit the file with notepad or notepad++.
Look for the bolded line here.
Spoiler
"factionRuler": false, # gain same powers over a normal faction as you'd have with followers (probably not fully functional)
"corvusModeLandmarks": false, # adds some decorative landmarks in non-random Sector (will always be present in random Sector)
"useEnhancedStartRelations": true, # nicer starting relations between factions in non-random sector; e.g. League and Diktat are now only welcoming instead of cooperative
"useEnhancedCoreWorlds": true, # increases defenses and/or economic capacity of some core worlds in non-random sector
"useEnhancedAdmins": true, # gives named NPC admins some special skills
"useCustomBattleCreationPlugin": true, # affects things like map size and number of objectives
"officerDeaths": false, # officer permadeath (may be buggy)
"officerDaredevilBonus": false, # 50% experience bonus for officers in a frigate, 25% in a destroyer
"stabilizePackageEffect": 2,
"rebellionMult": 1, # higher mult means unrest will boil over into rebellion more quickly
"maxNPCNewColonySize": 6, # for new colonies created by colony expedition event
"hardModeColonyGrowthMult": 0.75,
"hardModeColonyIncomeMult": 0.9,
"colonyExpeditionInterval": 270, # days, starts in cycle 207; also note nex_expeditionDelayPerExistingColony in settings.json
"colonyExpeditionsOnlyAfterPlayerColony": false,
"enablePunitiveExpeditions": true, # if false, vs. competitor and free port expeditions will not happen (territorial ones still will)
"autoResistAIInspections": true, # default to resisting Hegemony AI inspections
"updateMarketDescOnCapture": true, # change market descriptions to reflect new controlling factions (only affects some markets, in non-random sector)
Change false in the bolded section to true and when you next start a game, it should prohibit AI from making colonies until you do. To find this line, you can open exerelin_config.json, hit ctrl + F, and enter something like "AfterPlayerColony", and you will search for that line.
However, if you have Lunalib installed, this will not work, as the Lunalib editor saves its own configurations. You will need to click the lunalib configuration tool at the top left of the main menu after starting the game and edit the options from there.
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Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).
I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...
If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)
Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.
I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Yeah it's supposed to wait 120 days before the same faction can ask again.
HOWEVER I found reason to believe the check isn't actually being used :-X (edit: or is it?)
I'll set up a test case and investigate.
I've been thinking more about this and I feel like the best solution here could be a lunalib/config option that disables ai factions from offering alliances to the player themselves and instead forcing alliance offers with the player to be initiated by the player, all other requirements for such an alliance remaining the same. As it stands the expected behavior you stated is much better then what I have right now, but it still means I'm getting the "you're being invaded/attacked" notification sound every 120 days (per faction).
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Got a slight issue with Midnight Dissonant and the nexuses she has me setting up, after setting them up i've noticed that for some reason they keep sending out fleets to sat bomb my colonies, is that intentional, a bug, some hardcoded thing to do with the base game or an oversight?
Nex Remnant relations haven't been integrated with colony crises yet. I'll make it so having Midnight as a contact will stop all Remnant contribution to crises.
For now don't accept any nexus construction jobs in a place you want to colonize, or sneakily kill the nexus afterwards (unlike normal Remnant fleets it doesn't always know who you are, so transponder-off works).
I've been thinking more about this and I feel like the best solution here could be a lunalib/config option that disables ai factions from offering alliances to the player themselves and instead forcing alliance offers with the player to be initiated by the player, all other requirements for such an alliance remaining the same. As it stands the expected behavior you stated is much better then what I have right now, but it still means I'm getting the "you're being invaded/attacked" notification sound every 120 days (per faction).
Good call, I'll add a setting.
(Also changed the notification sound to the default one while I'm at it)
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Nex Remnant relations haven't been integrated with colony crises yet. I'll make it so having Midnight as a contact will stop all Remnant contribution to crises.
For now don't accept any nexus construction jobs in a place you want to colonize, or sneakily kill the nexus afterwards (unlike normal Remnant fleets it doesn't always know who you are, so transponder-off works).
That's good to know all that, i'll hold off on accepting those for now then.
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How to disable alliance invites?
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how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
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How to disable alliance invites?
Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)
how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).
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How to disable alliance invites?
Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)
how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).
thx so that where they from, i thought it from some sort of special salvage
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How to disable alliance invites?
Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)
I would like something without such methods, just a button to turn it off, thanks for the answer, I’ll wait for more answers.
Ah, you are the last option, oke, tnx!
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Histidine,
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod, I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:
Spoiler
package data.scripts;
import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;
public class HIVERmodPlugin extends BaseModPlugin {
@Override
public void onNewGame() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
new HIVER_gen().generate(Global.getSector());
}
}
@Override
public void onGameLoad() {
InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}
}
Any help in this or if it is actually doable would be appreciated.
Thank you.
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Ever since I last updated my mods, Midnight's Showdown mission has been buggy. If the nexus spawns any new remnant fleets during the battle, they will be hostile and chase the player. I don't remember having this issue in earlier versions of Nexerelin.
This time it happened however, ALL remnant fleets became hostile and started chasing me. This happened shortly after a small hegemony fleet fought the nexus, although it is still intact and I have not failed the showdown mission yet, so I don't know if that had anything to do with it. And no, I didn't attack any remnant fleets, if I did I wouldn't be treating this as a bug.
Screenshot (https://prnt.sc/X3AU_lz9cKBD) (all visible remnant fleets besides the nexus are hostile, despite the showdown mission being ongoing)
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Hmmm, no idea how that could happen, I'll see if it happens in my current playthrough. Did you end up hostile to Remnant fleets in other systems, and/or the faction as a whole?
Histidine,
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod, I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:
Spoiler
package data.scripts;
import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;
public class HIVERmodPlugin extends BaseModPlugin {
@Override
public void onNewGame() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
new HIVER_gen().generate(Global.getSector());
}
}
@Override
public void onGameLoad() {
InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}
}
Any help in this or if it is actually doable would be appreciated.
Thank you.
There's no API method for changing grace period like that (you are using an IDE, right? it would tell you this) and invasion grace period isn't faction-specific in any case.
You could modify a faction's invasion points with the following code, maybe have an EveryFrameScript or an EconomyTickListener depressing Hivers' invasion point income for a year or so:
InvasionFleetManager.getManager().modifySpawnCounter(<factionId>, <points (negative amounts to reduce)>);
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Thank you for getting back to me, I will certainly look into it.
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Hmmm, no idea how that could happen, I'll see if it happens in my current playthrough. Did you end up hostile to Remnant fleets in other systems, and/or the faction as a whole?
Some details I recall:
- Didn't check my rep at the time because I didn't think it was possible, but as I was typing this I realized I could've remotely called Midnight (not sure what mod adds this feature)
- Our relationship was inhospitable last I remember before starting the mission
- I changed my faction commission (from VRI to Spindle) shortly before starting the mission
- I used the console mod to forcefully adjust the relationship after remnant fleets started chasing me
- I started farming AI cores immediately after the mission ended to see how they like it so they would've been hostile anyway after I left the system. (Never knew why but remnant fleets can always identify you, even if your transponder is off and you don't have ziggy in your fleet.)
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Just a question to make sure if this is intended behavior or not.
I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.
Is this behavior intended if you disable Invasions, or is there something else I'm missing?
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Just a question to make sure if this is intended behavior or not.
I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.
Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Devcivs happen when a planet is unstable for a long period of time. This mostly happen either after invasions (which you've turned off) if you can't get a handle on the situation.
Or if the enemy keeps raiding and tac/sat bombing the planets.
So it's a bit of a weird one, instead of trying to invade the planets and stations of pirates and their enemies. They will just go and bomb the *** out of them. And since Pirates are hated by everyone, and are very decentralised with everyone at war with them.. relief fleets to stop devics from happening rarely make it there.
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API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
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Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
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Just a question to make sure if this is intended behavior or not.
I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.
Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Markets will only decivilize their stability is at zero for extended periods of time (at least 16 months), which should only happen when someone is actively raiding or otherwise disrupting the place. Are the pirate markets being regularly raided (although this shouldn't happen unless the pirate invasions setting is enabled)?
You can check the tooltips for the stability bar and the recent unrest to see what's causing their stability loss.
API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
Sure, I'll add a getter later :)
Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
It'll apply midgame, like with most other settings.
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Garnir deciv
If you think that's bad, I had SEVERAL games in the last version where SINDRIA deciv'd
Fuel prices skyrocketed like they did IRL
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Is there anything happening to being friend with remnants?
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Garnir deciv
If you think that's bad, I had SEVERAL games in the last version where SINDRIA deciv'd
Fuel prices skyrocketed like they did IRL
I've been babysitting Askonia on my current game because they just keep losing for some reason. I had to do something because rhe Sindria crisis won't start.
It's weird how events pan out when off-screen. At one point, I had 4 defence fleets orbiting Volturn and somehow the invasion fleet still got to the ground and won. But when I reloaded and went there personally, it was just one lonely Heg invasion fleet that only has cruisers and Atlases.
Ofc, since I'm already watching, my defence fleets along with one Sindrian Grand fleet were suddenly motivated to work and pummeled it to oblivion. It wasn't "evenly matched" as the reports claimed.
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I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating raid intel
387924 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
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Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
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Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.
Is there anything happening to being friend with remnants?
Next version having Midnight as a contact will prevent the Remnant component of colony crises. No other changes planned.
Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
Nyet
(could add it back with a console runcode I'm not typing out right now)
I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating raid intel
387924 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Looks like a patrol trying to build an objective type that doesn't exist on a stable location, and crashing as a result. I couldn't tell you which mod is causing the problem though.
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For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?
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I also had the issue where invasions will almost always win, unless the player is physically present.
I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.
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Hmm, a failure to load the save sounds like an unrelated issue to this one; the invasion issue should specifically only happen when the game is already running.
Anyway Himemi on Discord kindly provided fix jars for the invasion ability crashes:
ArmaA (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar)
UAF (https://cdn.discordapp.com/attachments/619635013201428481/1112390515808272435/UAF.jar)
Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
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Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.
Just chiming in to say that I've also noticed that distant autoresolve often has wildly different results compared to the player being physically present. It seems especially dramatic in cases where there's an "event" fleet helping to defend things (the "Ghost of Meshan" fleet guarding the MRC headquarters is a good immediate example - that fleet + a star fortress can deter most invasions if the player is present with ease, but they will struggle with just autoresolve somehow).
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Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
If you're playing on Starsector 0.97, the current versions of UAF and ArmaA already have the bug fixed.
For 0.96, update UAF to the latest release for that SS version; for ArmaA try this (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar?ex=661be7da&is=660972da&hm=b871cca56eb1afe1e9065c3a36c74dea1e56272177fb052bc2fc3a0daf630add&) (or if you're starting a new save, see if the ArmaA beta had already been released for 0.96, that version will work)
Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If this is a save from Starsector 0.96, it's not compatible with 0.97.
For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?
You can increase max relations with the faction by using DiplomacyManager.modifyMaxRelationshipMod (max relation modifiers are stored as a HashMap in faction memory, so if you don't want Nex as a library in your project you can modify the map directly)
For min relations, only way to remove the clamps is to call DiplomacyManager.setStartRelationsMode and set the mode to FLATTEN, which will unclamp relations for all factions.
I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.
Hmm, if the Church isn't in the crisis meter any more then the fleets should also stop spawning (vanilla code). Do the Knights come back after being killed (in combat, using console, or any other way)?
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after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?
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Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If this is a save from Starsector 0.96, it's not compatible with 0.97.
Ok, that probably explains it then, thank you! I have had Star sector on my computer for about a year before I picked it up recently and updated it partway through my save. I managed to bypass the part that kept giving me problems by hopping over to dev mode.
Follow up question, sorry if it sounds dumb lol. Is there any way I can update my save to make it completely compatible with 0.97, as that is the version I am running now, or am I just sort of out of luck on it?
Thanks for your help!
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Is there any way I can update my save to make it completely compatible with 0.97, as that is the version I am running now, or am I just sort of out of luck on it?
Just out of luck, mostly. You can use something like console commands to re-grant yourself XP, credits, ships, blueprints, etc., but are largely out of luck for colony development, officers, and plot progression. (Well, okay, colony progression has some useful console commands, too, but unless you did something like colonize a fixed planet in a core system - I recommend Crocodile - you'll still need to find a new place to call home.)
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after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?
It's vanilla (but doesn't normally come up since you can't become non-hostile to Remnants), the normal Remnant fleets in beacon systems will always know who you are.
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after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?
It's vanilla (but doesn't normally come up since you can't become non-hostile to Remnants), the normal Remnant fleets in beacon systems will always know who you are.
figure out why i got permanent positive ID on all remnant fleet, i had a mission to pick a scholar to one of the outer rim decivilized planet, once i finish that, the permanent identified modifier is gone
EDIT: now it appear again... SIIGH
It seems to affect on all remnants on any planets, not just the beacon ones
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what exactly are the story ramifications of skipping the tutorial? started a new game with a faction start, then got dialogue when speaking to someone about how i saved the academy system which actually made me restart since those events didnt happen in that game. but i screwed up my new game making a colony too soon so im starting again, but i did enjoy the faction start and want to do that again... but i dont want to miss out on content. and running through the tutorial on a new game isnt that big an ordeal assuming it actually matters.
i mean, if you skip the tutorial why would you even meet the academy guys and hit up their questline?
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what exactly are the story ramifications of skipping the tutorial? started a new game with a faction start, then got dialogue when speaking to someone about how i saved the academy system which actually made me restart since those events didnt happen in that game. but i screwed up my new game making a colony too soon so im starting again, but i did enjoy the faction start and want to do that again... but i dont want to miss out on content. and running through the tutorial on a new game isnt that big an ordeal assuming it actually matters.
i mean, if you skip the tutorial why would you even meet the academy guys and hit up their questline?
Have you played the tutorial? The one from the base game? In it, you do a short questline that ends with you stabilizing the jump points of the system which had been destabilized by an academy experiment. Skipping it just puts you after that questline with it already completed. Skipping it is also a vanilla option, not nex specific.
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hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
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So slightly weird thing.
Does this now make it so that you inherit the faction relations of whatever planet you start on as a free start?
Cuz that's what happened in my latest game and the only mods I can think of that would cause it are either this or maybe Ruthless Sector?
Either way it's weird.
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is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.
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is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.
It is a vanilla feature of the game. The "colony crisis" mechanic is meant to keep you under pressure and ever vigilant. See its evolution and how to fight against the many threats to your colonies in the Intel tab
EDIT: If you use Nexerelin, I could advise you to take a commision with one of the factions and manage your first few colonies as a Commisioned Administrator. In that case you no longer
have to endure colony crises derived from your own faction since the property of the planet or stations you manage is, in fact, of the faction paying you money to govern in its name
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huh. i am commissioned, and havent noticed anything different aside from having a little extra money to invest into this. when i founded my empire i was at -49 with pirates i think, and now im at -70 cause they wont stop coming. seriously feel you shouldnt lose rep for blowing up ships in your turn attacking your ships. but ye, the only time the pirates took a break battlegroup ix came knocking XD.
(https://i.imgur.com/gNP1un0.png)
(https://i.imgur.com/cS6bN5g.png)
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hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
Autoresolve doesn't check weapons IIRC, although I'd have to look at the autoresolve plugin again to be sure. Of course, if you ever have to actually fight alongside the fleet in an actual battle...
is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.
Pirate raids (of the kind in the screenshot) come if a base is targeting your system; kill the base and they'll stop, or maybe if you wait long enough they'll target someone else instead.
Although in this case one of the raids seems to be coming from a core worlds pirate planet, not sure what's with that (major faction strategic AI can do this, but it doesn't seem to be enabled here).
The Colony Crises intel will also generate pirates in your system, but luckily pirates (via Kanta) are the easiest faction to pay off in the game.
So slightly weird thing.
Does this now make it so that you inherit the faction relations of whatever planet you start on as a free start?
Cuz that's what happened in my latest game and the only mods I can think of that would cause it are either this or maybe Ruthless Sector?
Either way it's weird.
Yeah, that's a bug. Not sure what would cause that; if anyone else reports it I could see if it's a mod conflict or something.
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hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
Autoresolve doesn't check weapons IIRC, although I'd have to look at the autoresolve plugin again to be sure. Of course, if you ever have to actually fight alongside the fleet in an actual battle...
it seem like it does need to have weapon, cause i keep seeing the squad that i give a bunches of heavy hitter capital class ships set to patrolling a sector I didn't give any weapon cause i were in a rush to travel to another side of the galaxy, then that squad keep losing ships and turn into dead squad after i gone for a while and come back to the sector, the sector only threats were minor raider and luthid path, it rate of losing ship change drastically after i took back all the ship and put a bunches of weapons on all of them.Oh and the ai dont auto unmothball some of the ships XD
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i was wondering how to edit the selection of ships when you the custom option when choosing your fleet
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Hey you need to update the mod to account for the new Colony Crises system.
Specifically the Remnants.
The Colony Crises system makes Remnants saturation bombard your colonies near their Nexus. The only way to stop this is to kill the nexus. I hope its understandable why that is a problem if you do the Midnight Dissonance quests
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I seem to face some sort of problem with invasions.
In my game, the Hegemony does not seem to respect the Invasion point need to launch an invasion fleet, typically launching fleets at about 30k points, and then getting into the negative invasion points.
Furthermore Tri-Tachyon have been unable to launch an invasion fleet despite sitting at their cap of 27k for a few cycles now.
Auto resolve also looks to have some odd results sometimes, with fleets with green D-mods (I assume these are inbuilt mods?) seemingly reducing everything to rubble, with the most egregrious example being when the Hegemony Special Fleet destroyed another fleet with 4 Invictus class ships in it without losing a single ship.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.
Unfortunately I do not know how to post images in here although I will keep a copy of my save if someone desires it (0.97).
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i was wondering how to edit the selection of ships when you the custom option when choosing your fleet
It's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.
Hey you need to update the mod to account for the new Colony Crises system.
Specifically the Remnants.
The Colony Crises system makes Remnants saturation bombard your colonies near their Nexus. The only way to stop this is to kill the nexus. I hope its understandable why that is a problem if you do the Midnight Dissonance quests
Yeah, in next version having Midnight as a contact will block the Remnant part of the colony crisis.
I seem to face some sort of problem with invasions.
In my game, the Hegemony does not seem to respect the Invasion point need to launch an invasion fleet, typically launching fleets at about 30k points, and then getting into the negative invasion points.
Furthermore Tri-Tachyon have been unable to launch an invasion fleet despite sitting at their cap of 27k for a few cycles now.
Factions are allowed to overdraw invasion points if a larger force is needed for the target, but they'll need to pay back the deficit before the next invasion/raid.
The TT one might be because they don't have any invadable enemies? Or... because the requirement is for having > the point requirement instead of >=, whoops, lemme fix that.
Auto resolve also looks to have some odd results sometimes, with fleets with green D-mods (I assume these are inbuilt mods?) seemingly reducing everything to rubble, with the most egregrious example being when the Hegemony Special Fleet destroyed another fleet with 4 Invictus class ships in it without losing a single ship.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.
Yeah, special task groups have an autoresolve bonus which might be excessive now that (0.97) the base game takes S-mods into account for autoresolve. I'll put that on the todo list for checking.
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After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.
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BUG: Outpost storage fees displayed in colony overview page (Command -> Colonies). Net income shows as negative with a monthly storage fee if you have items in the local storage. However, it doesn't look like this is actually charged against you in the monthly income page (Command -> Income).
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I keep having random crashes, any idea what's causing this?
Spoiler
3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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I keep having random crashes, any idea what's causing this?
Spoiler
3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Does it happen after fighting a specific fleet? The crash seems to be from the dialog either not having a battle, or the battle not having a player side (using the Java 23 mod will give a more detailed error message). Not sure why it would happen.
After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.
I could make faction income do things at some point, but don't have any plans to right now.
It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*
*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.
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It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*
*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.
Well, even if income cannot be easily made to affect stuff, I would suggest removing that line from Strat.AI since it doesn't mean anything anyway and replacing it with more immediately useful information like fleet points available by specific owned colonies so you could, for instance, more easily determine which markets to take out to cripple the military industrial capacity of a faction. It's not like the player can't calculate this information manually already and infer it too from "find industries" thing in X menu.
More specifically, I'm referring to InvasionFleetManager::getMarketInvasionCommodityValue
function.
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Relatively new to Starsector, loving the game and this mod - have had a few very fun playthroughs already.
Quick question, is there a way to allow the player created faction show up on the faction list? I thought I saw someone explain how to do this in a thread somewhere, but for the life of me can't remember which thread it was.
Thanks in advance.
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Do you mean the player-controlled faction when you found a colony?
That's just the "player" faction. You are always your own faction (even when commissioned, you are still the player faction and are attached to an NPC faction in certain senses). The guts of "establishing" your faction is just that you get to control the flag/crest that represents you, the actual name of your group, and a few of the other variables. The player faction always exists because you always exist.
The behavior of the player faction is governed by the player.faction file in starsector-core/data/world/, or any mod that includes a data/world/ path with a player.faction file.
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Ah, thanks for the reply. What I mean is the faction list when you press F3 and go to the faction tab. In my game it currently shows the factions I have enabled, with info on known allies, known enemies, and reputation level between the factions. I was wondering when the player creates a colony and chooses a faction name and flag, is there a way for the player faction to also show up on this list. It's more an immersion thing and not really a big deal, but was just curious.
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Relatively new to Starsector, loving the game and this mod - have had a few very fun playthroughs already.
Quick question, is there a way to allow the player created faction show up on the faction list? I thought I saw someone explain how to do this in a thread somewhere, but for the life of me can't remember which thread it was.
Thanks in advance.
If you mean as a starting option, I think own faction is an option that starts you with a planet. Due to Colony Crises this is slightly harder than before
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I'm encountering an issue with "find pirate base" - I've had operatives complete the operation many times, but it always finishes with no notification, and no intel. I can then have them immediately "find pirate base" again - it's as if the operation doesn't complete for some reason. Any insight?
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I've noticed that when visiting a Luddic Shrine, if a novice approaches me and I select the "I'm a strong supporter of AI rights" option, Nexerelin increments the Sarcastic ethos by 1 (found in the "Personal info" panel). Shouldn't this instead increment the Pro-AI ethos?
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Ah, thanks for the reply. What I mean is the faction list when you press F3 and go to the faction tab. In my game it currently shows the factions I have enabled, with info on known allies, known enemies, and reputation level between the factions. I was wondering when the player creates a colony and chooses a faction name and flag, is there a way for the player faction to also show up on this list. It's more an immersion thing and not really a big deal, but was just curious.
Copypaste into console, should do the trick: runcode Global.getSector().getPlayerFaction().setShowInIntelTab(true);
I'm encountering an issue with "find pirate base" - I've had operatives complete the operation many times, but it always finishes with no notification, and no intel. I can then have them immediately "find pirate base" again - it's as if the operation doesn't complete for some reason. Any insight?
Is this with a base near a player colony generating Colony Crises contribution? That case might be buggy, I'll try to test.
(For now you'll just have to find the base yourself by going into the bar; or check the crisis intel or Pirates tab in intel in case the location is already known)
I've noticed that when visiting a Luddic Shrine, if a novice approaches me and I select the "I'm a strong supporter of AI rights" option, Nexerelin increments the Sarcastic ethos by 1 (found in the "Personal info" panel). Shouldn't this instead increment the Pro-AI ethos?
Well that's a question for David; the vanilla dialog sets the ethos, Nex just displays them in a neat table :)
I'll note that the rules.csv row for that dialog option has ID lppHookResponseTroll, the presumed implication being that the player character is doing it to bother the novice when they haven't even said anything yet.
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Does planetary operations stats from tactical drills affect nex invasions??
EDIT: got the answer from Histidine in discord Histidine said it affects it
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...the presumed implication being that the player character is doing it to bother the novice when they haven't even said anything yet.
I see. So, the fact that I am a strong supporter of AI rights is entirely beside the point. Got it, thanks! :P
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kinda weird how even when im ally with a faction like Tritechyon i still have to deal with their merc raid or im ally with sindrian diktat they send attacks to me, their own ally just because i build a fuel station because my sector keep loosing fuel to pirate raiders, what kind of an alliance is this?
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Greetings!
I was scouring over the github Quick Help page and the main page for the mod here, but couldn't find anything with an explanation for the "independent mode" setting for Special Task Groups.
I've toggled it on and off, but I can't tell what difference it's having on the behavior of the Task Group fleet. Hovering the option doesn't give a tooltip either, so I'm at a loss as to the function.
If anyone knows what this option does, I'd appreciate the insight.
(This mod has been such a refresher for my second playthrough, and has quite cleanly implemented some Stellaris-esque mechanics to make things more interesting. Thank you for all of the work you've done on it Histidine.)
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kinda weird how even when im ally with a faction like Tritechyon i still have to deal with their merc raid or im ally with sindrian diktat they send attacks to me, their own ally just because i build a fuel station because my sector keep loosing fuel to pirate raiders, what kind of an alliance is this?
That sounds like raids from the vanilla Crisis system that was added in the most recent game version. Crises attacks and events will occur regardless of relation standing, but there are actions you can take to negate Crises, or in some cases, resolve them permanently.
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Yeah, the colony crises are unrelated to standing. If anything, having high relations gives you a bit of leeway in dealing with problems in... assertive ways.
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I'm thinking of making alliances block crises from the relevant factions, but for most of these you want the crisis to happen and get rewards from it, so maybe not.
Greetings!
I was scouring over the github Quick Help page and the main page for the mod here, but couldn't find anything with an explanation for the "independent mode" setting for Special Task Groups.
I've toggled it on and off, but I can't tell what difference it's having on the behavior of the Task Group fleet. Hovering the option doesn't give a tooltip either, so I'm at a loss as to the function.
If anyone knows what this option does, I'd appreciate the insight.
(This mod has been such a refresher for my second playthrough, and has quite cleanly implemented some Stellaris-esque mechanics to make things more interesting. Thank you for all of the work you've done on it Histidine.)
Hello and thanks!
Independent mode just makes the task group find something to do (if possible) on its own once it's finished its current task. Might add a tooltip for that.
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A suggestion, if you don't mind!
Is it possible to have an automated defense army stuff? And where you can influence how many, and how fast they respond by having a defense budget option? (even not knowing an invasion is coming when the defense budget is pitiful) And perhaps even expand it from there by having internal securities, getting a chance to get rid of any planetary debuff? Like uh, TNO style, a submod from Hoi4? Example:
(https://i.imgur.com/998NJ5k.png)
I just find it quite tedious to manually select a defense fleet when, in the late game, the enemies just spam invasions. It's also to make it feel like my nation is actually a nation, not just me.
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Had an interesting issue take place:
1. Started with skipped story, tri-tech commission start. Made all of the story-based potential contacts into established contacts.
2. Hegemony got super-aggressive, nearly wiped out Persean League before I got a single colony up of my own.
3. I started getting PL raids on my system, but...
4. Hegemony took over all PL planets and removed the faction from the game (no restarting the faction, as per settings).
5. PL system raids continue now. I still have the gens Yaribay contact (on now Hegemony-held Kazeron), but as far as I can tell that's the last sign of them in-game.
Will try deleting his contact tomorrow and see if PL raids go away.
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Might have to implement auto-spawning defense fleets at some point (but not in the very next version, that one's coming out sooner than I'd planned to fix some moderately serious bugs).
Had an interesting issue take place:
1. Started with skipped story, tri-tech commission start. Made all of the story-based potential contacts into established contacts.
2. Hegemony got super-aggressive, nearly wiped out Persean League before I got a single colony up of my own.
3. I started getting PL raids on my system, but...
4. Hegemony took over all PL planets and removed the faction from the game (no restarting the faction, as per settings).
5. PL system raids continue now. I still have the gens Yaribay contact (on now Hegemony-held Kazeron), but as far as I can tell that's the last sign of them in-game.
Is the League still appearing in the Colony Crises intel? It should stop doing this if the League has no military markets left, but I think there's a (vanilla) bug where the harassment fleets can still be generated.
Copypasting this into console may work around it:
runcode Global.getSector().getPlayerMemoryWithoutUpdate().setBoolean("$defeatedLeagueBlockade", true);
EDIT: fixed runcode
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Starting ships:
As an example from player config:
"startShipsCombatLarge":[
["swp_vulture_sta", "swp_striker_ass", "wolf_Assault"],
["eagle_Balanced", "sunder_Assault", "brawler_Elite"]
],
But where do I edit the ships available for selection when I pick my own custom fleet?
I've been sifting through the files for a while now and I can't seem to find it.
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Short answer from a post a couple of weeks back:
It's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.
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Short answer from a post a couple of weeks back:
It's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.
Sorry but which file do you mean? I've already looked in the player.faction and other .faction files and it's not there. If I started with the tutorial start for example. I want to add every modded and vanilla ship to be available for selection from the custom fleet selection menu.
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Short answer from a post a couple of weeks back:
It's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.
Found it. It's in the starsector-core folder. If I add known ships to the independent faction I'm assuming the independent faction will start using those ships as well making them really OP. And I'm not sure if the core files can even reference back to modded ships as well. Do you know how I can solve this problem? Or could you point me to somewhere I can go to figure it out myself?
Maybe I could change the fleet ship selection to go off of the known ships of the player faction and edit the player.faction file but I'm assuming that will mess with blueprint discoveries? Where is the info on what faction's known ships are referenced when picking fleet ships for the player faction?
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Finally found it. It's in the jar file. I used 7zip to open it. It's in the "Nex_NGCCustomStartFleet.java" file line 173. It seems like I don't need to edit the known ships of the independent faction. If I just add more references to the selection it should be able to add more ships to the fleet selection screen for the player faction. How would I add references to modded factions tho? Would I have to open it properly then get the other mods as dependences and then recompile it or something like that? Never coded in Java before but hopefully it's not too hard to make the simple addition. Any help would be greatly appreciated.
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Ive edited the java file (using java made me feel like idk how to code lol) but I'm struggling to compile it. If I compile it normally it compiles but when i run the game I get:
...has been compiled by a more recent version of Java Runtime (class file version 66.0), this version of Java Runtime only recognizes class file versions up to 52.0...
And when I try to make it compile into java 7 I get this:
--release 7 is recommended instead of -source 7 -target 7 because it sets the bootstrap class path automatically
error: Source option 7 is no longer supported. Use 8 or later.
error: Target option 7 is no longer supported. Use 8 or later.
error: release version 7 not supported
in my cmd. I downloaded Java SE Development Kit 7u80 multiple times. Idk what to do. I don't really want to download the IDE unless I have to since I'm just using it for this one thing.
Edit: I figured it out and got it all working. Java sux
or this
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Is the League still appearing in the Colony Crises intel? It should stop doing this if the League has no military markets left, but I think there's a (vanilla) bug where the harassment fleets can still be generated.
Copypasting this into console may work around it:
runcode Global.getSector().getPlayerMemoryWithoutUpdate().setBoolean("$defeatedLeagueBlockade", true);
Yes, confirming your thought: PL still appeared in the Colony Crisis listing (as gray text, however), even after removing the Yaribay contact. As such, harassment fleets kept showing up. No blockade, but I didn't play that save long enough to see a big crisis build up.
Probably harder to see this in Vanilla on account of the player having to destroy all League ports, but I will try and reproduce this next.
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Colony Crisis is more of an annoyance than benefit wonder anyway to just turn it off
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Can't. If you plan on having colonies with a size of 4+, those crises we'll be unavoidable.
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Colony Crisis is more of an annoyance than benefit wonder anyway to just turn it off
Some of the Crises provide absolutely absurd rewards (especially the Luddic Church one). They are absolutely worth doing.
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Will be pushing the next update sooner than planned because I recently finally found and fixed the damn alliance invite spam bug (also fixes/improves a range of alliance, fleet and ground battle elements, among other things). Here's the beta release in the meantime.
Nexerelin 0.11.1x beta
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.1x/Nexerelin_0.11.1x.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0112-concert-of-persea-unreleased)
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Hello,
I messed up severely by failing the final remnant quest (protect LC planet) Twice. Both Gilead and Asher is now a pile of rubble.
First time after Gilead was bombed, Midnight gave me another chance by re-starting the quest from the beginning, However after the second time I get no quest prompt from her again.
Am I completely locked out of the final quest of the mod? If so any console command to fix this?
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Das if I disable the "allow invasions on Starting Markets" how exactly does war, if at all, work outside of colony invasions?
I still get the Intel messages that a alliance is at war with someone but without the constant messages of failed and successful invasions I feel like nothing is happening at all or do like just miss what’s actually happening with that setting?
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Das if I disable the "allow invasions on Starting Markets" how exactly does war, if at all, work outside of colony invasions?
I still get the Intel messages that a alliance is at war with someone but without the constant messages of failed and successful invasions I feel like nothing is happening at all or do like just miss what’s actually happening with that setting?
I did a play through with "allow invasions on Starting Markets" disable and opposing factions just keep raiding the markets until it decivilized and that faction was fully eliminated just like that. They just become raiding party until the end.
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Hello,
I messed up severely by failing the final remnant quest (protect LC planet) Twice. Both Gilead and Asher is now a pile of rubble.
First time after Gilead was bombed, Midnight gave me another chance by re-starting the quest from the beginning, However after the second time I get no quest prompt from her again.
Am I completely locked out of the final quest of the mod? If so any console command to fix this?
Hello!
The story missions aren't actually supposed to give second chances at all. I've heard of a similar issue with other missions, so I may look into this at some point?
For now the final mission has the following spawn requirements, if any of them aren't met fix it and see if Midnight offers the mission again (TransferMarket console command may be helpful)
-Any Persean League market
-Any Tri-Tachyon market, if Rayan Arroyo isn't already on one
-Any Luddic Church market of at least size 6 and habitable
-(and an uninhabited star system within 15 LY of the League market for the first Remnant fleet to camp in, although this probably hasn't changed since the last time the quest was offered)
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So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)
EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
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So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)
EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
Do you have lunalib installed?
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Is there a way to forbid faction owned planets building industries?
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Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
This only happens when Nex is enabled (tried disabling IndEvo first but Ground Defenses still present), I've also checked the Arcadia.json, for the KoC mod it's supposed to be Heavy Batteries while the vanilla .json has no Ground Defenses/Heavy Batteries, modlist below
(https://media.discordapp.net/attachments/512356777451323393/1240457950485549148/screenshot-20240515-171849.png?ex=6646a1fd&is=6645507d&hm=c81ca7a3931445a09185c74649bf085cbc83dc2caf5921c5bd54211191183386&=&format=webp&quality=lossless&width=1246&height=701)
Spoiler
{"enabledMods": [
"Everybody loves KoC",
"IndEvo",
"lw_lazylib",
"lunalib",
"MagicLib",
"nexerelin"
]}
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So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)
EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
Do you have lunalib installed?
You are my hero, that was the problem, thank you!
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Is there a way to forbid faction owned planets building industries?
As in the NPC factions building stuff? There isn't a switch for that, sorry.
(If player-governed or player's autonomous colonies are doing this, that's a bug)
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.
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Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.
Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?
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As in the NPC factions building stuff? There isn't a switch for that, sorry.
(If player-governed or player's autonomous colonies are doing this, that's a bug)
Ah sad. Yeah i meant the NPC factions. Last time i played half the planets with free slots had light or fuel industry and most mining planets also refined their own stuff. I tried capturing the markets and destroying these industries and then returned them to their owners but they built them right back.
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Official release a week later than I expected, but this did let me get some more fixes in.
Nexerelin v0.11.2
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.2/Nexerelin_0.11.2.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0112-concert-of-persea-2024-05-18)
Spoiler
## v0.11.2 "Concert of Persea" (2024-05-18) ##
### Changes from beta 0.11.1x ###
* Can't weaken rebellions by buying more goods on the black market than were sold into it
* Player special task groups will use a gate if both they and the task target are in gate systems
* 'No invade story-critical markets' and 'no invade starting markets' settings won't affect raids or blockades
* Fix free port crisis crash when no eligible factions
* Fix crash on start when using ApproLight in random sector
* Fix strategic AI ignoring 'invasions only after player colony' setting and a bug in fleet event targeting
* Fix random sector memkey being set only after new game time pass
* Fix blockades always being replaced by invasions with strategic AI off
* Alliance offer intel includes relevant strategic AI info and link button if applicable
* Don't double stack defenses on Agreus when Ko Combine mod is running
### Gameplay ###
* Alliance fixes/improvements
* NPCs joining or merging an alliance requires player consent if player is a member
* Fix strategic AI spamming player with invites to an existing alliance
* Alliance offer cooldown is short if player accepts, long if rejected or expires
* Strategic AI can request an alliance merger
* When using strategic AI, don't ally outside of AI actions
* Pirate factions won't spontaneously join alliances
* NPC factions can launch blockades
* Unlike the League colony crisis blockade, these are smaller but don't have command or supply fleets to snipe
* Blockade has chance to replace raid if strategic AI is disabled (sat bomb now replaces invasion instead of raid)
* Colony crisis stuff
* Crises that originate from a specific market (League, Church and Diktat ones) will be properly suppressed if the origin (Kazeron, Hesperus or Sindria) is captured by another faction
* Add a pseudo-Independents colony crisis involving free ports (can be disabled in config)
* Remnant contact will now negate Remnant colony crisis points
* Remnant mission 'Salvation' improvements
* Knight fleet will use ships from Knights of Ludd mod if available
* Boss shard launch behavior closer to what was intended
* Fix some irregularities in special merc's immortality
* Invasion etc. adjustments
* Player colonies below size 4 won't be targeted for military actions (except in Starfarer mode)
* Autoresolve for Nex military events will take into account allied factions in the system
* Base strike missions and colony expeditions consume invasion points
* 'Revenge' invasions will not spawn if invasion points too low
* Ground units fighting won't cause industry disruption any more
* Strategy AI can have captured markets returned to the original owner if sufficiently friendly
* Luddic shrines can be visited even if the markets are captured
* Having an outpost won't block supplies request from quartermaster
* Derelict Empire also takes over pirate-type factions' markets at start, if pirate invasions are enabled
* Luddic Church ground battle bonus is squared on worlds with Luddic Majority
* Previously it was squared for being militia
* Increase bonus XP for agent action SP use and ground battle Inspire
* NPC special task groups 1/13th smaller, respawn delay 30 -> 60
* Proxy raids launched by strategic AI won't be hostile to sponsor faction
* Base strike missions should happen half as often or less
### UI ###
* Boolean settings to disable invasions/raids/sat bombs and colony expeditions
* Faction directory won't display factions that only have hidden markets
### Text ###
* Clarify intel text when tribute is cancelled by external factors
* Fix inconsistent captain's pronouns in 'File Drawer Problem' mission
* Market desc changer handles player colonize/abandon
### Bugfixes ###
* Fix undersupplied market concern crashing on update() if no producers left
* Fix an unusual crash with player special task group on game load
* Fix NPC factions not invading if their invasion point capacity has reached the minimum allowed
* Fix strategic AI general warfare concern causing sabotage of unrelated factions' industries
* Fix joining a ground battle sometimes not forcing relations to hostile when it should
* Fix stabilize package option being available when it shouldn't if a dialog option is removed
* Fix player saturation bombardments not being tracked in some places
* Buy ship rule should now work properly with S-modded built-in hullmods
* Fix invasion point refund for cancelled actions not taking stage into account
* Don't generate conquest mission if the reward is zero
* Fix repeat relations action allowing free reuse of story point effect
* Fix recruit operative action not showing on own markets
* Maybe fix prices not updating sufficiently after delivering commodities to suppress rebellion
* NPC ground units shouldn't be able to deploy if their fleet is destroyed (if fleets were not abstracted on battle start)
### Modding ###
* Ground battle stuff
* Add some config options for ground battle attacker and defender strengths
* Fixes/improvements in support for custom ground unit types and Crew Replacer mod
* Market conditions can generate ground battle troops
* Add handling for HMI Fang and Draco market conditions, AotD Planetary Defense Bureau industry
* Add some relevant getters/setters for insurance intel
### Misc ###
* End vanilla faction hostilities on loading Nex into existing save
* Update Silverlight variants for new OP costs
Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?
Adds various industries and conditions to the vanilla core worlds to make them better defended and/or sometimes more valuable. Full list of changes can be found in the code here (https://github.com/Histidine91/Nexerelin/blob/df01e0bd832d362a03f7fd4799c231d81206f785/jars/sources/ExerelinCore/exerelin/world/VanillaSystemsGenerator.java#L232-L304).
Can be toggled with the "useEnhancedCoreWorlds" key in settings.json (not available via the LunaLib menu at present)
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Is it safe to update this update on an existing save?
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Is it safe to update this update on an existing save?
I tried, and it appears to be ok.
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Rayan arroyo refuses to spawn in the mission Salvation. I restarted a campaign thinking my devmode shenanigans broke something, but no.
both times I defeated the enemy fleet before trying to talk to him, as the game points you to that system first. so I go there, fly around the system until I find them, defeat them, go through the dialogue, then the game points me to Eochu Bres. I get there and see this: (https://i.imgur.com/TKDRTV9.png)
the respective dialogue screens show this: (https://i.imgur.com/49edSUH.png) (https://i.imgur.com/EXRNKlM.png)
he refuses to spawn, and the fleet does nothing. this is my only active mission. I tried loading from before I destroyed the fleet and go strait to Eochu Bres but again all I see is this: (https://i.imgur.com/J6fk19d.png)
I tried adjusting relations via console to see if that spawned him but no. I have spend a few hours trying to get this to work and looking for a solution, but it seems that I simply cannot do this story line.
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Hello!
The story missions aren't actually supposed to give second chances at all. I've heard of a similar issue with other missions, so I may look into this at some point?
For now the final mission has the following spawn requirements, if any of them aren't met fix it and see if Midnight offers the mission again (TransferMarket console command may be helpful)
-Any Persean League market
-Any Tri-Tachyon market, if Rayan Arroyo isn't already on one
-Any Luddic Church market of at least size 6 and habitable
-(and an uninhabited star system within 15 LY of the League market for the first Remnant fleet to camp in, although this probably hasn't changed since the last time the quest was offered)
Hello again.
Luddic church has lost all planets with habitable condition, that was the reason.
I used "setmarketowner jangala" console command to transfer jangala to luddic church, and Midnight gave me a third chance.
Issue resolved, thank you.
Anyone who wants to learn from my mistakes, do not accept the quest while your colony is undefended, you will have to choose between getting your home planet invaded or 1 less luddic church planet in the core worlds.
Second failure was 2 paragons and an executor not being enough to stop the enemy fleet, although I might just be bad at the game.
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Rayan arroyo refuses to spawn in the mission Salvation. I restarted a campaign thinking my devmode shenanigans broke something, but no.
both times I defeated the enemy fleet before trying to talk to him, as the game points you to that system first. so I go there, fly around the system until I find them, defeat them, go through the dialogue, then the game points me to Eochu Bres. I get there and see this:
the respective dialogue screens show this:
he refuses to spawn, and the fleet does nothing. this is my only active mission. I tried loading from before I destroyed the fleet and go strait to Eochu Bres but again all I see is this:
I tried adjusting relations via console to see if that spawned him but no. I have spend a few hours trying to get this to work and looking for a solution, but it seems that I simply cannot do this story line.
so it seems that talking to the contact made arroyo spawn. for some reason it did not do that the first time i tried that, so i have no idea what was going on, only that it is working again.
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Made a fix .jar (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=u55musoa&dl=1) to avoid a crash when attacking markets while using UNGP's John Wick rule.
(The GitHub and Nexus downloads have also been reuploaded with the fix)
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I have been trying out the update and I've noticed that factions at war are likely to send massive blockade fleets to enemy systems, mimicking those sent out by the League during a colony crisis event. This causes a significant problem with antagonistic factions such as the IX Battlegroup, especially when they're hostile to the rest of the Sector and start out in a single system. Because the blockade fleets are the size of the largest end game invasion forces, this can cause rather ridiculous situations such as this:
Spoiler
(https://i.imgur.com/NWwuQcs.jpeg)
A three faction blockade of around 25 major fleets camping the IX home system a year into the game, causing the local defenders to exhaust themselves so that any subsequent invasion is almost guaranteed to succeed by default. Note that in the example there are only 4 extra modded factions active, and 2 out of the 3 blockading fleets are vanilla.
This leaves me in the rather awkward position of either redesigning the faction so that they no longer start the game hostile to all others, or creating a custom system defense response that would be so strong, it would make the system almost impervious to player aggression. Neither of those situations are ideal, and the latter would especially seem extremely contrived. I hope you can take a look at the blockade mechanics and bring it to a scale at least somewhat resembling the escalating invasion mechanics that already exist. Thanks.
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Might as well pop in here as well as this mod is the only one i can think of atm that might have any relevance to 'markets', and is the the only major update i did before this shenanigans started.
So, uh, any idea if there could be some sort of interaction that could cause this?
[attachment deleted by admin]
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Adding the full mod list would probably help.
[attachment deleted by admin]
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Maybe I'll just apply the crude hack of disallowing blockades of hostile-to-all factions (as defined by that faction's Nex config file).
Galatian Academy decivilizing isn't a Nex thing, whether in this version or the previous one. Industrial.Evolution does some things (specifically, creating its own Academy market that, unlike the vanilla one, gets added to the economy) that makes it possible, although left to its own devices it should still be fine. Does the Galatia star system keep getting raided and/or blockaded?
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I think blockades overall need fine tuning, since right now factions are throwing 5-7 full sized fleets at each other almost right out of the gate, and never stop doing so. The sheer scale of blockade fleets compared to invasion fleets just seems really off.
Also this might be one of those lore vs gameplay moments, but if anything, a hostile to all faction is probably more likely to draw a response from multiple factions who are willing to set aside their differences temporarily to crush a rabid foe. I think it's more the execution of how blockades currently work that needs rebalancing. The Persean blockade was a major crisis for the player, and was not repeated once the fleet was defeated. Events of such scale probably shouldn't be happening twice a year or more on infinite repeat.
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Haven't really run into any blockades myself but I see them in the log quite a bit.
If that screenshot is indicative of how they usually turn out then yeah, that could do with some adjustments.
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Galatian Academy decivilizing isn't a Nex thing, whether in this version or the previous one. Industrial.Evolution does some things (specifically, creating its own Academy market that, unlike the vanilla one, gets added to the economy) that makes it possible, although left to its own devices it should still be fine. Does the Galatia star system keep getting raided and/or blockaded?
As far as i could tell, there was no blockading or pirate activity, no pertinent dialogue options at Derikuyu or Ancyra either
As for IndEvo, maybe it's a factor but it hasn't been an issue before, i only noticed it after updating Nex to 0.11.2 . There is of course a chance that i simply didn't pay enough attention the academy prior to these two campaign starts. In both occasions it loading a prior save did not change the outcome.
I am at the moment trying to see if it still happens with an earlier Nex version.
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Hey, is there a way to disable or limit blockade against NPC, the Hegemony is abusing it against smaller faction and without the player help they simply loose the whole systeme which can be problemetic for small faction like say the dicktat.
anyway the mod is still incredibly good love you guys. :P
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Hi. I apologize in advance if this has been asked already, but I can't find a post on the matter. Is there a way to control how many weapons markets sell in general? The closest thing that I've seen is the mod "Mo' Weapons Mo' Ships" but it's been dead for a while now.
Sometimes I just want to have markets sell a ludicrous amount of weapons like triple digit hellbores and the like simply to skip the whole merry go round of finding weapons in every market even if I have stellar networks to see where to find them, as well as no longer have to bother having to kleptomaniacly hoard every weapon I see into the abandoned station around corvus or equivalent. What's worse, the last part doesn't even do much since if you're playing a modded faction it means you have a ton of weapons of the factions you're playing against and not of your own anyway.
Thanks in advance.
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Even aside from "hostile to all" factions the amount of blockades seems extremely high and very frequent. I don't know if there's a way to assign a "cost" to the blockades so that factions can't just throw them out endlessly but they could definitely use some kind of tweaking.
Edit: Just thought I'd ask if there were any way to manually modify the blockade settings so that they're not nearly so frequent as I think the drastic increase in these is hurting game performance.
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Edit: Just thought I'd ask if there were any way to manually modify the blockade settings so that they're not nearly so frequent as I think the drastic increase in these is hurting game performance.
There isn't a way to control blockade frequency [without strategic AI] right now, although with strategic AI it's possible to change the blockade action (in data/config/exerelin/strategicAIConfig.json) to alter its frequency (or simply add "enabled":false, to completely block it).
I may expose the (without strategic AI) chance of a raid becoming a blockade in a near-future update; already removed in dev the raid-type discount on invasion points (where raids cost a faction 35% fewer points compared to an invasion with the same fleets). If anyone has other ideas for nerfing them (without making them completely ineffectual, e.g. if they become too small to outmatch defenders) I could try those too.
Hi. I apologize in advance if this has been asked already, but I can't find a post on the matter. Is there a way to control how many weapons markets sell in general? The closest thing that I've seen is the mod "Mo' Weapons Mo' Ships" but it's been dead for a while now.
Closest I've got right now is the doubleSubmarketWeapons setting in the exerelin_config.json file (not available via the LunaLib ingame menu).
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If anyone has other ideas for nerfing them (without making them completely ineffectual, e.g. if they become too small to outmatch defenders) I could try those too.
You could always go the opposite route and make them a big deal with massive fleets, like it works for the crisis, but only trigger them under very specific circumstances.
Then again, I already feel that way about invasions. It looks a bit silly how often they spawn, especially when the same planets get invaded 4 or 5 times a year. Maybe that's different without modded factions, or maybe I'm to blame for coming to the aid of defenders too often, but for my next playthrough I'll set "pointsRequiredForInvasionFleet" much, much higher. Already doubled it and I honestly don't feel a difference.
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I think one of the issues is that blockades won't trigger system defense responders if it spawns far from a colony. Making local defenders respond to every blockade would turn the event into an invasion in all but name unless the defenders lose, but on the other hand not making the defenders respond even when they outmatch the blockade means a faction would rather have its system be crushed economically than actually do something about it. I'm not sure what the solution to this might be, but having the defenders sit around doing nothing while a hostile power has a major fleet deployed in-system doesn't seem very sensible.
As for nerfing them without making them ineffectual, I think it's fine to make them somewhat ineffectual, at least at the start of the game. Invasions fail all the time, and usually take time to ramp up in size, so why not do the same for blockades? The League isn't invading Chicomoztoc with a full battleship armada 6 months into the game, they shouldn't be throwing around that kind of firepower on a blockade either.
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I havent really experienced the effects of blockades yet, but i agree with DownTheDrain, making it that local defenses will deal with the blockades when they equal or overmatch them would make sense. It doesnt make much sense for local defenses to throw themselves at a blockade they cant destroy, but it makes even less sense for local defenses to not attack a blockade they can destroy.
And as vicegrip kind of mentioned, factions already send out ineffectual missions all the time, especially at the start of the game.
My view of seeing the core worlds churn with raids, invasions, and blockades is that it gives a feeling of active combat and things going on, even if in 90% of the cases they fail. Things are happening.
If invasions were weighted as such that factions only dedicated resources to actions that are guaranteed to succeed, the feeling would be entirely different. And unless they were slowed down to the point where only one or two of these invasions happened a cycle the core worlds would feel too volatile.
The factions throwing away men and ships at actions that just fail is a bit silly, but i dont mind it. It keeps the sector feeling active.
A decent idea for a new feature would actually be able to select from a few different activity presets during sector creation. A good option for one of these settings, perhaps it could just be the one alternate, would be 'total war' or something similar where factions only send fleets that are 50/50 or higher to actually succeed, but will do so more infrequently.
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I havent really experienced the effects of blockades yet, but i agree with DownTheDrain, making it that local defenses will deal with the blockades when they equal or overmatch them would make sense.
Might explore this yeah, do a periodic (monthly?) check for force-resolving a blockade.
Would be a bit annoying for players who want to help a currently ineffective blockade succeed by thinning out defenders, but would also avoid issues involving a bunch of hostile fleets building up in-system (and potentially tilting the strength balance of regular raids/invasions), and clean up intel clutter a bit.
In the meantime I've got a quick beta version with some adjustments (and a couple of unrelated bugfixes) if anyone wants to try it out:
Download (https://www.dropbox.com/scl/fi/linaibc6pzjm6t30erj2p/Nexerelin_dev_2024-05-30.zip?rlkey=njmnkaxyfb6l3mktn8t54sslu&st=mz73ii9c&dl=1)
* When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
* Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
* When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
* Remove 35% invasion point discount for blockades
* Blockade period 180 -> 120 days
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Got a conquest mission on a station? Said I had to kill it to invade, so i did, Deleted the station and auto canceled the contract.. Rip the mil credit bounty and the extreme logistical costs :/ Let me tell you what, Fielding a invasion fleet(even for one mission) is not easy xD Maybe I need a colony or something. Was like a 300k ordeal. Tho at least all the guns and supply's softened the blow.
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Well if the station dying kills the whole market that's an issue with whichever mod adds the market (well vanilla pirate/Pather bases also do this, but Nex doesn't allow invasion requests on them). It should be marked as non-invadable by the mod.
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Small (official) update for the first-stage blockade nerfs and a couple of crash fixes.
Nexerelin v0.11.2b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.2b/Nexerelin_0.11.2b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0112-concert-of-persea-2024-05-18)
* Blockade nerfs
* When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
* Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
* When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
* Remove 35% invasion point discount for blockades
* Blockade period 180 -> 120 days
* Fix a concurrent modification exception when bulk reviving ships in special task groups
* Prevent a crash with UNGP's John Wick rule
* Fix a dialog interaction in police colony crisis
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I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
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Is there a way to configure which notifications appear and such or make it so only the ones you have operatives in? The sporadic popups and audio regarding wars between factions in particular are a bit too frequent, and a lot of the stuff I feel like I should not be knowing unless I have good relations or contacts or operatives within those factions, and even then I would kind of want it filtered or in a monthly overview with only the most important things popping up as notifications. So yeah any config options or filter options if existing or known would be quite useful for the FAQ.
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I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
IIRC this bug is from a mod adding stations (or planets) in random sector, but not adding markets to them until after Nex's own procgen has already done so.
Do you have screenshots? Might be able to tell which mod has this problem.
(Though for fixing your current save, only fix is to destroy one of the copies with something like DestroyMarket console command. Afterwards, the remaining copy might also need to be added back to the sector manually with a console runcode)
Is there a way to configure which notifications appear and such or make it so only the ones you have operatives in? The sporadic popups and audio regarding wars between factions in particular are a bit too frequent, and a lot of the stuff I feel like I should not be knowing unless I have good relations or contacts or operatives within those factions, and even then I would kind of want it filtered or in a monthly overview with only the most important things popping up as notifications. So yeah any config options or filter options if existing or known would be quite useful for the FAQ.
Diplomacy event filter level and Operative event filter level in the ingame mod settings menu, or the corresponding settings in Nexerelin/exerelin_config.json file if you don't have LunaLib
Maybe I should document these somewhere, not sure what a good place would be for them but the FAQ on the thread OP works as well as anything else I suppose
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I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
IIRC this bug is from a mod adding stations (or planets) in random sector, but not adding markets to them until after Nex's own procgen has already done so.
Do you have screenshots? Might be able to tell which mod has this problem.
(Though for fixing your current save, only fix is to destroy one of the copies with something like DestroyMarket console command. Afterwards, the remaining copy might also need to be added back to the sector manually with a console runcode)
I'm preferring the static core worlds, but for the sake of informing I'll add the list of mods.
edit: I added an attachment but it isn't showing?
List:
Angry Periphery 1.5.0.2
Autosave 1.2b
BigBeans Ship Compilation 0.1.98.4
Fleet Size By DP 1.0.2b
Girls Frontline Portrait Pack Vanilla Replacer
Hyperdrive 2.5.2
Interstellar Imperium 2.6.4
LOST_SECTOR 0.6.2d
LazyLib 2.8b
Luddic Enhancement 1.2.6e
LunaLib 1.8.4
MagicLib 1.4.3
New Beginnings 1.4.0
Nexerelin 0.11.2b
Officer Extension 0.6.7
QoL Pack 1.2
Quality Captains 1.6.1
R-
Ruthless Sector 1.6.1
SpeedUp 1.0.1
Starship Legends 2.5.2
Stop Gap Measures v 1.2.5
Underworld 1.8.3
Unknown Skies 1.0.11
zz GraphicsLib 1.9.0
[attachment deleted by admin]
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Many forum posts tell me that if i am allied/have a commission with the hegemony I would not get inspection fleets. This appears to be not true. Got inspections both with a commission and allied (yes I left the commission too try the allied root)
Also have the hegemony breathing down my neck like we aren't allied - - (investigator feets are swarming my own system and harassing me) I have 100 relations with them, iron shell, and the UAF(who I helped usher in to the alliance)
This is immersion breaking.
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hegemony HATES ai with a passion. so, imo, it is more immersive having them on your ass. but i think what you are referencing is that if you join the persean league they will use their influence to prevent those inspections. im not sure if you have to join them as part of their crisis event, or just sign a commission with them to get this effect though.
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Yeah, given the lore I'd rather expect the Hegemony to break an alliance due to AI use than look the other way.
Still wish I could order the player faction defense fleets to engage all those technically-not-hostile harassers instead of having to deal with all of them myself.
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For anyone wondering, alliances stopped protecting against AI inspections with the new colony crisis system and I haven't decided to add it back yet.
(Commissions were never intended to block them, but did for some time due to a bug in the check)
I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
IIRC this bug is from a mod adding stations (or planets) in random sector, but not adding markets to them until after Nex's own procgen has already done so.
Do you have screenshots? Might be able to tell which mod has this problem.
(Though for fixing your current save, only fix is to destroy one of the copies with something like DestroyMarket console command. Afterwards, the remaining copy might also need to be added back to the sector manually with a console runcode)
I'm preferring the static core worlds, but for the sake of informing I'll add the list of mods.
edit: I added an attachment but it isn't showing?
Thanks, but what I need is a screenshot of the star system involved :-X
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https://imgur.com/a/TT8BRgY
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Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.
In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.
Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.
This is my current modlist;
Spoiler
Phillip Andrada: Gas Station Manager v1.14.1
Amazigh's Ship Foundry 1.2.0
Arma Armatura 3.0.6.1
ArmA - Anime
BigBeans Ship Compilation 0.1.98.4
Combat Chatter 1.14.1
Commissioned Crews 1.999999gggg
Grand.Colonies 2.0.e
Industrial.Evolution 3.3.e
LazyLib 2.8b
Luddic Enhancement 1.2.6e
Luddic Enhancement IED 1.2.6a
LunaLib 1.8.5
MagicLib 1.4.4
Mayasuran Navy 11.0.0 RC1
Nexerelin 0.11.2b
PMMM 1.7.5
Progressive S-Mods 1.0.0
Starship Legends 2.5.2
Substance.Abuse 1.1.b
Terraforming & Station Construction 9.0.8
Unknown Skies 1.0.11
VIC 1.6.3a
zz GraphicsLib 1.9.0
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https://imgur.com/a/TT8BRgY
Thanks!
I found that the affected star systems are from Stop Gap Measures; informed 'em on how to fix.
Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.
In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.
Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.
Hello and thanks!
I did some debugging and uhh, strategic AI seems unable to create new alliances in current version (though joining existing ones will work). Something for the coming fix update.
Not sure what's wrong with the rest; player forming/joining alliances in particular should always have the option visible as long as player does not have a commission (and the target faction isn't an invalid one like independents); even turning off alliances completely in the settings won't remove it. None of the mods in your list occur to me as known to break something like this, either.
Does turning strategic AI off make the option come back?
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https://imgur.com/a/TT8BRgY
Thanks!
I found that the affected star systems are from Stop Gap Measures; informed 'em on how to fix.
Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.
In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.
Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.
Hello and thanks!
I did some debugging and uhh, strategic AI seems unable to create new alliances in current version (though joining existing ones will work). Something for the coming fix update.
Not sure what's wrong with the rest; player forming/joining alliances in particular should always have the option visible as long as player does not have a commission (and the target faction isn't an invalid one like independents); even turning off alliances completely in the settings won't remove it. None of the mods in your list occur to me as known to break something like this, either.
Does turning strategic AI off make the option come back?
Oh! I didn't realize commissions disallowed alliances. Using own faction or free start fixed the issue I was having with not being able to ask for one. Shame about the lack of spontaneous alliances though, for now. Strategic AI is too cool to turn off just to have them back.
Thank you for the response. I look forward to more cool stuff!
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I have a question about mining
I'm adding mining strength to various mods that have ships, fighters/drones and weapons that look like they should aid mining
But I ran into a bit unexpected problem- assigning mining strength.
How do you balance them?
Tried looking in vanilla mining strengths and only got confused.
Is there some formula/principle that was followed?
What exactly goes into determining mining strength?
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what determines the odds of ship procurement succeeding? been trying to get a capital ship from domain phase labs for years. failed at least ten times in a row now.
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what determines the odds of ship procurement succeeding? been trying to get a capital ship from domain phase labs for years. failed at least ten times in a row now.
It gives you a small recount of the factors involving failure or success of the operation. For example, if the ship is Capital sized, the modifier is X0.5 success probability IIRC.
There is also the planetary authorities declaring a state of alarm for a perceived intrusion attempt, which also lowers the success probability and so on and so forth. Read the tooltip before you give the "good to go" order to the opperative. It seems you have a case of cumulative decreasing factors that leave you very little chance to snatch your target. Best move betwen planets with no suspicion level in effect.
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how did i never notice that? XD
thanks, was at x0 due to alert. so much for cleaning out that faction in one stop.
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I have a question about mining
I'm adding mining strength to various mods that have ships, fighters/drones and weapons that look like they should aid mining
But I ran into a bit unexpected problem- assigning mining strength.
How do you balance them?
Tried looking in vanilla mining strengths and only got confused.
Is there some formula/principle that was followed?
What exactly goes into determining mining strength?
Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.
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Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.
So basically "make *** up as best as you can"?
This is what I was afraid of
Will have to make up some rules based on active systems that seem to be able to aid mining and descriptions of dedicated salvage/mining ships.
At least as far as ships go.
As far as weapons go will have to figure out things.
Probably will include similar weapons to vanilla ones and everything that mentions mining.
And strength will be based on size and DP/OP and damage type(plus boost for salvage and mining stuff)
For example anything that does decent damage to armor/hull is probably good enough to carve and blow up rocks.
Hell, half tempted to rebalance EVERYTHING including vanilla ships/equipment by developing some logical guide lines.
I need to make a spreadsheet...
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So I either cant find this info.. or maybe dont know want to type in order to make the search effective xD
What i want to know is if your purchased colony/yourown receive bonuses from your commissioned factions buildings, such as an orbital works etc. I was shocked that it appears as tho Your infaction trade is super boosted as you dont need to self make any industry your commissioner has covered. Do you get any other bonuses tho?
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Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.
Another question- does mining strength of built-in weapons and fighters/drones is counted like any other equipment?
Because if not then I need to add it to ships themselves.
I'm asking because some ships are listed as mining ships when you request list of ships and equipment that can mine.
But codex doesn't show that they have anything special about them.
Some don't even have Salvage gantry. But they do have built-in equipment.
A bit confusing.
And similarly- does weaponry on fighters/drones is counted independently or do I need to add it to LPCs themselves?
Let's say fighter has Hammer-class Torpedo. Is it enough to have Hammer-Class Torpedo as mining weapon or does LPC need to have mining strength as well?
P.S. Just compared some built-in gear strength to listed ship strength and it matches. Weird. So if I understand built-in weapons make ships appear on the list, but ships themselves have no mining strength? Hmmm, need to do a bit more digging in files themselves.
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Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.
Another question- does mining strength of built-in weapons and fighters/drones is counted like any other equipment?
Because if not then I need to add it to ships themselves.
I'm asking because some ships are listed as mining ships when you request list of ships and equipment that can mine.
But codex doesn't show that they have anything special about them.
Some don't even have Salvage gantry. But they do have built-in equipment.
A bit confusing.
And similarly- does weaponry on fighters/drones is counted independently or do I need to add it to LPCs themselves?
Let's say fighter has Hammer-class Torpedo. Is it enough to have Hammer-Class Torpedo as mining weapon or does LPC need to have mining strength as well?
Take a look at the modsettings.json (data\config) that comes with nexerelin. That'll probably answer all your questions if you compare to in game list.
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Take a look at the modsettings.json (data\config) that comes with nexerelin. That'll probably answer all your questions if you compare to in game list.
Yeah will have to do.
In-game stuff just confuses me more and more.
Update: If someone's curious- yes mining counts built-in weapons. Even in fighters/drones. What's confusing is that mining list includes hulls and LPCs with built-in stuff as if they inherently have bonus mining strength (regardless whether they have it or not). Plus one more confusing aspect of LPCs is that total mining strength is result of adding up total number of units that LPC produces. Meaning that if LPC is for 6 drones then single drone mining strength (with set bonuses if there are any) is multiplied by 6.
Meaning I will have to start balancing from weapons then LPCs and then hulls (I was doing it other way around). It's going to be a long night...
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Bringing back an old Vayra's Sector meme for this one
(https://i.imgur.com/12NymJ7.png)
Nexerelin v0.11.2c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.2c/Nexerelin_0.11.2c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0112-concert-of-persea-2024-05-18)
* Add option for player faction to automatically resist the police colony crisis
* Fix some dialog options for vanilla colony crises being removed
* This bug made the negotiation options for Luddic Church and Sindrian Diktat crises inaccessible
* Fix strategic AI not being able to form new alliances
* Fix multiple player special task groups sharing the same financial report node until next game load
* NPC operatives don't try to sabotage non-disruptable industries
* Lost scientist mission should work if retried
* Diktat colony crisis shows appropriate texts if PAGSM mod is running
* GroundBattleLog supports custom message types
So I either cant find this info.. or maybe dont know want to type in order to make the search effective xD
What i want to know is if your purchased colony/yourown receive bonuses from your commissioned factions buildings, such as an orbital works etc. I was shocked that it appears as tho Your infaction trade is super boosted as you dont need to self make any industry your commissioner has covered. Do you get any other bonuses tho?
You don't get any colony benefits from your commissioning faction; if they produce something your colonies can import it from them just like from other factions, but you won't get the in-faction supply upkeep modifier or the +5 capacity bonus. Same for ship quality from heavy industry.
(Colonies with a purchased governorship get in-faction effects from the commissioning faction, but this won't propagate to actual player faction)
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Add option for player faction to automatically resist the police colony crisis
Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
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Since purchased colony's are there own thing, Do they still add to your own colony's trade?(for the infaction benefit of less upkeep)
Also If I build an orbital works(on a purchased colony), Who receives the benefit? My colony's, My commissioners colony's, or both?
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Add option for player faction to automatically resist the police colony crisis
Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
It's a bit like the Hegemony inspection:
Normally (and previously always) the player faction will cooperate with the police raid, unless the player personally fights one of the raid fleets, or the player was already hostile to independents. Now there's a toggle to make them automatically resist the raid if they can (can't be turned off if the raid fleets have already reached the target system). Unlike the Hegemony inspection, resisting won't make the independent faction hostile.
Since purchased colony's are there own thing, Do they still add to your own colony's trade?(for the infaction benefit of less upkeep)
Also If I build an orbital works(on a purchased colony), Who receives the benefit? My colony's, My commissioners colony's, or both?
- No
- Commissioning faction's colonies (however, IIRC the player will still get custom production capacity from it)
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Add option for player faction to automatically resist the police colony crisis
Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
It's a bit like the Hegemony inspection:
Normally (and previously always) the player faction will cooperate with the police raid, unless the player personally fights one of the raid fleets, or the player was already hostile to independents. Now there's a toggle to make them automatically resist the raid if they can (can't be turned off if the raid fleets have already reached the target system). Unlike the Hegemony inspection, resisting won't make the independent faction hostile.
Sounds great, thanks for the reply.
Would love to see that option for vanilla fleets without having to start a war each time, but that's probably outside the scope of the mod.
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A little update about mining strength rebalance/extension of mods I use
First of all
Fighter wings and modules with appropriate weapons count towards their parent ship's mining strength. Built-in weapons are also counted.
Is in the end of mining ship/tool list.
That clarified most of my prior confusions.
Oh, if only I could read :'( ...
Secondly
After all said and done
Athame (giant drill frigate from ICE mod) got mining strength of 1010
Mostly because it's built-in Fission Drill when calculated by formula based on vanilla energy weapons gives 1000 mining strength (I decided to run with it for lulz)
BALANCE :D :D :D
My fleet before I started messing with ModSettings files was ~880, after it bumped to ~950, so I think I did mostly ok job.
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Hey, love the mod! I was wondering if there's any way to change the "traits" section on the diplomatic profile of the player's faction?
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I'm getting an error trying to start a new game with an up-to date version of both this mod and starsector. No other mods are loaded besides the latest versions of Lazylib and Magiclib
Idk if there's a particular way we're supposed to do bug reports.
52182 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
at exerelin.world.VanillaSystemsGenerator.generateSystemsJanino(VanillaSystemsGenerator.java:52)
at exerelin.world.VanillaSystemsGenerator.generate(VanillaSystemsGenerator.java:70)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:314)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.o0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at org.codehaus.janino.ScriptEvaluator.evaluate(ScriptEvaluator.java:982)
at org.codehaus.janino.ScriptEvaluator.evaluate(ScriptEvaluator.java:388)
at exerelin.world.VanillaSystemsGenerator.generateSystemsJanino(VanillaSystemsGenerator.java:48)
... 17 more
Caused by: java.lang.ExceptionInInitializerError
at data.scripts.world.systems.TiaTaxet.generate(TiaTaxet.java:109)
at SC.eval0(Unknown Source)
... 24 more
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["probSleeperPodsUnexceptionalOfficerUseTemplate"] not found.
at com.fs.starfarer.settings.StarfarerSettings.õ00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.<clinit>(SalvageSpecialAssigner.java:63)
... 26 more
Caused by: org.json.JSONException: JSONObject["probSleeperPodsUnexceptionalOfficerUseTemplate"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 29 more
What the heck is with the OOOO?
I start a new game, select factions and assign skill points, then the game crashes when I hit "start game"
I'm using java 1.8.0_271 on Linux if that makes any difference. The error seems identical running java 1.7.
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Hey, love the mod! I was wondering if there's any way to change the "traits" section on the diplomatic profile of the player's faction?
Thank you!
There isn't currently an ingame system to set traits for the player. File editing can do it (player.json file in Nexerelin/data/config/exerelinFactionConfig/; look at other files in the folder for examples) but this will be shared across all saves.
I'm getting an error trying to start a new game with an up-to date version of both this mod and starsector. No other mods are loaded besides the latest versions of Lazylib and Magiclib
Idk if there's a particular way we're supposed to do bug reports.
[...]
What the heck is with the OOOO?
OOOO is from Starsector code having obfuscated names (to make reverse engineering harder)
Anyway, assuming that's all from a single error message, the problem is the probSleeperPodsUnexceptionalOfficerUseTemplate value being missing from the game's settings.json file, perhaps from using an outdated copy of the file.
(This is a reason why settings file modifications are best done in a personal mod, that doesn't get overwritten when the game or relevant mod updates)
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By Ludd I just found out that it's an Ace Combat reference. You sneaky dog, you!
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it got a this bug when i upgrade Nexerelin from version 96a to 97a. When loading my old save i got this error. My starsector is version 97a, and i have play my game with Nexerelin v96 for a while before update it to 97, hope you can help.
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : exerelin.campaign.ColonyManager$2
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1539362
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.int
version : not available
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Galatian Academy decivilizing isn't a Nex thing, whether in this version or the previous one. Industrial.Evolution does some things (specifically, creating its own Academy market that, unlike the vanilla one, gets added to the economy) that makes it possible, although left to its own devices it should still be fine. Does the Galatia star system keep getting raided and/or blockaded?
As far as i could tell, there was no blockading or pirate activity, no pertinent dialogue options at Derikuyu or Ancyra either
As for IndEvo, maybe it's a factor but it hasn't been an issue before, i only noticed it after updating Nex to 0.11.2 . There is of course a chance that i simply didn't pay enough attention the academy prior to these two campaign starts. In both occasions it loading a prior save did not change the outcome.
I am at the moment trying to see if it still happens with an earlier Nex version.
Alright, have gotten more free time
It does indeed seem like IndEvo was the culprit, though the current sample size is a measly 5 campaigns to the approximate timeframe i noticed the decivving occurring
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By Ludd I just found out that it's an Ace Combat reference. You sneaky dog, you!
There's more than one, even!
it got a this bug when i upgrade Nexerelin from version 96a to 97a. When loading my old save i got this error. My starsector is version 97a, and i have play my game with Nexerelin v96 for a while before update it to 97, hope you can help.
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : exerelin.campaign.ColonyManager$2
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1539362
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.int
version : not available
I'd need the error message after "caused by" (Ctrl+F for it) in the log. But depending on which version of the mod you were playing, it may be the bug described here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg421145#msg421145)
To fix it, roll back to 0.11.0b (change the game version in Nex's mod_info.json to get it to run) and do the Console Commands runcode specified in that post, then save and update Nex back to latest.
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Just wondering but is there a way to turn off the increasing cost of an outpost when putting stuff in its storage. i like to put my ai cores in there so hegemony doesn't find and take them. If not, then oh well.
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Outpost storage is supposed to be free. If it's appearing in the planet list, that can be safely disregarded; if it's in the monthly financial report, that's a bug I could look at.
(Note that Hegemony won't find cores in a normal colony storage either, unless there's an inspection going on and the same types of core were removed from industries beforehand)
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Hello, I was wondering if there was a command that made a faction colonize a planet, if anyone knows of such a command I'd be most grateful if you would share it with me ^.^
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Outpost storage is supposed to be free. If it's appearing in the planet list, that can be safely disregarded; if it's in the monthly financial report, that's a bug I could look at.
(Note that Hegemony won't find cores in a normal colony storage either, unless there's an inspection going on and the same types of core were removed from industries beforehand)
Ok it does appear in the planet tab but the amount it cost per month goes up say if I put another core in there. It does disappear from the planets tap when nothing is in storage. Here are two screenshots of the cost change https://imgur.com/a/mfqqj96
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Hello,
I have a suggestion: I've seen Kantas Den deciv in random sector in version 11,1b within the first 5 or 10 cycles, could Kantas Den get +2 or +3 stability? Something like a condition a la "Kantas Fortress" or "pirate seat" or something with +2 or +3 stability?
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Is there a way to prevent the "hostile ships destroyed" colony event from triggering in systems with a Nex outpost? I like to put outposts in Remnant systems for farming, but it makes the game think I'm defending my actual colonies.
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Ok it does appear in the planet tab but the amount it cost per month goes up say if I put another core in there. It does disappear from the planets tap when nothing is in storage. Here are two screenshots of the cost change https://imgur.com/a/mfqqj96
Yeah the amount in the planet screen can be ignored. It only deducts money if it's in the monthly report.
Is there a way to prevent the "hostile ships destroyed" colony event from triggering in systems with a Nex outpost? I like to put outposts in Remnant systems for farming, but it makes the game think I'm defending my actual colonies.
Hm, can't be done user-side it seems (it's part of vanilla code that I'd have to override, or else test making outposts be under the independent faction or such). Might try something at a later date.
Hello,
I have a suggestion: I've seen Kantas Den deciv in random sector in version 11,1b within the first 5 or 10 cycles, could Kantas Den get +2 or +3 stability? Something like a condition a la "Kantas Fortress" or "pirate seat" or something with +2 or +3 stability?
I'll take a look!
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Thank you. <3
-
(https://i.imgur.com/gTNpOsv.png)
Hello,
I had a recurring set of bugs revolving around special task force fleets. Typically, my first fleet would crash the game *if* I tried to remotely "revive all ships" from the intel screen. However, unstucking the fleet to my location and then opening a comm's channel, then telling them to revive dead ships worked fine.
I played this save for about 3+ weeks. Honestly, it was a blast. I periodically tried "revive all ships" on my first task force as well as subsequent task forces. I found that the first task force would always crash the game, and no others did. Unfortunately, I don't know which ship, if any, could be causing the issue- they were all generic, mostly HMI Techmined and Hegemony / 14th Battlegroup ships. The fleet had just 1 or 2 officers.
I'm using "Fleet size by DP" with max DP for a fleet set to 1000. I have a hunch that may have something to do with it. I was also using "Personal army" and accumulated a lot of officers across three task forces.
Truly, I don't know if Nex was the problem or another mod broke against it, but... I'm begging you- if it's at all possible, can you please help me save my playthrough? (The forum will not allow me to attach my save)
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is there any way to set proxy for version checker? i tried to set proxy in "vmparams" file but not work, like "java.exe -Dhttp.nonProxyHosts="localhost|127.0.0.1|10.*.*.*|*.example.com|etc" -Dhttp.proxyHost=http://127.0.0.1 -Dhttp.proxyPort=10001"
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is there any way to set proxy for version checker? i tried to set proxy in "vmparams" file but not work, like "java.exe -Dhttp.nonProxyHosts="localhost|127.0.0.1|10.*.*.*|*.example.com|etc" -Dhttp.proxyHost=http://127.0.0.1 -Dhttp.proxyPort=10001"
Not my area of expertise (which is nowhere) but I'm told you need to specify the hosts and ports without quotes, i.e.
-Dhttp.proxyHost=proxy.example.org
-Dhttp.proxyPort=8080
-Dhttps.proxyHost=proxy.example.org
-Dhttps.proxyPort=8080
-Dhttp.nonProxyHosts=localhost
its old system properties tho
i am not sure if its still usable
[...]
but you usually dont set it directly on the app
but on your proxy router stuff
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Hm, can't be done user-side it seems (it's part of vanilla code that I'd have to override, or else test making outposts be under the independent faction or such). Might try something at a later date.
So there is no way to trigger a colonization event from one of the factions to colonize a planet in a unowned system?
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Not related to the quoted post, but anyway: There's nothing in normal gameplay the player can do to specifically make faction X send a colony expedition to planet Y.
There's a console runcode you can use (copypaste into console while in an interaction dialog with the target planet, replacing "jangala" with the ID of the desired source market for the expedition)
Spoiler
runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("jangala")
other than that, best way is to colonize it yourself and transfer to whichever faction you want to have it.
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Hello, Can you add an option to turn off the decivilization (or at least for the starting markets)? The colonies of Pirate are very fragile especially in some systems which are strongly controlled by other factions such as Corvus. I am not sure whether blockade events also deteriorate this condition. Pirate seems to be unable to send relief fleets to save these planets as well.
In my new game the pirate planet in Corvus decivilized twice when I was only level 8. I try to colonize the planet and give the planet back to the pirate, the planet decivilized again in a short period of time :'(.
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for some reason the forums won't let me post the crash log so imma put it as an attached file
using 0.11.1b, I know I should update but for save compatibility sake I havent yet, gonna do so when starting a new one
happened when I clicked on the colony expedition tab and there was around 350 fleets going out, done it plenty of times in the past without any hiccup so no idea why this time around it crashed
[attachment deleted by admin]
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Hello, Can you add an option to turn off the decivilization (or at least for the starting markets)? The colonies of Pirate are very fragile especially in some systems which are strongly controlled by other factions such as Corvus. I am not sure whether blockade events also deteriorate this condition. Pirate seems to be unable to send relief fleets to save these planets as well.
In my new game the pirate planet in Corvus decivilized twice when I was only level 8. I try to colonize the planet and give the planet back to the pirate, the planet decivilized again in a short period of time :'(.
Seconding that Garnir has a strange tendency to deciv. Maybe readding the accessiblity boost to core world pirates?
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So are the only starting backgrounds "unknown" and the heavily in debt one?
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Salvation needs a rework. Because it's replayable, I can basically use it to nuke the Luddic Church off the map without having to directly sat bomb them
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Would make sense for that quest to be non-repeatable (moreso than the others, which are left repeatable for convenience if the player messes up), I'll do that when I'm working on Nex again.
Might figure out what (if anything) pirates should get to avoid decivs as well.
So are the only starting backgrounds "unknown" and the heavily in debt one?
By default yes; Random Assortment of Things (RAT) mod adds a bunch more.
happened when I clicked on the colony expedition tab and there was around 350 fleets going out, done it plenty of times in the past without any hiccup so no idea why this time around it crashed
One of the events in that tab is presumably broken, but no idea which (and don't have a clue how to fix even if I did), sorry :|
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Would make sense for that quest to be non-repeatable (moreso than the others, which are left repeatable for convenience if the player messes up), I'll do that when I'm working on Nex again.
Might figure out what (if anything) pirates should get to avoid decivs as well.
Didn't pirates get an accessibility boost at point?
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So are the only starting backgrounds "unknown" and the heavily in debt one?
By default yes; Random Assortment of Things (RAT) mod adds a bunch more.
Any chance we could select more than one background?
Been wanting to select these and Haunted from Secret of the Frontier.
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Didn't pirates get an accessibility boost at point?
Yeah a flat 10%. I took it out after someone reported that it removed smuggling opportunities, though I forget if I did this before or after spaceport accessibility got increased to 60% (which got reverted in Starsector 0.97 when Hostile Activity was replaced with the Colony Crises system).
(I'm also not sure how much it'd help with places like Garnir decivilizing, is it really because they can't import food and supplies even from places like Qaras with the +5 in-faction bonus?)
Any chance we could select more than one background?
Been wanting to select these and Haunted from Secret of the Frontier.
Hmm Lukas's implementation was for only one background (and none with the Nex special starts).
I might look into letting custom starts opt into allowing a background as well, but multiple backgrounds will probably require a significant code revision. If someone submits a pull request I probably won't say no though :)
(For SotF's haunted events specifically, I think setting guilt with the SotF console command will do the same thing, although I don't remember the exact command)
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(For SotF's haunted events specifically, I think setting guilt with the SotF console command will do the same thing, although I don't remember the exact command)
Huh, I'll give it a try. Thanks!
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Been awhile since I used this mod. Does anyone have any idea how to get the Ai to leave the core worlds alone?
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There's a setting for NPC factions to only invade markets that didn't exist at the start of the game; can be accessed ingame with the LunaLib mod (press F2 in main menu/campaign, or use the top-left GUI button in menu), or if you don't have that, in Nexerelin/exerelin_config.json.
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Didn't pirates get an accessibility boost at point?
Yeah a flat 10%. I took it out after someone reported that it removed smuggling opportunities, though I forget if I did this before or after spaceport accessibility got increased to 60% (which got reverted in Starsector 0.97 when Hostile Activity was replaced with the Colony Crises system).
(I'm also not sure how much it'd help with places like Garnir decivilizing, is it really because they can't import food and supplies even from places like Qaras with the +5 in-faction bonus?)
Any chance we could select more than one background?
Been wanting to select these and Haunted from Secret of the Frontier.
Hmm Lukas's implementation was for only one background (and none with the Nex special starts).
I might look into letting custom starts opt into allowing a background as well, but multiple backgrounds will probably require a significant code revision. If someone submits a pull request I probably won't say no though :)
(For SotF's haunted events specifically, I think setting guilt with the SotF console command will do the same thing, although I don't remember the exact command)
I found that when other factions and unions declare war on each other, Pirate's colonies are easy to be affected and alerted to be decivilizied soon almost at the same time. Maybe the accessibility of those Pirate's planets change because of other factions' wars? And I found that Pirate can be selected as the target of raiding and blockade, which can significantly reduce the import and stability of Pirate's planets. Some Pirate's planets may suffer raiding of two or more factions :(.
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Another interesting bug was found. I turn on the pirate invasion but turn off the invasion of starting planets. During the game I found that Pirate controlled Tibicena, which should be controlled by Tri-Tachyon as I turn off the invasion of starting planets. I am not sure whether Pirate invaded that planet and captured it.
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One thing I would really like to see added to Nexerelin is to integrate AI faction Special Task Groups with the Strategy AI.
There would be a new section added to the Strategy AI intel tab with details on:
1. The name, location, and strength of each Special Task Groups that exist for each faction.
2. The task that each Special Task Group is currently doing (patrol, assist in raid, assist in invasion, building).
This would aid immensely in transparency, so as the player, you can see that the AI Special Forces are actually doing stuff in the world. We can see what the player faction ones do when we create them, but not the AI faction ones at all.
Also, it would be really nice to see the "point progress" for AI factions towards building a Special Task Group. I know they have a fleet pool point but this is currently invisible. This way, when we destroy a Special Task Group, we can see about how long it takes until it'll respawn.
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Is it a bug that I got a ton of experience by "assisting" an invasion when I didn't actually do anything? Church wanted to invade imperium homeworld but they only brought like 600 marines so I decided not to deploy and still got around 700k exp after they failed the invasion.
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Another interesting bug was found. I turn on the pirate invasion but turn off the invasion of starting planets. During the game I found that Pirate controlled Tibicena, which should be controlled by Tri-Tachyon as I turn off the invasion of starting planets. I am not sure whether Pirate invaded that planet and captured it.
It quite likely rebelled, Tibicena has low stability. I'll probably make such rebellions obey the invade-starting-markets rule.
Is it a bug that I got a ton of experience by "assisting" an invasion when I didn't actually do anything? Church wanted to invade imperium homeworld but they only brought like 600 marines so I decided not to deploy and still got around 700k exp after they failed the invasion.
There's no mechanism for checking actual player contribution when gaining either player or marine XP from ground battles :-X Might code that at some point.
One thing I would really like to see added to Nexerelin is to integrate AI faction Special Task Groups with the Strategy AI.
There would be a new section added to the Strategy AI intel tab with details on:
1. The name, location, and strength of each Special Task Groups that exist for each faction.
2. The task that each Special Task Group is currently doing (patrol, assist in raid, assist in invasion, building).
This would aid immensely in transparency, so as the player, you can see that the AI Special Forces are actually doing stuff in the world. We can see what the player faction ones do when we create them, but not the AI faction ones at all.
Also, it would be really nice to see the "point progress" for AI factions towards building a Special Task Group. I know they have a fleet pool point but this is currently invisible. This way, when we destroy a Special Task Group, we can see about how long it takes until it'll respawn.
Hmm. Not sure how much of this info ought to be visible to the player; in particular when the task group is specifically going after the player (for having been spotted in a faction-held star system) knowing it's coming changes player behavior a lot (all NPC special task groups are visible in intel screen when Nex dev mode is enabled, so I speak from experience).
Nevertheless I might well add a config setting for this later. Stretch goal: maybe tie it into a Stellaris-style intel level mechanic.
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I've noticed the "Follow Me" command is a bit buggy. It does make your patrols "follow you", however, when you engage an enemy fleet, the fleets "orbiting you" from the "follow me" command won't actually join the battle. I've only been able to get my patrols to reinforce me when I don't use the follow me command and they are nearby.
If anything, I think they should stop following you and go engage the nearby enemy fleet if they spot one (can we get a stop following me command if the behavior cant be changed? so we can have them follow to get into reinforcement range then tell them to stop following so they actually reinforce). Otherwise, it's a real struggle to get friendly patrols to aid against an invasion doomstack
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Also another issue I noticed is that allies often don't join wars? I saw the Persean League and Mayasuran Navy in an alliance but only the Mayasurans were at war with the Hegemony. The Mayasurans were getting constantly invaded and eventually got eliminated from the game. The Perseans never joined the war (and was at peace with the Hegemony), despite having an alliance.
There should be a way for Mayasura to call their allies to war (through the strategic AI maybe, "lets join our ally?"). Similarly, I would love the ability as a player to call allies to war so they can help out. It's frustrating when you're fighting off back to back invasions while your allies do nothing.
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bug report time!
for nexerlin 0.11.2c, on starsector 0.97a-RC11
what happend: I attempted to load my game. and it failed, refusing to load the save.
the starsector log at the time of the issue
4476051 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 2651609
class[1] : java.util.LinkedHashSet
required-type[1] : java.util.LinkedHashSet
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
required-type[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[3] : java.util.LinkedHashMap
required-type[3] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[4] : com.fs.starfarer.campaign.rules.Memory
required-type[4] : com.fs.starfarer.campaign.rules.Memory
class[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6] : com.fs.starfarer.rpg.Person
required-type[6] : com.fs.starfarer.rpg.Person
class[7] : java.lang.ref.WeakReference
required-type[7] : java.lang.ref.WeakReference
class[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
required-type[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
class[9] : java.util.ArrayList
required-type[9] : java.util.ArrayList
class[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
required-type[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
class[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
required-type[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
required-type[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
class[13] : com.fs.util.container.repo.ObjectRepository
required-type[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[15] : com.fs.starfarer.campaign.CampaignEngine
required-type[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 2651609
class[1] : java.util.LinkedHashSet
required-type[1] : java.util.LinkedHashSet
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
required-type[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[3] : java.util.LinkedHashMap
required-type[3] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[4] : com.fs.starfarer.campaign.rules.Memory
required-type[4] : com.fs.starfarer.campaign.rules.Memory
class[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6] : com.fs.starfarer.rpg.Person
required-type[6] : com.fs.starfarer.rpg.Person
class[7] : java.lang.ref.WeakReference
required-type[7] : java.lang.ref.WeakReference
class[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
required-type[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
class[9] : java.util.ArrayList
required-type[9] : java.util.ArrayList
class[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
required-type[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
class[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
required-type[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
required-type[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
class[13] : com.fs.util.container.repo.ObjectRepository
required-type[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[15] : com.fs.starfarer.campaign.CampaignEngine
required-type[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:278) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1431) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1411) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1305) ~[xstream-1.4.17.jar:1.4.17]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException
as for what i was doing: i was just trying to load the game. in the game i was trying to load, my only special task group was dead.
I have tested it, and with 2 saves about 2 seconds apart from each other. one were my task group was dead, and the other when I just revived it. I could only load the save were I revived my task group.
some things to note about my task group:
1) it was a small fleet. 4 ships, all having officers.
2) to create my task group, i founded a colony that i keepet for all of about 25 seconds, so I could make the task group. I had no faction before that, and just wanted the task group. I don't know if this could contribute to this issue, but i thought i should point it out
3) I have had this task group for about 10 cycles now.
anyhow, i do hope this is helpfull. please tell me if you require additional information about my game in some capacity.
-
Could you change the faction config for pirates to let them have one special forces fleet (similar to the independents)? I think it would be a cool change that lets them have some extra punch in their raids and help defend a bit against the dozens of modded factions smacking them constantly.
Also, I think special task groups should be able to aid a blockade and also value attacking more, I always just see them patrolling or defending rather than helping win the war.
On another note, I feel like the STG upkeep for players is a bit too high (especially since the AI doesn't use credits, we can never match the fleets they spawn), I would love to see the upkeep reduction exposed in the exerelin config so we can tune it ourselves.
-
I've noticed the "Follow Me" command is a bit buggy. It does make your patrols "follow you", however, when you engage an enemy fleet, the fleets "orbiting you" from the "follow me" command won't actually join the battle. I've only been able to get my patrols to reinforce me when I don't use the follow me command and they are nearby.
Hmm it works for me in a minimal test, but any mod that overrides the fleet interaction dialog plugin is likely to break it, since that's what Nex relies on to make the following fleets join player battles. The easy workaround (use an 'aggressive orbit' assignment instead of a 'passive orbit' one) is undesirable since the followers will chase random tiny fleets that get nearby, while the hard one (manually monitor the fleets and give them assignments) will be somewhat smarter about this but is, well, hard. Might still have to do it anyway, at some point?
Also another issue I noticed is that allies often don't join wars? I saw the Persean League and Mayasuran Navy in an alliance but only the Mayasurans were at war with the Hegemony. The Mayasurans were getting constantly invaded and eventually got eliminated from the game. The Perseans never joined the war (and was at peace with the Hegemony), despite having an alliance.
There should be a way for Mayasura to call their allies to war (through the strategic AI maybe, "lets join our ally?"). Similarly, I would love the ability as a player to call allies to war so they can help out. It's frustrating when you're fighting off back to back invasions while your allies do nothing.
Alliances will have a war/peace vote when a member has a war/peace action, but they won't join any pre-existing wars unless a member decides for its own reasons to become hostile to the other party as well.
If this happened since the start of the game, Knight Chase ought to fix it on the Mayasura end (either by creating a Nex alliance vote event, or setting the Persean League to hostile directly). Adding a strategic AI action to intervene later is a good idea though, wrote than down for later.
Could you change the faction config for pirates to let them have one special forces fleet (similar to the independents)? I think it would be a cool change that lets them have some extra punch in their raids and help defend a bit against the dozens of modded factions smacking them constantly.
I probably don't (yet?) want a permanent pack of elite pirates, but if you like you can edit this yourself in the Nex faction configs :) (Nexerelin/data/config/exerelinFactionConfigs/pirates.json, change the specialForcesMaxFleets value)
Also, I think special task groups should be able to aid a blockade and also value attacking more, I always just see them patrolling or defending rather than helping win the war.
Hmm I think I made them play more defensively to help reduce the speed of territorial changes, and they don't join blockades because those are big enough as it is, but if other people think they could be more aggressive I could make it so. Could add differences based on faction, too.
On another note, I feel like the STG upkeep for players is a bit too high (especially since the AI doesn't use credits, we can never match the fleets they spawn), I would love to see the upkeep reduction exposed in the exerelin config so we can tune it ourselves.
I could add to config, yeah!
bug report time!
for nexerlin 0.11.2c, on starsector 0.97a-RC11
what happend: I attempted to load my game. and it failed, refusing to load the save.
Thanks, I'll take a look. Does the error have any more lines after the last one posted ("Caused by")? That would help me narrow it down.
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Thanks, I'll take a look. Does the error have any more lines after the last one posted ("Caused by")? That would help me narrow it down.
Spoiler
469545 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 2651609
class[1] : java.util.LinkedHashSet
required-type[1] : java.util.LinkedHashSet
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
required-type[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[3] : java.util.LinkedHashMap
required-type[3] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[4] : com.fs.starfarer.campaign.rules.Memory
required-type[4] : com.fs.starfarer.campaign.rules.Memory
class[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6] : com.fs.starfarer.rpg.Person
required-type[6] : com.fs.starfarer.rpg.Person
class[7] : java.lang.ref.WeakReference
required-type[7] : java.lang.ref.WeakReference
class[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
required-type[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
class[9] : java.util.ArrayList
required-type[9] : java.util.ArrayList
class[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
required-type[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
class[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
required-type[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
required-type[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
class[13] : com.fs.util.container.repo.ObjectRepository
required-type[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[15] : com.fs.starfarer.campaign.CampaignEngine
required-type[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 2651609
class[1] : java.util.LinkedHashSet
required-type[1] : java.util.LinkedHashSet
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
required-type[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[3] : java.util.LinkedHashMap
required-type[3] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[4] : com.fs.starfarer.campaign.rules.Memory
required-type[4] : com.fs.starfarer.campaign.rules.Memory
class[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6] : com.fs.starfarer.rpg.Person
required-type[6] : com.fs.starfarer.rpg.Person
class[7] : java.lang.ref.WeakReference
required-type[7] : java.lang.ref.WeakReference
class[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
required-type[8] : com.fs.starfarer.api.impl.campaign.plog.SModRecord
class[9] : java.util.ArrayList
required-type[9] : java.util.ArrayList
class[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
required-type[10] : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
class[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
required-type[11] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
required-type[12] : com.fs.starfarer.api.impl.campaign.missions.academy.GAIntro2
class[13] : com.fs.util.container.repo.ObjectRepository
required-type[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[14] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[15] : com.fs.starfarer.campaign.CampaignEngine
required-type[15] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:278) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1431) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1411) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1305) ~[xstream-1.4.17.jar:1.4.17]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:147) ~[?:?]
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73) ~[?:?]
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source) ~[port_obf.jar:?]
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?]
at java.base/java.lang.reflect.Method.invoke(Method.java:580) ~[?:?]
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.17.jar:1.4.17]
... 171 more
469557 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
469557 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
this is the log from the start of were the crash begins, to the very end of the log.
sorry about missing part of the log when i first sent it to you. its my mistake.
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Hey,
any idea why I have an ability like Transverse Jump enabled right at the start of the game even without choosing "Navigation" skill? In vanilla, I don't get Transverse Jump until I actually activate "Navigation" skill.
It seems to happen only when I enable "randomized core world" in the initial settings.
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Forgot to reply earlier, but thanks!
The stacktrace brings up the Plasma Flux Catalyst from Exotica Technologies; it's an issue I've seen before, but I forget if the cause was known or if it was ever solved. I suppose I could test it myself to see if it's caused by PFC being on a dead special task group... although even if it is, not sure it's possible to fix on my end.
If nothing else, updating Exotica might work?
Hey,
any idea why I have an ability like Transverse Jump enabled right at the start of the game even without choosing "Navigation" skill? In vanilla, I don't get Transverse Jump until I actually activate "Navigation" skill.
It seems to happen only when I enable "randomized core world" in the initial settings.
IIRC I made random sector give the same bonuses as the 'skip story' option, which treats the player as having completed the Galatia Academy questline. One of the early rewards from that is getting Transverse Jump without the Navigation skill.
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One cool feature I noticed is that for blockades, patrols from the origin system will actually join the attack and travel there (I've seen several detachments / heavy patrols travel through space to join a blockade).
Is there a way to make invasions, raids, etc do the same thing? This would mean we can have less fleets that spawn out of nowhere and more consequence to losing an attack (since your patrols need time to respawn). It also addresses the oddity where blockades are often several times the size of an invasion.
Similarly, is there a way to have player patrols join your attacks as well?
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I need some help with 11.2c, random sector, vanilla Nex and factions with no other mods except Nex dependencies. I've conquered some markets from the Hegemony and loaded them up with AI cores. These were some of the hegemony's smallest worlds. Suddenly I seem to be overrun by Hegemony inspection fleets, though there is no notification of them ever launching in the intel tab, and the colony crisis page has no mention of them. I'd like to finish this crisis, as I've destroyed 6 or 7 of these fleets already, but who do I talk to in random sector?
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I need some help with 11.2c, random sector, vanilla Nex and factions with no other mods except Nex dependencies. I've conquered some markets from the Hegemony and loaded them up with AI cores. These were some of the hegemony's smallest worlds. Suddenly I seem to be overrun by Hegemony inspection fleets, though there is no notification of them ever launching in the intel tab, and the colony crisis page has no mention of them. I'd like to finish this crisis, as I've destroyed 6 or 7 of these fleets already, but who do I talk to in random sector?
Did you defeat 3 full 600 crisis inspection fleets? As you might be fighting the passive 'inspection' fleets that just muck about near your jump points. Apparently once you defeat 3 inspection crisises you can talk to daud in typical sector to resolve the entire issue.
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I need some help with 11.2c, random sector, vanilla Nex and factions with no other mods except Nex dependencies. I've conquered some markets from the Hegemony and loaded them up with AI cores. These were some of the hegemony's smallest worlds. Suddenly I seem to be overrun by Hegemony inspection fleets, though there is no notification of them ever launching in the intel tab, and the colony crisis page has no mention of them. I'd like to finish this crisis, as I've destroyed 6 or 7 of these fleets already, but who do I talk to in random sector?
Did you defeat 3 full 600 crisis inspection fleets? As you might be fighting the passive 'inspection' fleets that just muck about near your jump points. Apparently once you defeat 3 inspection crisises you can talk to daud in typical sector to resolve the entire issue.
Not sure, crisis events are new to me, I've been away from starsector for awhile. It does seem that these might be the passive inspection fleets that muck around the jump points. They are kind of irritating, as I just want to get the crisis over with and spawn the 'real' inspection fleets, but it takes forever.
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They'll launch an inspection when the crisis meter maxes out and there's a valid inspection target (needs to have at least 8 points of AI usage); the wiki has details (https://starsector.wiki.gg/wiki/Colony_Crises#Hegemony).
Killing the investigation fleets (temporarily) lowers the crisis meter so you don't want to do this if trying to trigger the major events.
It's actually possible to leave things at the sub-inspection level, put up with the occasional boarding and just let the Hegemony seethe forever, if you want. You could also get membership in the Persean League and the Hegemony will stop.
One cool feature I noticed is that for blockades, patrols from the origin system will actually join the attack and travel there (I've seen several detachments / heavy patrols travel through space to join a blockade).
Is there a way to make invasions, raids, etc do the same thing? This would mean we can have less fleets that spawn out of nowhere and more consequence to losing an attack (since your patrols need time to respawn). It also addresses the oddity where blockades are often several times the size of an invasion.
Similarly, is there a way to have player patrols join your attacks as well?
Hmm I hadn't actually noticed that! (and would need to figure out how to replicate it without breaking the patrol behavior once the event is done, though it might be good to try at some point)
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Is there a way to track where I've placed my outposts? They don't show up in the Colony tab and not on the Map either. Even when a Colony Crisis trigger on one I have no idea where it is.
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Outposts will be in the Colonies tab of the command screen if there's anything in storage (it lists locations that deduct storage fees or at least claim to).
Other than that, they'll always be in the intel screen with the Colonies filter.
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I noticed in the Strategic AI, factions have actions to Build Economic and Military structures on their planets. Does this mean we can eventually see the Hegemony upgrade their Military Base on Chicomoztoc to a High Command, or the Persean League do the same on Kazeron?
I think it would be cool to have that kind of growth over the course of the game, since I've seen Kazeron conquered every game by the Hegemony (which they could have avoided if they had upgraded their homeworld to a High Command or their battlestation to a higher tier)
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I recently noticed that special task groups of enemy factions seem to turn to piracy when their faction is completely wiped out. Would it be possible to commission these fleets for your own faction (with promise of revenge, perhaps) if you were already friendly to them? It seems a shame to let such talent go to waste.
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I noticed in the Strategic AI, factions have actions to Build Economic and Military structures on their planets. Does this mean we can eventually see the Hegemony upgrade their Military Base on Chicomoztoc to a High Command, or the Persean League do the same on Kazeron?
They AI can upgrade a base (or station, or ground defenses) in response to the 'inadequate defenses' concern, or (if strategic AI is disabled) when the market grows in size. It's not as 'paranoid' about it as a human player would be (or possibly as it should be) though!
I recently noticed that special task groups of enemy factions seem to turn to piracy when their faction is completely wiped out. Would it be possible to commission these fleets for your own faction (with promise of revenge, perhaps) if you were already friendly to them? It seems a shame to let such talent go to waste.
Hmm, might be too niche a feature to actually work on but I will say it'd be interesting if it ever comes up :)
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Is it possible to generate a sector that has one planet per faction? I cannot seem to figure out the magix combination of sector generation setting that would allow this? It this is not possible, what is the smallest number of systems and planets that will still have all 8 factions?
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Question: How does the X menu's sending a colony fleet work, does it build comms relay etc. and is it cheaper or more expensive to do it yourself
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Can we can enable response fleets (maybe an exerelinConfig option) for when the AI initiates a station battle / invasion? I dispatched an invasion fleet to conquer Chicomoztoc using the fleet request menu.
To my surprise, when I let my invasion fleet initiate the battle with the station, no response fleet was spawned in, and when I joined the fight, it was just the station we had to fight, making it quite easy.
When I reloaded the save and went in front of the invasion fleet so I can initiate the battle first while still staying in range of reinforcement with my invasion fleet, a large response fleet spawned in to help the Chicomoztoc station, and made the battle much more difficult. This seems pretty exploitable, so I'd love to have an option to just let the response fleet always spawn in, regardless of who "initiates" the battle.
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Hellow Histidine
I noticed that if i use custom ships to start a new game, it will cause "memory leak " Message after S/L (Copies of campaign data in memory >=2)
It will not happen when I using "standard fleet"
I have tested it(new game, and S/L immediately) many times with the following mod:
LazyLib 2.8b
MagicLib 1.3.9
Nexerelin 0.11.2c
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Is it possible to generate a sector that has one planet per faction? I cannot seem to figure out the magix combination of sector generation setting that would allow this? It this is not possible, what is the smallest number of systems and planets that will still have all 8 factions?
Hmm one-planet-per-faction isn't officially supported, but I'd just try setting all the sliders to their minimum and see what happens; IIRC it'll add more systems and planets if needed to fit all the factions. (Alternatively, use Derelict Empire scenario and write a console runcode to destroy all the derelict faction markets at the start of game)
Question: How does the X menu's sending a colony fleet work, does it build comms relay etc. and is it cheaper or more expensive to do it yourself
Set a target, pay the fee, the fleet goes there and creates a colony for you (like NPC colony expeditions do).
It won't make a comm relay or other objectives immediately, but once it gets a patrol HQ up the patrol will take care of it (if possible).
The fleet is somewhat more expensive than doing it manually (it charges the base price of the 200 supplies, 100 heavy machinery and 1000 crew required, plus about 80k for the fleet itself), but it does potentially save the trouble of walking all the way over there and the corresponding ongoing expenses.
Can we can enable response fleets (maybe an exerelinConfig option) for when the AI initiates a station battle / invasion?
There currently isn't a setting for this and I don't currently plan to have one, in part because NPC invasions already have enough trouble with planetary defenses as it is. Not sure what to do about the exploit though (making the response fleet appear if player joins an ongoing station battle is a possible option, but doesn't sound ideal). Hmm.
Hellow Histidine
I noticed that if i use custom ships to start a new game, it will cause "memory leak " Message after S/L (Copies of campaign data in memory >=2)
It will not happen when I using "standard fleet"
Well that's a bit annoying. Thanks for the report, I'll see if I can track it down.
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Is there an option somewhere disable the questline that this mod adds from appearing?
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So I wanted to do a Remnant themed run and became aware that the AI factions (Remnants, Dustkeepers etc...) don't have a way to survey planets beside packing a bunch of human meatbags in a human meatbag ship and do the survey for them. The toasters surely must not be very happy with this given their mistrust of all things human. Would it be possible to add some commodity in the lines of "Remnant crew" or "survey robots" that could have the same effects that regular human crew for surveing requisites? I think Midnight Dissonant would aprove of this...
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@AnXel LG this mod offers survey bots:
https://fractalsoftworks.com/forum/index.php?topic=22261.0
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@AnXel LG this mod offers survey bots:
https://fractalsoftworks.com/forum/index.php?topic=22261.0
I had no idea there was a mod covering just this issue!! I will surely include it in the modlist and give it a try, thanks. Time to wreak havoc in the colonies!!
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Is there an option somewhere disable the questline that this mod adds from appearing?
There isn't a switch for it, although you can just reject the quest when it happens in the bar.
(If you really want, you can comment out or otherwise the rules.csv row that starts the quest)
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This may sound silly but is there a way to do the exact opposite? Keep the quest / Prism Freeport and gut Nexerelin mechanics?
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This may sound silly but is there a way to do the exact opposite? Keep the quest / Prism Freeport and gut Nexerelin mechanics?
Yep; this is what I typically do, actually: I like most of the things Nex adds (especially the improved starting options), but am not interested in the 4x mechanics. So I turn AI invasions and colonization off, and just don't do any invasions myself.
Assuming you're using LunaLib for adjusting Nex settings, you want to adjust:
• Under "Fleets and battles", turn off "Enable invasions", "Allow NPC saturation bombardments", and crank "Colony expedition interval" to the max. (There doesn't currently seem to be a way to turn colonies off entirely via LunaLib, but 10,000 days per colonization fleet is good enough.)
• Under "Diplomacy and alliances", turn off "Enable diplomacy", "Player faction has diplomacy events", and "Enable faction alliances".
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Can I turn off faction warfare?
Can I bring back the war like in the original version?
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Encountered a bug where one faction in an alliance sent an agent to sabotage a colony which was conquered by an ally. The mission was never cancelled, and when the agent was caught, it caused a -102 reputation drop which instantly split up the alliance.
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I've been unable to delay invasion using invasionsOnlyAfterPlayerColony ever since 0.97a came out. Any ideas? I've copy pasted both config file on the main (with version number) folder and the Nexerelin folder.
Nvm, I'ts LunaLib. Why on earth do they even override manual config.
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Can I turn off faction warfare?
Can I bring back the war like in the original version?
For disabling faction warfare, the post right above yours has the needed settings.
Not sure what war like the 'original' version means here, could you elaborate?
Encountered a bug where one faction in an alliance sent an agent to sabotage a colony which was conquered by an ally. The mission was never cancelled, and when the agent was caught, it caused a -102 reputation drop which instantly split up the alliance.
Welp. Lemme see what I can do.
Nvm, I'ts LunaLib. Why on earth do they even override manual config.
That's kind of what it's for, so you can edit the config ingame rather than in the file (it does use the file as defaults).
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what's the formula for "Hostilities with other factions"?
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Can we got a different alliance system? It's upset that forming a alliance would synchronize player's diplomatic relations with allies, which will negatively affect trade experience. What if there are separate levels of alliance? For high level alliance, player need to help defending all kinds of hostile activities, but for low level alliance, player only help defending invasion while allies have to defend strike and other hostile activities. In the latter case player's diplomatic relations only obtain like a half of influence compare with high level alliance.
Just try to make alliance more useful because at least for me the random influence like suddenly declaring a war is not so pleasing. :)
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what's the formula for "Hostilities with other factions"?
If you're talking about the accessibility penalty, that's a vanilla function so I don't know how it works for sure, but IIRC it's just [% of sum of market size in the sector that belongs to a hostile faction].
Can we got a different alliance system? It's upset that forming a alliance would synchronize player's diplomatic relations with allies, which will negatively affect trade experience. What if there are separate levels of alliance? For high level alliance, player need to help defending all kinds of hostile activities, but for low level alliance, player only help defending invasion while allies have to defend strike and other hostile activities. In the latter case player's diplomatic relations only obtain like a half of influence compare with high level alliance.
Just try to make alliance more useful because at least for me the random influence like suddenly declaring a war is not so pleasure. :)
First the quick suggestion: If you really want to both stay in the alliance and not join whatever war happens, use the 'defy vote' option when the war vote dialog appears. That will cost -10 rep with each of your allies if the vote passes, but it can be worth it.
Anyway, for now that's just the basic expectations of alliances, everyone participates in a war if there's a consensus.
I'm also not sure what different alliance tiers in your suggestion supposed to do here, for a couple of reasons:
- Invasions and non-invasion offensive events (raid, blockade, sat bomb) come from the same place anyway, a faction that is hostile to your ally and may or may not be hostile to you, I don't currently have a mechanical concept (or an idea for one) that specifies "will help against invasions but not raids"
- I don't trust any script I could write to correctly judge whether the player is in fact helping their allies against e.g. invasions, or indeed is capable of doing so
(Nor can I easily do something like separate alliance types/votes based on defensive vs. offensive actions (like in something like Stellaris), since for the most part neither the game nor Nex have a concept of who the offensive vs. defensive side is in a war.)
Having typed all that, I'll say that there's a bunch of reasons I've wanted to do like Paradox and make wars a discrete event instead of an assumed state whenever relations are below -50, then I could distinguish different types of wars etc. Definitely not attempting this for next update though, if I ever do; it's a lot of complexity that's in tension with some fundamental assumptions about how the game and modiverse are written.
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Hi, I have a problem in my recent games I have been encoutering this:
82414 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:152)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:395)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:672)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:638)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:132)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
And then It just crashes my game I have this mods enabled:
-Fleet journal 1.13
-Halo Homesystems 0.6.6
-High tech Expansion
-Lazylib
-Lunalib
-Magiclib
-Nexerilin
-QOL Pack
-Ruthless Sector
-Speedup
-Whichmod
-zz Grapichslib
I have tried starting a new game but it just happens sooner or later in every save I play, Please help me with this
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hey i was wondering if this code still worked for turning on vanilla hostilities
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
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Just wanted to make a small nitpick for the "Skip Academy Questline" option, but I do not think it should provide Callisto Ibrahim's contract by default. In vanilla, the contract itself only ever appears once you give the Hamatsu to her, but the skip option gives you Ibrahim's contract right away even if you completely forgo recovering the Hamatsu in Alpha Site - and it's also worth mentioning that the associated questline/reward for recovering it remains available despite skipping the story.
I'd suggest a similar thing with Horus Yaribay too, although that's probably of minor impact, as, AFAIK, the skip story option already sets the prerequisites for it - so no real difference aside from having to talk to him to get the actual contract. It'd help with keeping the contact list short, at least.
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Hi, I have a problem in my recent games I have been encoutering this:
I recall seeing this or a similar issue with Halo Homesystems before, but I was under the impression it was fixed already (might require new game though, if you started on a pre-0.6.6 version).
Searching my Discord messages, someone also had a problem even with that mod not running, only advice I had was:
see if any factions are missing from the map despite their mod being installed and being in the faction directory
or if any systems on the map are disconnected from hyperspace while having colonies
hey i was wondering if this code still worked for turning on vanilla hostilities
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
Yeah, nothing should have changed in that regard.
Just wanted to make a small nitpick for the "Skip Academy Questline" option, but I do not think it should provide Callisto Ibrahim's contract by default. In vanilla, the contract itself only ever appears once you give the Hamatsu to her, but the skip option gives you Ibrahim's contract right away even if you completely forgo recovering the Hamatsu in Alpha Site - and it's also worth mentioning that the associated questline/reward for recovering it remains available despite skipping the story.
Good point, think I'll make Ibrahim not be added immediately. (Could go either way on Yaribay)
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Was wondering, in the ground battle how does reorganizing and morale work. I notice that morale drops extremely quickly and then my units are reorganizing for a very long time, am I misunderstanding how the system works, is there a way besides inspirational speech to protect morale or increase it's regen?
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Morale drops from being in combat, when a unit takes losses or if a friendly industry is lost despite being defended. If it goes under 30% the unit will reorganize until it recovers.
Generally you'll just have to rotate out units that got beat up. Units not in combat will gradually recover morale; taking defended industries also raises morale a bit (with bigger bonus for units that participated directly) so if you have momentum you can keep going.
Exact numbers
-5%/turn for being in combat, +2.5%/turn when not in combat
Hazard rating also modifies this, mouse over the modifier icon for details
Morale loss from taking damage scales with loss percentage: a unit that takes losses equal to 70% of its current size in one turn loses 100% morale
If an industry is captured and any combat happened on that industry this turn, all units on the taking side gain +3% morale (effect tripled for units currently on that industry; all units on the losing side lose -3% morale)
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Morale drops from being in combat, when a unit takes losses or if a friendly industry is lost despite being defended. If it goes under 30% the unit will reorganize until it recovers.
Generally you'll just have to rotate out units that got beat up. Units not in combat will gradually recover morale; taking defended industries also raises morale a bit (with bigger bonus for units that participated directly) so if you have momentum you can keep going.
Exact numbers
-5%/turn for being in combat, +2.5%/turn when not in combat
Hazard rating also modifies this, mouse over the modifier icon for details
Morale loss from taking damage scales with loss percentage: a unit that takes losses equal to 70% of its current size in one turn loses 100% morale
If an industry is captured and any combat happened on that industry this turn, all units on the taking side gain +3% morale (effect tripled for units currently on that industry; all units on the losing side lose -3% morale)
Makes sense thanks for your reply!
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Does giving an alpha core to omega core fleet after raiding hypershunt do anything meaningful? Or do I just give away an alpha to not fight them and not get even more rare weapons?
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They'll just not fight you (and if you gave an alpha core or modded equivalent instead of a beta or equivalent, you get a bit of Remnant faction map)
The fleet will then hang around the local hypershunt indefinitely, so you can go and beat them up for their weapons later if you like.
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Context: Roiders (who are not officially a faction anymore but have some independent roider bases I assume) invaded a colony of mine. I beat the invasion fleet but the invasion is still going on. I couldn't deploy straight off the bat and had to join the invasion... on my side. Also. I'm able to fight my own fleet for some reason (it'll use my DP but spawn them on the enemy side)
Spoiler
(https://i.imgur.com/to70M9e.png)
I'm not sure that's how that is meant to work... It's funny tho.
EDIT: It gets even weirder. If my fleet is in orbit, my ground units lose 2/3rds of strength. When my fleet leaves orbit, my units TRIPLE in strength as if I wasn't there. Essentially: My own fleet is handicapping the defense by being present.
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Long time lurker and player first time caller, er, poster.
My colonies are down to very low stability (0 and 1) following a commerce raid. I have tried my best to figure out how to request a relief fleet, but, my search via the Google-tek have not yielded any useful information. I have tried requesting it while at my own colony, and also at a colony of a friendly faction. How do I request a relief fleet, please?
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Long time lurker and player first time caller, er, poster.
My colonies are down to very low stability (0 and 1) following a commerce raid. I have tried my best to figure out how to request a relief fleet, but, my search via the Google-tek have not yielded any useful information. I have tried requesting it while at my own colony, and also at a colony of a friendly faction. How do I request a relief fleet, please?
Hi and welcome!
Player can't request relief fleets, only NPC factions can decide to send them. You have to use the stabilize function (for your own colonies), or for other factions' colonies, talk to an admin for the stabilize package offer with the required goods.
Context: Roiders (who are not officially a faction anymore but have some independent roider bases I assume) invaded a colony of mine. I beat the invasion fleet but the invasion is still going on. I couldn't deploy straight off the bat and had to join the invasion... on my side. Also. I'm able to fight my own fleet for some reason (it'll use my DP but spawn them on the enemy side)
Spoiler
(https://i.imgur.com/to70M9e.png)
I'm not sure that's how that is meant to work... It's funny tho.
EDIT: It gets even weirder. If my fleet is in orbit, my ground units lose 2/3rds of strength. When my fleet leaves orbit, my units TRIPLE in strength as if I wasn't there. Essentially: My own fleet is handicapping the defense by being present.
Yeah, I don't even begin to imagine what caused this :-X
If you happen to see it again, could keep the save and I could look at it, assuming it doesn't have too many mods (<50 would be best).
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Long time lurker and player first time caller, er, poster.
My colonies are down to very low stability (0 and 1) following a commerce raid. I have tried my best to figure out how to request a relief fleet, but, my search via the Google-tek have not yielded any useful information. I have tried requesting it while at my own colony, and also at a colony of a friendly faction. How do I request a relief fleet, please?
Hi and welcome!
Player can't request relief fleets, only NPC factions can decide to send them. You have to use the stabilize function (for your own colonies), or for other factions' colonies, talk to an admin for the stabilize package offer with the required goods.
Ah, good to know, thanks.
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does the ship restock at a different time than the rest of the games markets? It's been several months and it seems the ships have been the same for a while now
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Hi there!
Does anyone have a problem with Special Task Force fleet? I've created another fleet myself, and they won't obey orders. They are just patrolling around the colony, if I try to give them the order to follow me, sometimes it works for a few seconds, but then they disjoining me and continue patrolling.
Same with all other orders.
Any help?
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Did the way raids work get changed in the last few months/year? I haven't played since last year (roughly) but I remember raids were significantly more common, as well as how long wars lasted. I'm running the latest release of Nexerelin. I have invasions and colonization turned off, but at least in the past that never affected how raids work. In my current playthrough it's 210 and the only raids that occurred were two separate raids by pirates consisting of a singular fleet each. Wars also seem to only be lasting a month or two before peace is voted on with no notable battles or raids happening. I have seen task groups flying around but they aren't attacking or raiding and seem to be more like big patrols. I do have a couple of faction mods enabled like hivers but I wouldn't imagine that would shake up how wars/raids are occurring. I'll try and run starsector with nothing enabled but Nexerelin and see if that's still happening.
EDIT: After letting it run a bit and having the same results, I decided to alter some settings. It appears that the invasion grace period, which I had maxed out to 1825 days prior to seeing the new (to me) options to full on disable invasions and colonization seems to be the cause of the issue I had. Within a month or two of setting it to 0 days two hegemony raids and a persean blockade both popped up. I didn't think that would effect raids and blockades, so that's on me.
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does the ship restock at a different time than the rest of the games markets? It's been several months and it seems the ships have been the same for a while now
Vanilla submarket types should update their ship stock any time they're checked at least a month after the last refresh (behavior unchanged by Nex). You can also try the ForceMarketUpdate console command and see if that works.
Hi there!
Does anyone have a problem with Special Task Force fleet? I've created another fleet myself, and they won't obey orders. They are just patrolling around the colony, if I try to give them the order to follow me, sometimes it works for a few seconds, but then they disjoining me and continue patrolling.
Same with all other orders.
Any help?
Hello!
It works fine in my current moderately modded (~48 mods) game. Possibly another mod is overriding the fleet's commands (had an issue where a industry in Indies Expansion Pack used to make the fleet despawn almost immediately after spawning).
In the special task group's intel item, does it say it's doing the requested order but the fleet itself is disregarding this?
By "another fleet" do you mean you have more than one, and only one of them is breaking?
How many mods do you have? If it's not too many (<50 preferred) you could upload the save and I could try to debug when I have time.
Did the way raids work get changed in the last few months/year? I haven't played since last year (roughly) but I remember raids were significantly more common, as well as how long wars lasted. I'm running the latest release of Nexerelin. I have invasions and colonization turned off, but at least in the past that never affected how raids work. In my current playthrough it's 210 and the only raids that occurred were two separate raids by pirates consisting of a singular fleet each. Wars also seem to only be lasting a month or two before peace is voted on with no notable battles or raids happening. I have seen task groups flying around but they aren't attacking or raiding and seem to be more like big patrols. I do have a couple of faction mods enabled like hivers but I wouldn't imagine that would shake up how wars/raids are occurring. I'll try and run starsector with nothing enabled but Nexerelin and see if that's still happening.
Hmm, can't say I've received reports of this. I'm also seeing frequent fleet events in my current game (and got at least one blockade when I briefly tested with invasions disabled), although this is in-dev with some pending changes to fleet event generation.
Could check the LunaLib mod settings menu for Nex (in particular the ones controlling invasion points and possibly grace period), and check the diplomacy profile intel items to see if factions are actually stocking on invasion points. Also, is strategic AI enabled?
Anyway, thanks for the testing!
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I did some additional testing and it appears that the issue is the invasion grace period. I reset Nexerelin's settings to make sure I hadn't messed up some of the numbers, then spiked the invasion grace period to 1825 (highest it'll go in lunalib mod settings barring you tweaking it manually via notepad++). Factions are not getting any invasion points and aren't doing any raids or blockades until whatever day you set the grace period to end at has passed (such as at the start of day 91 with the default 90 day grace period setting), the grace period being changed at some point to have it end on a day earlier than whatever day you are on now (such as dropping the grace period limit to 5 days when you're on day 6), or there being no grace period at all. I also do not have strategic AI enabled.
I also tested this with only the basic required mods (so lazylib, lunalib (for easier mod menu stuff), magiclib, nexerelin, and speedup for faster campaign map stuff for testing point generation.
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Context: Roiders (who are not officially a faction anymore but have some independent roider bases I assume) invaded a colony of mine. I beat the invasion fleet but the invasion is still going on. I couldn't deploy straight off the bat and had to join the invasion... on my side. Also. I'm able to fight my own fleet for some reason (it'll use my DP but spawn them on the enemy side)
Spoiler
(https://i.imgur.com/to70M9e.png)
I'm not sure that's how that is meant to work... It's funny tho.
EDIT: It gets even weirder. If my fleet is in orbit, my ground units lose 2/3rds of strength. When my fleet leaves orbit, my units TRIPLE in strength as if I wasn't there. Essentially: My own fleet is handicapping the defense by being present.
Yeah, I don't even begin to imagine what caused this :-X
If you happen to see it again, could keep the save and I could look at it, assuming it doesn't have too many mods (<50 would be best).
I... think I've figured out how this happens. This happened at The Cluster (The Xhan Prime capital planet). This planet has 2 stations orbiting it. One of them is your usual orbital space station that does the pew pew thing. The other, is 'Cluster Checkpoint Station'. When you conquer The Cluster, it takes over the normal station. Cluster Station however is unaffected and remains under Xhan Empire control. Still shows the colours and everything. This... causes my options to behave differently depending on where I dock.
If I dock at my orbital station or the planet itself, everything behaves as it should. If however, I dock at Cluster Checkpoint Station... things get weird. I'm still able to interact with the colony... however I'm also able to 'consider my military options'. Which is what allows me to fight my own fleet or the station if it's close enough.
I'm not sure whether this is a Nex problem or a Xhan Empire one, because there's a similar (but less buggy) interaction if you take over a planet which has an Ind.Ivo artillery station above it. The station will adopt your colours, but it will still believe that it is under the original faction's ownership. With it being an actual military structure you can fight, your own fleets won't fight it (thank god) and I believe it won't target you... however all other factions still treat the station as being under whoever it originally owned's ownership... which in my case caused Legio to constantly beat up the station... and my own fleets joining in on the fun.
This leads me to believe that the 'taking over a market' code only checks the planet itself and the orbital station, and doesn't check any other entities that are linked to that planet. However (I guess due to different implementations) the same action (invading a planet) has different results between Cluster Station Checkpoint and Ind.Ivo artillery stations. I'm still happy to provide a save (I might still even have one at the moment where this was happening because I was running into issues with the marine strength being bugged) because luckily my modlist isn't too big. I'll go have a look now.
EDIT: Found a save at a pretty close to perfect time: I've defeated the Roider invasion fleet (the invasion is still ongoing because independent roiders still exist (I think that's why)) and my fleet is actively gaining distance from the planet to ensure my marines are at full strength. Pressing E will put you right into the ground battle UI. Docking at Cluster Checkpoint Station will let you consider military options. Interestingly enough, doing so at the planet does NOT let you consider military options... Which almost makes it look like the AI has invaded Cluster Checkpoint Station instead of The Cluster...
Save File (https://drive.google.com/file/d/1Vf48WWso0iJs7ugVXgAuKc2srfUH180C/view?usp=sharing)
modlist & settings
System info:
---------------
Game version: Starsector 0.97a-RC11
Game resolution: 1920x1080 (144hz, 32bpp, windowed)
Java version: OpenJDK Runtime Environment 23-beta+7-ea (OpenJDK 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 3,254.60 MB / 8,192.00 (4,937.40 MB free, 8,192.00 MB allocatable)
Launch args: -XX:+UnlockDiagnosticVMOptions -XX:+UnlockExperimentalVMOptions -XX:+ShowCodeDetailsInExceptionMessages -XX:+ExtensiveErrorReports -XX:+ShowMessageBoxOnError -XX:+PrintCommandLineFlags -XX:+TieredCompilation -XX:-UseCondCardMark -Xlog:async -Xlog:gc -XX:+UseFastStosb -XX:+ReduceAllocationMerges -XX:+EnableX86ECoreOpts -XX:+ErrorLogSecondaryErrorDetails -XX:+AlwaysCompileLoopMethods -XX:TieredStopAtLevel=4 -XX:TrimNativeHeapInterval=60000 -XX:+UseCriticalCompilerThreadPriority -XX:+UseCriticalJavaThreadPriority -XX:+AlwaysPreTouchStacks -XX:UseAVX=3 -XX:AVX3Threshold=0 -XX:UseSSE=4 -XX:+UseSSE42Intrinsics -XX:+UseCompressedOops -XX:+UseCompressedClassPointers -XX:+UseFMA -XX:+UseBMI1Instructions -XX:+UseBMI2Instructions -XX:+UseCLMUL -XX:+UseFastUnorderedTimeStamps -XX:+UseUnalignedLoadStores -XX:+UseXMMForArrayCopy -XX:+UseXMMForObjInit -XX:+UseXmmI2D -XX:+UseXmmI2F -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:+ParallelRefProcEnabled -XX:+UseShenandoahGC -XX:ShenandoahGCMode=iu -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahAllocationThreshold=85 -XX:ShenandoahGuaranteedGCInterval=0 -XX:+ZeroTLAB -XX:+SegmentedCodeCache -XX:+AlwaysAtomicAccesses -XX:+UseStringDeduplication -XX:-DontCompileHugeMethods -XX:LockingMode=2 -XX:Tier0Delay=1 -XX:+UseFPUForSpilling -XX:-DebugInlinedCalls -XX:+EnableVectorAggressiveReboxing -XX:+EnableVectorReboxing -XX:+EnableVectorSupport -XX:-VerifyReceiverTypes -XX:-AlignVector -XX:TieredOldPercentage=10000 -XX:Tier0ProfilingStartPercentage=2000 -XX:IncreaseFirstTierCompileThresholdAt=99 -XX:InterpreterProfilePercentage=99 -XX:+UseVectorCmov -XX:+UseVectorStubs -XX:ReferencesPerThread=0 -XX:MaxGCPauseMillis=10 -XX:-DebugNonSafepoints -XX:-EnableThreadSMRStatistics -XX:-VerifyAdapterCalls -XX:-VerifyMethodHandles -XX:+UseUnalignedAccesses -XX:PerMethodRecompilationCutoff=100000 -XX:ProfileMaturityPercentage=100 -XX:NmethodSweepActivity=1 -XX:ThreadPriorityPolicy=1 -XX:ReservedCodeCacheSize=256m -XX:-PrintCodeCache -XX:-UseDynamicNumberOfCompilerThreads -XX:CompilerDirectivesFile=..\\mikohime/.rouge_owo -Djava.library.path=..\mikohime/windows -XX:-BytecodeVerificationLocal -XX:-BytecodeVerificationRemote -Dlog4j1.compatibility=true -Dlog4j.configuration=..\\mikohime/mikohime.properties -DLog4jContextSelector=org.apache.logging.log4j.core.async.AsyncLoggerContextSelector -DAsyncLogger.WaitStrategy=busyspin -Dlog4j2.enableThreadlocals=true -Dlog4j2.enableDirectEncoders=true -Dlog4j2.garbagefreeThreadContextMap=true -Djava.util.Arrays.useLegacyMergeSort=true -Dsun.java2d.renderer=sun.java2d.marlin.DMarlinRenderingEngine -Dsun.java2d.renderer.useLogger=true -Dsun.java2d.renderer.useRef=weak --enable-preview --add-opens=java.base/sun.nio.ch=ALL-UNNAMED --add-opens=java.base/java.nio=ALL-UNNAMED --add-opens=java.base/java.nio.Buffer.UNSAFE=ALL-UNNAMED --add-opens=java.base/java.util=ALL-UNNAMED --add-opens=java.base/java.util.concurrent=ALL-UNNAMED --add-opens=java.base/java.util.concurrent.locks=ALL-UNNAMED --add-opens=java.base/jdk.internal.ref=ALL-UNNAMED --add-opens=java.base/java.lang.reflect=ALL-UNNAMED --add-opens=java.base/java.lang.ref=ALL-UNNAMED --add-opens=java.base/java.lang=ALL-UNNAMED --add-opens=java.management/javax.management=ALL-UNNAMED --add-opens=java.base/java.util.concurrent.atomic=ALL-UNNAMED --add-opens=java.base/java.text=ALL-UNNAMED --add-opens=java.desktop/java.awt.font=ALL-UNNAMED --add-opens=java.desktop/java.awt.Rectangle=ALL-UNNAMED --add-opens=java.desktop/java.awt=ALL-UNNAMED -Xms8192m -Xmx8192m -Xss4m -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.
Graphics card info:
---------------------
GPU Model: NVIDIA GeForce RTX 2060
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 556.12
Free VRAM: 3,602.30 MB
Dedicated VRAM: 6,144.00 MB
Maximum VRAM: 6,144.00 MB
Active mod list:
------------------
Regular mods (19):
- Captain's Log 0.2.0 by stormbringer951
- Grand.Colonies 2.0.e by SirHartley & Lukas04
- Illustrated.Entities 1.2.b by SirHartley
- Industrial.Evolution 3.3.e by SirHartley
- Iron Shell 1.18.3aj by Techpriest & Selkie & Avanitia (maintainer)
- Luddic Enhancement 1.2.6e by King Alfonzo
- MagicLib 1.4.5 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
- Marvelous Personas 1.2.1 by Captain_Dingaling
- Nexerelin 0.11.2c by Histidine (original by Zaphide)
- QoL Pack 1.2 by PureTilt
- RetroLib 1.0.1 by SafariJohn
- Roider Union 2.1.0 by SafariJohn
- Tahlan Shipworks 1.3 by Nia Tahl
- Terraforming & Station Construction 9.0.9 by boggled
- Too Much Information 0.98a by Timid
- Unknown Skies 2.0.1 by Tartiflette, maintained by JamesTripleQ
- Weapon Arcs 1.7.2 by Archigo
- Xhan Empire 2.51 Gramada by Peplat
Utility mods (10):
- A New Level of Confidence 30 3.2 by Panteradactyl
- Autosave 1.2b by LazyWizard
- Console Commands 2023.5.05 by LazyWizard
- Detailed Combat Results 5.4.1 by Nick XR
- Fleet Action History 1.0.11 by briansd9
- LazyLib 2.8b by LazyWizard
- LunaLib 1.8.5 by Lukas04
- Officer Extension 0.6.7 by qcwxezda
- zz GraphicsLib 1.9.0 by DarkRevenant
- zzz Mikohime Additionals Settings 1.1.1 by Mikohime
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Thanks a lot! The description actually makes it sound like a weird Xhan implementation of things rather than a Nex bug as such, but I'll investigate when I can.
I did some additional testing and it appears that the issue is the invasion grace period. I reset Nexerelin's settings to make sure I hadn't messed up some of the numbers, then spiked the invasion grace period to 1825 (highest it'll go in lunalib mod settings barring you tweaking it manually via notepad++). Factions are not getting any invasion points and aren't doing any raids or blockades until whatever day you set the grace period to end at has passed (such as at the start of day 91 with the default 90 day grace period setting), the grace period being changed at some point to have it end on a day earlier than whatever day you are on now (such as dropping the grace period limit to 5 days when you're on day 6), or there being no grace period at all. I also do not have strategic AI enabled.
Ah, yeah, invasion grace period also affects raid, sat bomb and blockade events, since they all work off the same system. Grace period has also stopped inv point accumulation for a long time now (code had actually been there since 2015, but was fixed to actually work in 2022).
Anyways it sounds like you want to just leave the setting on the default, the invasion toggle will prevent invasions while allowing raids and such.
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Thanks a lot! The description actually makes it sound like a weird Xhan implementation of things rather than a Nex bug as such, but I'll investigate when I can.
I did some additional testing and it appears that the issue is the invasion grace period. I reset Nexerelin's settings to make sure I hadn't messed up some of the numbers, then spiked the invasion grace period to 1825 (highest it'll go in lunalib mod settings barring you tweaking it manually via notepad++). Factions are not getting any invasion points and aren't doing any raids or blockades until whatever day you set the grace period to end at has passed (such as at the start of day 91 with the default 90 day grace period setting), the grace period being changed at some point to have it end on a day earlier than whatever day you are on now (such as dropping the grace period limit to 5 days when you're on day 6), or there being no grace period at all. I also do not have strategic AI enabled.
Ah, yeah, invasion grace period also affects raid, sat bomb and blockade events, since they all work off the same system. Grace period has also stopped inv point accumulation for a long time now (code had actually been there since 2015, but was fixed to actually work in 2022).
Anyways it sounds like you want to just leave the setting on the default, the invasion toggle will prevent invasions while allowing raids and such.
yeah, that's on me. I admittedly had completely forgotten how the whole system worked while I was away. For some reason I hadn't put two and two together. I guess it was because in the past I used to shoot the invasion day counter into six or seven digits to prevent invasions from starting. Love the mod and have been loving the mod for years at this point now!
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Hi there!
Does anyone have a problem with Special Task Force fleet? I've created another fleet myself, and they won't obey orders. They are just patrolling around the colony, if I try to give them the order to follow me, sometimes it works for a few seconds, but then they disjoining me and continue patrolling.
Same with all other orders.
Any help?
Hello!
It works fine in my current moderately modded (~48 mods) game. Possibly another mod is overriding the fleet's commands (had an issue where a industry in Indies Expansion Pack used to make the fleet despawn almost immediately after spawning).
In the special task group's intel item, does it say it's doing the requested order but the fleet itself is disregarding this?
By "another fleet" do you mean you have more than one, and only one of them is breaking?
How many mods do you have? If it's not too many (<50 preferred) you could upload the save and I could try to debug when I have time.
Anyway, thanks for the testing!
Hi! Thanks for the answer, appreciate it!
My mod list:
- Console Commands 2023.5.05
- A new level of Confidence 40.3.2
- LunaLib 1.8.5
- LazyLib 2.8b
- MagicLib 1.4.5
- Nexerelin 0.11.2c
- Ship/Weapon Pack 1.15.1
- Tahlan Shipworks 1.3
- zz GraphicLib 1.9.0
In the intel menu they theoretically follow my order, but in reality they are patrolling system and ignoring me. It is my first and the only fleet I have ever created. No matter if I change the order and go back again to "follow me" order, maybe they will listen to me for a few seconds, but then they just do patrolling stuff again.
Thanks for help. :)
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Thanks a lot! The description actually makes it sound like a weird Xhan implementation of things rather than a Nex bug as such, but I'll investigate when I can.
Yeah I'm assuming it's probably a Xhan thing. However the fact that Ind.Ivo's artilleries are also not being taken over properly makes me think that Nex may also have something to do with it. Or Nex is innocent and both Xhan/Ind.Ivo did weird implementations (though I got this feeling he never imagined Xhan being taken over because there was just so much defense on that planet...) Eitherway good luck with trying to fix it.
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Hey their (:
Absolutely love Nex. The base game is unplayable for me without it now.
I have a question about adding factions to the starting list. In the mod Everybody Loves the Ko Combine, all factions are accessible from the starting list and their ships except the Bhilai Astra faction, which is a shame as I love their ships. I have never touched coding or programming, nor modding. Is there an idiot's guide to adding factions so I don't stumble around blindly? Any help would be appreciated. I've checked Github but I can't figure out what does what. I looked over the faction config section but I am clueless.
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Hi! Thanks for the answer, appreciate it!
My mod list:
- Console Commands 2023.5.05
- A new level of Confidence 40.3.2
- LunaLib 1.8.5
- LazyLib 2.8b
- MagicLib 1.4.5
- Nexerelin 0.11.2c
- Ship/Weapon Pack 1.15.1
- Tahlan Shipworks 1.3
- zz GraphicLib 1.9.0
In the intel menu they theoretically follow my order, but in reality they are patrolling system and ignoring me. It is my first and the only fleet I have ever created. No matter if I change the order and go back again to "follow me" order, maybe they will listen to me for a few seconds, but then they just do patrolling stuff again.
Thanks for help. :)
Okay, none of those mods seem like they should be messing with this; might be a rare Nex bug. If you have a save where the fleet is currently flying around, can you zip the save folder (in Starsector/saves) and upload it somewhere (Dropbox or Google Drive work, but make sure to mark the files as shared so that they're actually available)? I might be able to debug the cause.
Hey their (:
Absolutely love Nex. The base game is unplayable for me without it now.
I have a question about adding factions to the starting list. In the mod Everybody Loves the Ko Combine, all factions are accessible from the starting list and their ships except the Bhilai Astra faction, which is a shame as I love their ships. I have never touched coding or programming, nor modding. Is there an idiot's guide to adding factions so I don't stumble around blindly? Any help would be appreciated. I've checked Github but I can't figure out what does what. I looked over the faction config section but I am clueless.
Hello!
Looking at the Ko Combine mod, it doesn't have a Nex faction config for Bhilai faction (in +Ko 1.04.44a/data/config/exerelinFactionConfig). You could bash one by copying+renaming one of the existing configs in that folder and changing the IDs (faction, ships and anything else that might be relevant), but I assume the faction isn't supported yet for a reason and some things may not work.
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Okay, I took a look at the Xhan case.
- Cluster Checkpoint not flipping on capture is due to an omission in Xhan's sector generation, which I've reported in Xhan thread (https://fractalsoftworks.com/forum/index.php?topic=17972.msg451278#msg451278).
Two other issues are fixed in Nex dev:
- The Industrial.Evolution stations have a different issue: the campaign entity is correctly connected to the market, but the station fleet inside it doesn't get its faction set when it should. Found a way to do this.
- The 3x attack bonus when far from the planet is due to the Planetary Megastructure condition. Iit wasn't applying when player fleet was within ground battle support range, due to what's basically a design mistake in how the bonuses were calculated for defending units that had a fleet.
Thanks again for report!
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Man Nexerlin is good
Tho special force fleet bricked my save (Disbanded it by accident, tried to reload the save, the save is compromised and can't launch)
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Okay, I took a look at the Xhan case.
- Cluster Checkpoint not flipping on capture is due to an omission in Xhan's sector generation, which I've reported in Xhan thread (https://fractalsoftworks.com/forum/index.php?topic=17972.msg451278#msg451278).
Two other issues are fixed in Nex dev:
- The Industrial.Evolution stations have a different issue: the campaign entity is correctly connected to the market, but the station fleet inside it doesn't get its faction set when it should. Found a way to do this.
- The 3x attack bonus when far from the planet is due to the Planetary Megastructure condition. Iit wasn't applying when player fleet was within ground battle support range, due to what's basically a design mistake in how the bonuses were calculated for defending units that had a fleet.
Hey Histidine, Thank you!
Is there an approximate release date for the patch with the fix or will it be backwards compatible? ;)
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Hey Histidine, Thank you!
Is there an approximate release date for the patch with the fix or will it be backwards compatible? ;)
I might have a beta out within a week! (if I don't decide I'm too tired)
Nex updates are always backwards compatible with at least the immediately prior version, unless otherwise specified or there's a bug.
For now, you can dock with Cluster Checkpoint and copypaste this into console:
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().setFaction("player");
Tho special force fleet bricked my save (Disbanded it by accident, tried to reload the save, the save is compromised and can't launch)
Can you post the full error from starsector.log (https://fractalsoftworks.com/forum/index.php?topic=12569.msg413107#msg413107)? (Look at the file right after getting the load error, specifically the part that starts with Caused by)
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Got another bug!
If you have enough colonies operating autonomously to have multiple pages, after you take temporary control of one of them, trying to switch pages will give an error for 'option core_option_(next/prev)_page' no rule found. Pls fix!
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I might have a beta out within a week! (if I don't decide I'm too tired)
Nex updates are always backwards compatible with at least the immediately prior version, unless otherwise specified or there's a bug.
For now, you can dock with Cluster Checkpoint and copypaste this into console:
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().setFaction("player");
Top, Thank you! ;)
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Pushing out the beta to get some testing. The autonomous colony menu bug is proving troublesome enough that it'll have to wait.
Nexerelin 0.11.2x beta
Download (https://www.dropbox.com/scl/fi/qt8bk7udw6m9djbj6vbrw/Nexerelin_0.11.2x.zip?rlkey=alust51w6laollh2fw0qvgrbt&st=nn4stx50&dl=1)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
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Pushing out the beta to get some testing. The autonomous colony menu bug is proving troublesome enough that it'll have to wait.
Nexerelin 0.11.2x beta
Download (https://www.dropbox.com/scl/fi/qt8bk7udw6m9djbj6vbrw/Nexerelin_0.11.2x.zip?rlkey=alust51w6laollh2fw0qvgrbt&st=nn4stx50&dl=1)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
A little additional testing does reveal that if you use the 'back' option instead of the 'exit dialog', then go back into the menu, it works fine again. It literally only breaks if you try to switch immediately after taking control of an autonomous colony.
Speaking of: If you, like me, have dumb amounts of money/production capabilities and can send out several invasions at a time, it can become quite a chore to stabilize them all. I'd really LOVE a toggle where I can tell a colony to be autonomous if captured via an invasion fleet rather than manual invasion. Also I remember you mentioning there was a reason why we can't send relief fleets to our own colonies but we can't send suppression fleets either. Which would be quite nice to have given I'm capable of invading 8 colonies at the same time now and having to run after all of my invasion fleets to give them extra military supplies (because checking all the rebellions with agents is a bit of a chore as well) is a little annoying... Yeah I know I'm probably well past the point where I should still be playing this save. But I'm having fun doing silly stuff and breaking mods. Still, having a little more quality of life in this regard would be lovely!
Lastly: Currently the 'colonies' tab in intel only shows outposts. I've learned to stop clicking it to check on my colonies... but could we perhaps add autonomous colonies to that list? That'd be nice. (Or just name it outposts)
P.S. it'd be REAL nice if Invasion fleets used the same logic as Colony expedition fleets: Slap in a 0 skill admin until player can pop in a better one/alpha rather than assigning them all to player and tanking all of the colonies' stability.
-
Hi there!
Does anyone have a problem with Special Task Force fleet? I've created another fleet myself, and they won't obey orders. They are just patrolling around the colony, if I try to give them the order to follow me, sometimes it works for a few seconds, but then they disjoining me and continue patrolling.
Same with all other orders.
Any help?
I have had issues where I tell a special task force (STF) to patrol my system, it acknowledges the order...then next thing I know, they're flying off to join an alliance member's crusade.
I hav e a STF following me, and when I enter battle, even though it says "with allies"...they send in a destroyer, even with plenty of deployment points available.
-
Found another bug related to alliances this time. I'd just managed to get myself, Legio and Tri-tachyon to ally. Tri-Tach and Legio then had a diplomatic blunder, which dropped their relations back in the negative. For some reason, this caused me to lose my alliance with BOTH Legio Infernalis and Tri-Tachyon. I'd have imagined that Tri-Tach would simply leave the alliance thanks my rep with legio being higher than my rep with Legio. Or alternatively, give me the option to continue being allied with either one or the other, rather than just breaking my alliance up completely.
-
Updating after a long absence from Starsector.
Is there a method for editing/guaranteeing certain loadouts for some ships? I know it draws from a 'random' loadout set but trying to make sure it 'rolls' the right one is really annoying.
-
Updated game files after a few months absence. Game CTD after about a minute on loading screen. Dunno why, but Nex is clearly the reason.
Fatal: exerelin/utilities/NexConfig
Cause: exerelin.utilities.NexConfig
Check: starsector.log for more details
Disabling the mod lets me play, but its so crucial to gameplay that its not the same experience.
"log"
155185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
119535 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_celesta] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_right] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_targeting_laser] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_trooper_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_left] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_gunner_hmg] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_payload] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_clemente] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_peasant_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_buckler] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [radgun] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_ll] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_lr] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_converter_smallToLarge] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [thumper_rem] not found in weapon_data.csv
237584 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
237587 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
237590 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
237590 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
"modlist"
Mods (65)
Phillip Andrada: Gas Station Manager v1.14.1 [PAGSM]
AoTD - Cryosleeper Options v2.0.3 [Cryo_but_better]
AoTD - Question of Loyalty v1.1.1 [aotd_qol]
AoTD - Virtue Of Society v1.1.1 [aod_vos]
AoTD- Vaults of Knowledge v2.4.6 [aotd_vok]
Astral Ascension v1.2.6 [Planetace_AstralAscension]
Autosave v1.2b [lw_autosave]
Better Colonies v1.88 [timid_admins]
Combat Activators v1.3.0 [combatactivators]
Combat Chatter v1.14.2 [chatter]
Console Commands v2024.10.04 [lw_console]
Content Unlocking Missions v1.14 [timid_cum]
Custom LPCs v1.1.0 [ymfah_customlpcs]
Customizable Star Systems v2.1.0 [customizablestarsystems]
Dats Alotta Ships v0.1.6b [dats_alotta_ships]
Exotica Technologies v1.8.6 [exoticatechnologies]
Experimental Hull Modifications v0.8.7HF1 [lyr_ehm]
Fast Engine Rendering v1.1.2 [fast_engine_rendering]
Fleet Size By DP v1.0.2b [fleetsizebydp]
Foxy's Quality Of Life v 192.168.0.5 [fqol]
Hazard Mining Incorporated v0.3.8c [HMI]
Illustrated.Entities v1.2.b [illustrated_entities]
Indies Expansion Pack v1.92 [aerialcombatsuit]
Industrial.Evolution v3.3.e [IndEvo]
Interwars Alliance v0.2a [interwars]
LazyLib v2.8b [lw_lazylib]
Luddic Enhancement v1.2.6e [luddenhance]
LunaLib v1.8.5 [lunalib]
MagicLib v1.4.6 [MagicLib]
Marvelous Personas v1.2.1 [Marvelous-Personas]
Missing Names Mod v0.7 [Missing Names Mod]
More HullMods v1.12.0 [more_hullmods]
More Planetary Conditions v3.0.0 [niko_morePlanetaryConditions]
Nexerelin v0.11.2x [nexerelin]
Officer Extension v0.6.7 [officerExtension]
Omega Blueprints v1.0 [omgbp_omegablueprints]
Particle Engine v0.73 [particleengine]
Perilous Expanse v1.4.0 [sun_perilous_expanse]
Planetary Shield: Access Control v1.5 [wyv_planetaryShieldAccessControl]
Portrait Pack vv1.2.4 [portrait]
Progressive S-Mods v1.0.0 [progressiveSMods]
QoL Pack v1.2 [pt_qolpack]
Quality Captains v1.5.3 [QualityCaptains]
Random Assortment of Things v2.0.4-Part1 [assortment_of_things]
Random Weapon Collection v0.0.12 [randomweapons]
Ruthless Sector v1.6.0 [sun_ruthless_sector]
Salvage Ship Expansion v0.4.4 [salshiexp]
Secrets of the Frontier v0.14.2c [secretsofthefrontier]
Seeker - Unidentified Contact v0.6.1 [SEEKER]
Ship/Weapon Pack v1.15.1 [swp]
Special Hullmod Upgrades v1.5 [mayu_specialupgrades]
Starship Legends v2.5.0 [sun_starship_legends]
Station Augments v1.0.3a [niko_stationAugments]
Super Cool Faction Flags v 192.168.0.5 [scf]
Terraforming & Station Construction v9.0.10 [Terraforming & Station Construction]
Terraforming Made Easy v2.5.1a [terraformingmadeeasy]
Thog's Domain v0.0.1 [thong]
Truly Automated Ships v1.2.5 [TrulyAutomatedShips]
United Aurora Federation v0.7.5c [uaf]
Unknown Skies v2.0.1 [US]
Unofficial New Game Plus v2.3.0 [ungp]
Variants Lib v0.5.3 [variants_lib]
Vayra's Sector v3.2.1 [vayrasector]
zz GraphicsLib v1.9.0 [shaderLib]
zzz Mikohime Additionals Settings v0.0.3 [Rouge_Redstar]
-
Found another bug related to alliances this time. I'd just managed to get myself, Legio and Tri-tachyon to ally. Tri-Tach and Legio then had a diplomatic blunder, which dropped their relations back in the negative. For some reason, this caused me to lose my alliance with BOTH Legio Infernalis and Tri-Tachyon. I'd have imagined that Tri-Tach would simply leave the alliance thanks my rep with legio being higher than my rep with Legio. Or alternatively, give me the option to continue being allied with either one or the other, rather than just breaking my alliance up completely.
Guessing this is because, mechanically speaking, they both left the alliance at the same time (due to another member being hostile to them). Bit annoying in this case, though at least you can just recreate the alliance with either of them.
(Not sure I'll bother actually fixing it, but could solve it by making members leave one by one, then checking the next one if they still one to leave afterwards)
Updating after a long absence from Starsector.
Is there a method for editing/guaranteeing certain loadouts for some ships? I know it draws from a 'random' loadout set but trying to make sure it 'rolls' the right one is really annoying.
If this is for custom production, I think you can delete all autofit variants in the refit screen except for one, and/or try prioritizing the weapons the desired variant uses.
Updated game files after a few months absence. Game CTD after about a minute on loading screen. Dunno why, but Nex is clearly the reason.
Fatal: exerelin/utilities/NexConfig
Cause: exerelin.utilities.NexConfig
Check: starsector.log for more details
Disabling the mod lets me play, but its so crucial to gameplay that its not the same experience.
"log"
155185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
119535 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_celesta] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_right] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_targeting_laser] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_trooper_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_left] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_gunner_hmg] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_payload] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_clemente] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_peasant_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_buckler] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [radgun] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_ll] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_lr] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_converter_smallToLarge] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [thumper_rem] not found in weapon_data.csv
237584 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
237587 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
237590 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
237590 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
Does the error popup say ExerelinConfig or NexConfig?
If it's the first one, you're probably using a really old mod referencing old Nex code.
Check the non-Chippered log file directly under the NoClassDefFoundError message (Ctrl+F will help), it might say which mod tried to load the old class.
-
Updating after a long absence from Starsector.
Is there a method for editing/guaranteeing certain loadouts for some ships? I know it draws from a 'random' loadout set but trying to make sure it 'rolls' the right one is really annoying.
If this is for custom production, I think you can delete all autofit variants in the refit screen except for one, and/or try prioritizing the weapons the desired variant uses.
No, it's for the Free Start with a fleet. Some ships like the Manticores have a lot of autofit variants and the game picks randomly.
-
Found another bug related to alliances this time. I'd just managed to get myself, Legio and Tri-tachyon to ally. Tri-Tach and Legio then had a diplomatic blunder, which dropped their relations back in the negative. For some reason, this caused me to lose my alliance with BOTH Legio Infernalis and Tri-Tachyon. I'd have imagined that Tri-Tach would simply leave the alliance thanks my rep with legio being higher than my rep with Legio. Or alternatively, give me the option to continue being allied with either one or the other, rather than just breaking my alliance up completely.
Guessing this is because, mechanically speaking, they both left the alliance at the same time (due to another member being hostile to them). Bit annoying in this case, though at least you can just recreate the alliance with either of them.
(Not sure I'll bother actually fixing it, but could solve it by making members leave one by one, then checking the next one if they still one to leave afterwards)
Updating after a long absence from Starsector.
Is there a method for editing/guaranteeing certain loadouts for some ships? I know it draws from a 'random' loadout set but trying to make sure it 'rolls' the right one is really annoying.
If this is for custom production, I think you can delete all autofit variants in the refit screen except for one, and/or try prioritizing the weapons the desired variant uses.
Updated game files after a few months absence. Game CTD after about a minute on loading screen. Dunno why, but Nex is clearly the reason.
Fatal: exerelin/utilities/NexConfig
Cause: exerelin.utilities.NexConfig
Check: starsector.log for more details
Disabling the mod lets me play, but its so crucial to gameplay that its not the same experience.
"log"
155185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
119535 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_celesta] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_right] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_targeting_laser] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_trooper_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_left] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_gunner_hmg] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_payload] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_clemente] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_peasant_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_buckler] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [radgun] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_ll] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_lr] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_converter_smallToLarge] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [thumper_rem] not found in weapon_data.csv
237584 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
237587 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
237590 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
237590 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
Does the error popup say ExerelinConfig or NexConfig?
If it's the first one, you're probably using a really old mod referencing old Nex code.
Check the non-Chippered log file directly under the NoClassDefFoundError message (Ctrl+F will help), it might say which mod tried to load the old class.
An alternative would be to prompt the player to decide which faction they wish to no longer be part of the alliance. Reason I'm not picking which one is staying is simple: gets messy with 4 way alliances.
-
Bug report. I started rebellion on Laicaille Habitat
All is good, progressing
i caused for Persian league... which are an ally of me, we are in same alliance.
Anyway... i was notified that My planet sends Rebelion Suppression fleet! for rebelion i caused!
That's very not intended. I don't wish to suppress my own rebellion.
No way to cancel suppressing fleet too despite my own faction originating it
Nexerelin mod info
Spoiler
{
"id":"nexerelin",
"name":"Nexerelin",
"author":"Histidine (original by Zaphide)",
"version":{
"major":0,
"minor":11,
"patch":"2c"
},
"description":"Join a faction and conquer the Sector!",
"gameVersion":"0.97a-RC11",
"totalConversion":false,
"jars":["jars/ExerelinCore.jar"],
"dependencies": [
{"id": "lw_lazylib", "name": "LazyLib"},
{"id": "MagicLib", "name": "MagicLib"},
],
"modPlugin":"exerelin.plugins.ExerelinModPlugin",
}
Enabled mods
Spoiler
{"enabledMods": [
"advanced_gunnery_control_dbeaa06e",
"Cryo_but_better",
"aotd_qol",
"aod_vos",
"aotd_vok",
"AttunedDriveField",
"CaptainsLog",
"chatter",
"timid_commissioned_hull_mods",
"DetailedCombatResults",
"hte",
"lw_lazylib",
"leadingPip",
"lunalib",
"MagicLib",
"nexerelin",
"officerExtension",
"particleengine",
"assortment_of_things",
"scan_those_gates",
"second_in_command",
"shipmasterysystem",
"speedUp",
"sun_starship_legends",
"stelnet",
"Terraforming & Station Construction",
"which_industry",
"whichmod",
"shaderLib"
]}
[attachment deleted by admin]
-
Updated game files after a few months absence. Game CTD after about a minute on loading screen. Dunno why, but Nex is clearly the reason.
Fatal: exerelin/utilities/NexConfig
Cause: exerelin.utilities.NexConfig
Check: starsector.log for more details
Disabling the mod lets me play, but its so crucial to gameplay that its not the same experience.
"log"
155185 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
119535 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_celesta] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_right] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_targeting_laser] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_trooper_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_flap_left] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_gunner_hmg] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_lunete_payload] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [uaf_clemente] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_capacitor_large] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [acs_peasant_vulcan] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [kol_buckler] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [radgun] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_ll] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [eis_deco_courageous_lr] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_converter_smallToLarge] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_diverter_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [ehm_dissipator_medium] not found in weapon_data.csv
119536 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [thumper_rem] not found in weapon_data.csv
237584 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
237585 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
237585 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
237586 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
237586 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
237587 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
237587 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
237588 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
237588 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
237589 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
237589 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
237590 [Thread-2] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
237590 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
Does the error popup say ExerelinConfig or NexConfig?
If it's the first one, you're probably using a really old mod referencing old Nex code.
Check the non-Chippered log file directly under the NoClassDefFoundError message (Ctrl+F will help), it might say which mod tried to load the old class.
Second one unfortunately. I couldn't find anything under NoClassDefFoundError.
-
Delete the log, start the game again then post the whole file somewhere right after getting the error (someplace like Dropbox will work, or message me on the unofficial Discord server); I'll take a look. You could also try disabling some of the other mods and see if the issue still happens.
Bug report. I started rebellion on Laicaille Habitat
All is good, progressing
i caused for Persian league... which are an ally of me, we are in same alliance.
Anyway... i was notified that My planet sends Rebelion Suppression fleet! for rebelion i caused!
That's very not intended. I don't wish to suppress my own rebellion.
No way to cancel suppressing fleet too despite my own faction originating it
don't start rebellions against your allies
Player faction probably shouldn't be sending suppression fleets anyway (there's a player-specific function for that), so I'm thinking of turning it off (the faction should still be able to send its own fleets, at no change in frequency). Probably also make it not try to suppress rebellions by their own factions later.
No, it's for the Free Start with a fleet. Some ships like the Manticores have a lot of autofit variants and the game picks randomly.
Hmm there isn't a good way to do this unfortunately. I guess you could comment out the unwanted variants in [starsector-core]/data/world/factions/default_ship_roles.json and then start the game?
(Before anyone asks: I don't currently plan to add a variant picker, sounds like a bunch of extra work for both me and the player in most cases)
-
Is it possible to turn off the "ship sale" bar event? It feels like having a Luddic Path ship in my fleet is a curse because that event is so dang common and a significant portion of bar events are replaced with people begging to buy my LP ship and nothing else.
-
Got an issue on the new beta. If random sector is enabled, clicking the new "skip story" button crashes the game.
Other minor issue. If you have 20 mod factions and enable random sector, it auto-configures an amount of planets that exceeds the UI limit.
(tbh I would like to increase the limit)
(https://i.imgur.com/O8uJ9eL.png)
-
Thanks, I'll look into it!
For now, max planets can be configured user-side as nex_randomSector_maxPlanets in Nexerelin/data/config/settings.json
Is it possible to turn off the "ship sale" bar event? It feels like having a Luddic Path ship in my fleet is a curse because that event is so dang common and a significant portion of bar events are replaced with people begging to buy my LP ship and nothing else.
Could try modifying the nex_bShip rows in Nexerelin/data/campaign/person_missions.csv and /bar_events.csv; a nonexistent id in the person id column may do the job.
-
Hi there!
Does anyone have a problem with Special Task Force fleet? I've created another fleet myself, and they won't obey orders. They are just patrolling around the colony, if I try to give them the order to follow me, sometimes it works for a few seconds, but then they disjoining me and continue patrolling.
Same with all other orders.
Any help?
I have had issues where I tell a special task force (STF) to patrol my system, it acknowledges the order...then next thing I know, they're flying off to join an alliance member's crusade.
I hav e a STF following me, and when I enter battle, even though it says "with allies"...they send in a destroyer, even with plenty of deployment points available.
So, I figured out why this was happening, and it's because "Act independently" (or whatever that condition is) was selected. After de-selecting it, my fleets have behaved nicely.
-
I uhhh, might have another bug (though am not sure if it might be vanilla behaviour). If commissioned by pirates, taking over sensor arrays/nav bouys/comm relays will not assign them to pirates. Rather, it assigns them to the player. It'd be nice if it actually gave control to the pirates (because I am in essence a pirate)
-
I am unsure if Nexerelin is the root, but currently whenever I try to start a new game I am always given a colony world despite either picking a faction, or even selecting Free Start where I'm not supposed to get one.
Has this been seen before at all? I'm wondering if I'm missing a new setting perhaps, or if there's something else going on.
Currently running these mods (see images) on version 0.97a-RC11
[attachment deleted by admin]
-
So, I figured out why this was happening, and it's because "Act independently" (or whatever that condition is) was selected. After de-selecting it, my fleets have behaved nicely.
Well that's odd, the independent mode shouldn't issue new orders until the fleet is finished with the player-given order.
(However I did find a bug in both modes when the fleet needs to decide what to do after completion, will be fixed next version)
I uhhh, might have another bug (though am not sure if it might be vanilla behaviour). If commissioned by pirates, taking over sensor arrays/nav bouys/comm relays will not assign them to pirates. Rather, it assigns them to the player. It'd be nice if it actually gave control to the pirates (because I am in essence a pirate)
Yeah it's vanilla behavior; claiming an objective gives it to player faction rather than commissioner (maybe I could add a new dialog option for that)
I am unsure if Nexerelin is the root, but currently whenever I try to start a new game I am always given a colony world despite either picking a faction, or even selecting Free Start where I'm not supposed to get one.
Has this been seen before at all? I'm wondering if I'm missing a new setting perhaps, or if there's something else going on.
I've heard of some people getting a colony even on free start, but getting it with an ordinary faction start is new...
If you have time, it might be worth trying a binary search to narrow down the issue (use only half the mods, if this works fine then try the other half; once the affected half is found divide it in two again and repeat).
-
Hello. Sorry, I'm a bit of an old-timer and not very familiar with Starsector. I'm trying to get a small bit of help concerning some difficulty I'm having with some mods. I'm getting a "failed to load master file from url error" for Nexerelin but it still gives me the options when starting a new game. Options like: choosing a faction, ships, starting cash, etc. So...? Is it working? I'm confused.
I've tried using TriOS and MOSS with the same result. TriOS is saying that the Nexerelin, LazyLib & MagicLib are all 0.97a-RC11 but all 3 are getting the same error.
-
This mod really just keeps getting better with each year.
Also, I see your Limbus Company avatar. ;)
-
Hello. Sorry, I'm a bit of an old-timer and not very familiar with Starsector. I'm trying to get a small bit of help concerning some difficulty I'm having with some mods. I'm getting a "failed to load master file from url error" for Nexerelin but it still gives me the options when starting a new game. Options like: choosing a faction, ships, starting cash, etc. So...? Is it working? I'm confused.
I've tried using TriOS and MOSS with the same result. TriOS is saying that the Nexerelin, LazyLib & MagicLib are all 0.97a-RC11 but all 3 are getting the same error.
That message just means the mod failed to check the remote version file, so you won't get automatic update notifications. Game-wise it'll run fine.
I don't remember all the common reasons for this (e.g. version files on Bitbucket IIRC require the new SSL versions provided by Java 8/23, but don't remember if this applies to files on GitHub, like Nex uses). The error message from log could help; but first see if TriOS and MOSS get the version file correctly, it's better to do it there anyway since they can also handle downloading updates.
This mod really just keeps getting better with each year.
Also, I see your Limbus Company avatar. ;)
When the (https://starsector.wiki.gg/images/4/48/Odyssey.png) has a purpose
Thanks for the praise! ;D
-
Hello. Sorry, I'm a bit of an old-timer and not very familiar with Starsector. I'm trying to get a small bit of help concerning some difficulty I'm having with some mods. I'm getting a "failed to load master file from url error" for Nexerelin but it still gives me the options when starting a new game. Options like: choosing a faction, ships, starting cash, etc. So...? Is it working? I'm confused.
I've tried using TriOS and MOSS with the same result. TriOS is saying that the Nexerelin, LazyLib & MagicLib are all 0.97a-RC11 but all 3 are getting the same error.
That message just means the mod failed to check the remote version file, so you won't get automatic update notifications. Game-wise it'll run fine.
I don't remember all the common reasons for this (e.g. version files on Bitbucket IIRC require the new SSL versions provided by Java 8/23, but don't remember if this applies to files on GitHub, like Nex uses). The error message from log could help; but first see if TriOS and MOSS get the version file correctly, it's better to do it there anyway since they can also handle downloading updates.
Thank you. I kinda thought they were working but wanted to be sure. Last night I just said screw it and started playing with all the mods I downloaded, I just wanted to play it finally. And it turns out, I'm terrible lol. But I'm reading that many others were also awful at first so I just need to keep at it. Thanks again.
-
I uhhh, might have another bug (though am not sure if it might be vanilla behaviour). If commissioned by pirates, taking over sensor arrays/nav bouys/comm relays will not assign them to pirates. Rather, it assigns them to the player. It'd be nice if it actually gave control to the pirates (because I am in essence a pirate)
Yeah it's vanilla behavior; claiming an objective gives it to player faction rather than commissioner (maybe I could add a new dialog option for that)
I'm gonna say that's a bug (or oversight) within the game itself then because realistically if we're commissioned we are essentially part of that faction. Off to suggestions I go.
-
at this time autonomous colonies are a bit of a nightmare to manage. most notable is it's impossible to add or remove colony items or ai cores without taking control, which in turn causes unrest, something you often want to avoid if you can help it as its both harmful to the colony and just outright obtrusive to the player.
additionally, making a colony autonomous is honestly nothing but negatives. You get 1/5th the income from it (i can survive that), the issues pointed out above and, it no longer counts to production budget and, doesn't not count towards population for admin increases (making it hard to really work with that system as you really can't get a notable amount without increasing max colony size and base admins).
it pretty much is just a "colony" with none of the perks aside from at least some of the money and it counting to your fleet budget.
On the topic of fleet budget
i do think this part scales way to high once you start having significant amounts of colonies.
put more simply you scale waaaaaaay past what the ai seems able to do, my 15 colonies in my current save (a few of which have made it to size 8 with the cap increased to size 10) have a fleet budget of 6000 per month
i can out produce hegemonies entire navy on a monthly basis and can easily beat most any threat by casually spamming 3-4k worth of fleet wherever and then forgetting about it.
i feel like not gaining your full budget every single month might help with this, per say like having that 6k budget but only getting a 500-1000 of that budget back on a monthly basis for that size of faction.
having the player effected by the war weariness and invasion points values that the faction ai's work with is another thing that could potentially stop late game fleet ordering from outright trivializing faction wars. perhaps a war weary player faction has less monthly fp budget regen and, perhaps ordering invasion fleets costs invasion points in addition to fleet points, requiring the player to interact with the same system that the ai's have too?
anyways, absolutely love this mod and honestly can't see myself ever playing without it.
oh btw, is it possible for factions like the imperium (ai lovers that dont mistreat them like tritac) being not subject to bounties/spy sat missions and similar stuff when getting missions from Midnight dissonant. it would make sense for them to at bare minimum be far less likely to be on her bad size when spawning missions?
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at this time autonomous colonies are a bit of a nightmare to manage. most notable is it's impossible to add or remove colony items or ai cores without taking control, which in turn causes unrest, something you often want to avoid if you can help it as its both harmful to the colony and just outright obtrusive to the player.
additionally, making a colony autonomous is honestly nothing but negatives. You get 1/5th the income from it (i can survive that), the issues pointed out above and, it no longer counts to production budget and, doesn't not count towards population for admin increases (making it hard to really work with that system as you really can't get a notable amount without increasing max colony size and base admins).
it pretty much is just a "colony" with none of the perks aside from at least some of the money and it counting to your fleet budget.
So when you dock at an autonomous colony and talk to the boss you have an option named "Take temporary control of the colony". This allows you to make changes without losing stability.
Autonomous colonies are supposed to be worse than normal colonies (for player) because they are autonomous. If you don't want them to be autonomous get more AI cores or admins.
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So when you dock at an autonomous colony and talk to the boss you have an option named "Take temporary control of the colony". This allows you to make changes without losing stability.
Autonomous colonies are supposed to be worse than normal colonies (for player) because they are autonomous. If you don't want them to be autonomous get more AI cores or admins.
Wait so I've been using the wrong "Take temporary control of the colony" option this whole time? (the button you can get to through the main screen without talking to anyone)
cause the one I've been using instantly throws me to the screen you get by pressing the D button
which counts the player as not being present at the physical location, even if you got to that menu by docking with that exact location. perhaps a change needs to be made so it knows you're at that place when you use the other option rather than being fooled into thinking there's missing functionality
as for the second half, the thing is, if you wish to not delegate all your colonies to ai's for some reason often with some level of rp. then you need admins to run colonies
BUT
you need more colonies to get the admins to run those colonies
it's a catch 22 situation where you need to get one to get the other in order to get the first thing which you can't do because you don't have the first thing yet. like making a box cutter come in a box that can only be opened with a box cutter, you're in a situation where you need the very item you're trying to get in order to get said item in the first place.
having at least a partial count of population from autonomous colonies would at least make the admin increase system feel like it has at least some purpose for existing while still making the player interact with autonomous colonies if they wish to avoid using alpha cores.
(edit): basically, if the player is ok with using alpha cores, they probably don't care about the extra admins from extra population because they can just plug more alpha cores in and call it a day
meanwhile someone who isn't using alpha cores can't get more than just 2-3 extras if all their colonies are huge, and past that it's impossible to acquire more admins as autonomous colonies don't count towards that count at all.
basically, the only way to get more then the first few bonus admins is to use the option that entirely invalidates using admins in the first place
and if you wish to only use admins, then you just never get to have more admins. It's a clashing system that basically forces the player to do what they can to just outright avoid using it whatsoever.
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If you don't want them to be autonomous get more AI cores or admins.
I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?
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as for the second half, the thing is, if you wish to not delegate all your colonies to ai's for some reason often with some level of rp. then you need admins to run colonies
BUT
you need more colonies to get the admins to run those colonies
it's a catch 22 situation where you need to get one to get the other in order to get the first thing which you can't do because you don't have the first thing yet. like making a box cutter come in a box that can only be opened with a box cutter, you're in a situation where you need the very item you're trying to get in order to get said item in the first place.
having at least a partial count of population from autonomous colonies would at least make the admin increase system feel like it has at least some purpose for existing while still making the player interact with autonomous colonies if they wish to avoid using alpha cores.
(edit): basically, if the player is ok with using alpha cores, they probably don't care about the extra admins from extra population because they can just plug more alpha cores in and call it a day
meanwhile someone who isn't using alpha cores can't get more than just 2-3 extras if all their colonies are huge, and past that it's impossible to acquire more admins as autonomous colonies don't count towards that count at all.
basically, the only way to get more then the first few bonus admins is to use the option that entirely invalidates using admins in the first place
and if you wish to only use admins, then you just never get to have more admins. It's a clashing system that basically forces the player to do what they can to just outright avoid using it whatsoever.
Pretty sure autonomous colonies do count towards getting more admin capacity. It's just that each extra admin needs more total pop than the previous. By default you get extra admins at 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, and 300 total pop. The first one just needs 10, then you need to get 15 more, then 15 again, then 20, 20, 20, 25, 35, 40, 50, 50.
If you don't want them to be autonomous get more AI cores or admins.
I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?
Settings file at data/config/settings.json. Look for nex_bonusAdminLevels
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Ah so i was again misinformed by others about autonomous colonies as well :(
though checking in game it does clearly state that making a colony autonomous
reduces income gained from the colony to 20%
and then immediately states that that colony will NOT count towards the players colony or admin limits, very explicitly.
so, either the info that nex gives in game is outdated by quite a bit or nobody at all knows whether or not autonomous colonies count or not through lack of quantifiable data.
in fact as far as the tool tip is concerned when your considering autonomy, the only things you get out of colonies in that state are 20% of profits or losses and them providing your faction with commodity production. and literally nothing else. leading them to feel like an incredibly awful deal and something the player would want to avoid rather then interact with.
which kinda defeats the purpose of it even being a function in a mod. as far as I'm concerned anything in a game needs to fit one of two bills
either it needs to be required to continue playing as something the player has to interact with
or it needs to be something the player would want to interact with
which autonomous colonies and the bonus admins both sort of fit in neither of those bills
one can argue the the bonus admins do fit that first option, though its more that it kind of just happens, cool convenient the first few times but goes un-noticed past that, and if you want to own alot of worlds your just force to use ai's instead or abuse story points to give the colonies *** tons of stability so your character can own everything themselves (which in theory busts the normal sp progression as you eventually start make stupid amounts of XP from all those colonies being under your rule.
giving you effectively infinite SP to spend on making more colonies you can do with this.
[attachment deleted by admin]
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basically, your pigeonholed into two options if you want to run alot of colonies and actually make use of more and more admins to have all of them truly contribute
option 1 is to just use ai's, which at that point why use admins at all cause they are outright worse as an option
option 2 spend SP to make all your colonies have giga stability so you can run them all yourself; become the god emperor of your empire earning 8 million levels every month for unlimited SP and then make your colonies unbeatable hyper colonies as you have transcended the realm of balanced play. no longer a pitiful mortal held back suck insignificant limits as "maximum governed colonies".
there are no other options of engagement here
only other option is making colonies autonomous which just feels crumby to work around in its current state of being nothing but downsides just to technically own one more world.
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I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.
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I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.
admin is a hard limit; you cannot recruit more than your max.
nor can you use more than your max if you get lucky and get a cryo pod admin.
as for max colonies the player can manage
yes, you can have more than 2, however every colony under your control takes a stability penalty for every colony you are over said limit.
thus, we get back to my point
you need more population to get more admins, and you need more admins to get that population.
thus, you need more admins in order to get more admins.
you need the very thing you need in order to get what you need, which is innately paradoxical and leaves the player with only two play styles
use ai
or break the game by spending story points so you can govern more colonies till you pretty much become a story point god because you have nearly unlimited amounts of story points do to how many colonies you eventually have via said method.
its currently not possible to get to higher population counts required for the bonus admins past the first couple which is weird cause what exactly is the point of including a system you can't use without cheating, breaking the game balance using copious story point spam, or editing the settings file?
which does fall back to autonomous colonies as well, their not counting towards population for admins is the very reason it's not possible to get these later admins without such abnormal efforts. it pushes the player to game breaking strategies rather than engage with the autonomous colony system both because autonomous colonies suck balls and because they do nothing for getting you towards the next bonus admin. thus the entire gig there feels utterly pointless from the perspective of the player.
if the autonomous colonies downsides were toned down a bit(the 20% profits or losses is fine though) and, they at least partly counted towards pop count for admins, this would at least partly fix the entire issue with those two systems, it needs to feel worth it to utilize the autonomous colony system. and it counting to those pop limits removes the admin limit being this unmovable wall that can only be beat by breaking the games balance. which is good for players that dont want to become a WH40K reference if they want to run a massive empire.
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I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?
Settings file at data/config/settings.json. Look for nex_bonusAdminLevels
Thank you very much.
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I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.
admin is a hard limit; you cannot recruit more than your max.
nor can you use more than your max if you get lucky and get a cryo pod admin.
as for max colonies the player can manage
yes, you can have more than 2, however every colony under your control takes a stability penalty for every colony you are over said limit.
thus, we get back to my point
you need more population to get more admins, and you need more admins to get that population.
thus, you need more admins in order to get more admins.
you need the very thing you need in order to get what you need, which is innately paradoxical and leaves the player with only two play styles
Look, you posted a picture in which it states that "autonomous colonies do not contribute to player colony or admin limits" and you interpreted that as autonomous colonies don't count towards raising the limit of number of admins you can have. I was arguing that "player colony or admin limits" does not refer to mechanic which increases your maximum number of admins. It instead refers to how many admins you are currently using and how many colonies you are personally administrating. Read that very carefully. If you have 4 colonies, you have 2 under your personal control and 2 under your admins, you are 2/2 for personal colonies and 2/3 admins. If you turn one of the colonies you are currently personally administrating into an autonomous colony, you will be 1/2 and 2/3.
In the first place, it doesn't make logical sense for autonomous colonies to not contribute to your max admins because then you could lose max admin by making colonies autonomous.
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Look, you posted a picture in which it states that "autonomous colonies do not contribute to player colony or admin limits" and you interpreted that as autonomous colonies don't count towards raising the limit of number of admins you can have. I was arguing that "player colony or admin limits" does not refer to mechanic which increases your maximum number of admins. It instead refers to how many admins you are currently using and how many colonies you are personally administrating. Read that very carefully. If you have 4 colonies, you have 2 under your personal control and 2 under your admins, you are 2/2 for personal colonies and 2/3 admins. If you turn one of the colonies you are currently personally administrating into an autonomous colony, you will be 1/2 and 2/3.
In the first place, it doesn't make logical sense for autonomous colonies to not contribute to your max admins because then you could lose max admin by making colonies autonomous.
so this more so falls into a bin of being able to be read either way?
it can just as easily be read as the limits for gaining new admins as it can for limits of how many admins you can currently run at that moment
due to both being an "admin limit"
if this is actually the case then we have been all arguing cause easily misconstrued grammar lol.
i guess if it that case my ask simply becomes slightly different grammar for that tool tip and slightly less over the top downsides for autonomous colonies to make them feel less like trying to feed my own buttocks to an alligator.
for instance, letting tech mining keep working normally, or at least let it still give the rare items when it finds them and just lose out on the commodity items, i mean tech mining is already pitiful, we don't need to make it even weaker than it already is.
make a bunch of the stuff more akin to the how the money intake is nerfed and have stuff give partial benefit instead of just ripping away every useful quality of the colony outside of having free storage.
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- Autonomous colonies do indeed count towards bonus admins. Maybe I'll disambiguate the description later.
- I don't feel any particular need at present to let the player get arbitrarily high admin counts, not least because at the point where this becomes an actual constraint the player faction is not meaningfully threatened by anyone else. Autonomous colonies are mostly there to enable map painting (without alpha cores) if the player wants to try that for whatever reason.
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Hello,
I had a recurring set of bugs revolving around special task force fleets. Typically, my first fleet would crash the game *if* I tried to remotely "revive all ships" from the intel screen. However, unstucking the fleet to my location and then opening a comm's channel, then telling them to revive dead ships worked fine.
I played this save for about 3+ weeks. Honestly, it was a blast. I periodically tried "revive all ships" on my first task force as well as subsequent task forces. I found that the first task force would always crash the game, and no others did. Unfortunately, I don't know which ship, if any, could be causing the issue- they were all generic, mostly HMI Techmined and Hegemony / 14th Battlegroup ships. The fleet had just 1 or 2 officers.
I'm using "Fleet size by DP" with max DP for a fleet set to 1000. I have a hunch that may have something to do with it. I was also using "Personal army" and accumulated a lot of officers across three task forces.
Truly, I don't know if Nex was the problem or another mod broke against it, but... I'm begging you- if it's at all possible, can you please help me save my playthrough? (The forum will not allow me to attach my save)
I'm chiming in several months later with pretty much this exact issue. Luckily I had a save from only in game days before the event that causes the exception on save load to happen and I can provide a log for it.
Saves made up until the task force gets destroyed work just fine. Saves made with the task force destroyed throw the exception when loading the save. Reviving/cheating the task force alive gets it working again.
I can provide more info/the save files themselves if that would help. The most notable mods I'm using alongside Nex are IndEvo and Random Assortment of Things (coincidentally also the Personal Army start). I am using DP Fleet Size as well but I'm fairly certain that's unrelated since it should only affect the player and no officers since it just plays with the max ships the player can have.
[attachment deleted by admin]
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Log error would be helpful, but first try the beta version (https://fractalsoftworks.com/forum/index.php?topic=9175.msg451472#msg451472) (save-compatible) and see if it fixes the problem.
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Log error would be helpful, but first try the beta version (https://fractalsoftworks.com/forum/index.php?topic=9175.msg451472#msg451472) (save-compatible) and see if it fixes the problem.
I put the error snippet in the attachment for that post. The exception itself is 1k lines long though the first two dozen are probably enough.
Spoiler
2377777 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
2378575 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: J:\Games\Starsector\starsector-core\..\mods\Industrial.Evolution-3.3.e]
2378577 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: J:\Games\Starsector\starsector-core\..\mods\Scrapyard Armories-0.0.17]
2379272 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
2379272 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 777588
class[1] : java.util.LinkedHashSet
required-type[1] : java.util.LinkedHashSet
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
required-type[2] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[3] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
required-type[3] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[4] : exerelin.campaign.intel.specialforces.SpecialForcesAssignmentAI
required-type[4] : exerelin.campaign.intel.specialforces.SpecialForcesAssignmentAI
class[5] : java.util.ArrayList
required-type[5] : java.util.ArrayList
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : second_in_command.SCData
required-type[7] : second_in_command.SCData
class[8] : java.util.LinkedHashMap
required-type[8] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[9] : com.fs.starfarer.campaign.rules.Memory
required-type[9] : com.fs.starfarer.campaign.rules.Memory
Testing 0.11.2x and I still couldn't load the saves where I experienced the issue earlier today.
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Oh, sorry, missed that.
Looks like the Plasma Flux Catalyst bug from Exotica. Dunno when Kaysaar will fix it, but copying a workaround I posted on the Discord server:
could also [temporarily] modify Exotica Technologies\data\config\exotics.json and change PFC's exoticClass entry to a different exotic's
so it has the effect of that other exotic, instead of its own, crashing one
(https://media.discordapp.net/attachments/1274706414237122631/1274761773089685525/image.png?ex=6724fcea&is=6723ab6a&hm=a76e6f9b4a93a15650ad101f2b3d265919fd95b744b5e0fe16b5b2e2f4b3ce4a&=&format=webp&quality=lossless)
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Oh, sorry, missed that.
Looks like the Plasma Flux Catalyst bug from Exotica. Dunno when Kaysaar will fix it, but copying a workaround I posted on the Discord server:
could also [temporarily] modify Exotica Technologies\data\config\exotics.json and change PFC's exoticClass entry to a different exotic's
so it has the effect of that other exotic, instead of its own, crashing one
(https://media.discordapp.net/attachments/1274706414237122631/1274761773089685525/image.png?ex=6724fcea&is=6723ab6a&hm=a76e6f9b4a93a15650ad101f2b3d265919fd95b744b5e0fe16b5b2e2f4b3ce4a&=&format=webp&quality=lossless)
That seems to have worked. Kinda weird since I never used that exotic.
Would you mind giving me additional context for this? Other bug reports/etc.
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Don't really have details to share honestly. I've seen it a few times (searching from: histidine_my exotic on the Unofficial Starsector Chat finds three or so cases, earliest being from this April).
It crops up because the flux catalyst code tries to get the fleet commander, the vanilla API for this looks in the fleet's FleetData, but here the fleet has lost its data for some reason. No idea why/how such a thing would happen though.
Error message
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:147) ~[?:?]
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73) ~[?:?]
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151) ~[?:?]
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Hi, Histidine!
Just wondering if you have already something in plan to "correct" the title for the player when the player has already established an interstellar system-wide empire? It kind of takes me out of immersion when all my patrols and officers say "captain" when I have a prosperous nation outrivalling the core worlds in every way.
What I'm suggesting is, if it's possible to have ruler titles, and perhaps even a progress bar of sorts to imitate Ck3's system of Count > Duke > King > Emperor (And their respective domains, such as Republic, Kingdom, or an Empire, etc.). And since we have AOTD's crisis... mayhaps be possible to add vassals and their interactions?
Just a suggestion, I love what you do! Keep up the good work, Histidine :>
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Don't really have details to share honestly. I've seen it a few times (searching from: histidine_my exotic on the Unofficial Starsector Chat finds three or so cases, earliest being from this April).
It crops up because the flux catalyst code tries to get the fleet commander, the vanilla API for this looks in the fleet's FleetData, but here the fleet has lost its data for some reason. No idea why/how such a thing would happen though.
Error message
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:147) ~[?:?]
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73) ~[?:?]
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151) ~[?:?]
Weird.
If you want, if you happen to run into someone with this bug again you can give them the advice that you gave me to load their save as well as advise them to go to Exotica/data/config/modSettings.json and remove the catalyst from the rngExoticWhitelist so it stops spawning to keep it from happening again.
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I was wondering how a one fleet invasion defeats a 46K defence planet (magnetic with a lot of AIs and most defensive buildings) via autoresolve. Is it just stupidly bad luck, or a bug?
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Hi, Histidine!
Just wondering if you have already something in plan to "correct" the title for the player when the player has already established an interstellar system-wide empire? It kind of takes me out of immersion when all my patrols and officers say "captain" when I have a prosperous nation outrivalling the core worlds in every way.
What I'm suggesting is, if it's possible to have ruler titles, and perhaps even a progress bar of sorts to imitate Ck3's system of Count > Duke > King > Emperor (And their respective domains, such as Republic, Kingdom, or an Empire, etc.). And since we have AOTD's crisis... mayhaps be possible to add vassals and their interactions?
Just a suggestion, I love what you do! Keep up the good work, Histidine :>
Hello and thank you!
I think a game-managed title system is kinda outside the scope of what I want to do with Nexerelin, but it might well fit in AotD Question of Loyalty or perhaps Star Lords (https://fractalsoftworks.com/forum/index.php?topic=30548.0).
For text immersion specifically, Nex does provide a function to change the player's honorific (in the Personal intel), but most dialogs in vanilla and mods would need to be changed to actually use the honorific. (I do think 'captain' fits in most contexts i.e. the ones involving the player's crew and officers, and is kinda endearing actually)
I was wondering how a one fleet invasion defeats a 46K defence planet (magnetic with a lot of AIs and most defensive buildings) via autoresolve. Is it just stupidly bad luck, or a bug?
Is this with legacy invasions? If so, search the log for messages starting with the line Executing invasion round of, there should be a dump of the combat strengths.
For the current ground battle system you could just watch the battle as it happens (and enabling the game's dev mode and/or Nex dev mode in settings will make more info available if needed).
Could also check the industries afterwards to see if the planet was successfully tac bombed, although this seems unlikely.
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It was with the new invasions. I didn't even know something changed about that system. Don't really have the log as I reloaded to kill that puny fleet (not a capital in sight). It was a fresh colony set up specifically on a stupidly defensible planet, because the AI sometimes hits those immediately, even in fuckoff nowhere. Felt like a *** move by the game.
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Got a repeatable CTD, using nex 11.2x
Spoiler
295994 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index 0 out of bounds for length 0
java.lang.IndexOutOfBoundsException: Index 0 out of bounds for length 0
at java.base/jdk.internal.util.Preconditions.outOfBounds(Preconditions.java:100) ~[?:?]
at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Preconditions.java:106) ~[?:?]
at java.base/jdk.internal.util.Preconditions.checkIndex(Preconditions.java:302) ~[?:?]
at java.base/java.util.Objects.checkIndex(Objects.java:365) ~[?:?]
at java.base/java.util.ArrayList.get(ArrayList.java:428) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCQuestSkipPanel$QuestSkipDelegate.addQuestPanel(Nex_NGCQuestSkipPanel.java:103) ~[?:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCQuestSkipPanel$QuestSkipDelegate.createCustomDialog(Nex_NGCQuestSkipPanel.java:126) ~[?:?]
at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCPopulateCustomPanelOp tions$12.onToggle(Nex_NGCPopulateCustomPanelOptions.java:357) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:120) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:36) ~[?:?]
at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:42) ~[?:?]
at com.fs.starfarer.ui.newui.I.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Trigger condition: enable random sector, then click the button to configure story skip options.
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Hi,
A very direct suggestion for a feature. This mod wants to emulate 4X strategy. Most 4x strategy games suffer from a slog of late game stack killing. So does Starsector nexerelin. Some people might like this. They call it "farming" when it is against redacted. But when you try to conquer another faction and have become powerful there is just an endless eradication of Starbases and fleet stacks.
I suggest that factions can surrender. And when they do: All of their bases belongs to us.
Another suggestion is that reconquest missions of worlds lost in wars should be more or less instant when the world is lost. That might even be interesting for the player if other factions take on the quest of reconquering a market the player just took. Reconquest missions are cool, but quite uncommon to my experience.
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Hi!
Hmm a faction getting completely annexed sounds a bit extreme unless they're almost on the brink anyway, but I've wanted to (someday) add a vassalage mechanic for less severe cases. Either way, probably should add submission mechanics at some point.
For the counter-invasions: they happen at the start of day 3 of the ground battle (also the faction needs to have enough invasion points etc.), so really small planets usually won't see them. I could adjust some behaviors if needed, though I don't want to add too much after-the-fact work to conquests.
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how to use the PK
Spoiler
from the final Midnight Dissonant quest?
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For the counter-invasions: they happen at the start of day 3 of the ground battle (also the faction needs to have enough invasion points etc.), so really small planets usually won't see them. I could adjust some behaviors if needed, though I don't want to add too much after-the-fact work to conquests.
Thanks for your answer. There is two mechanics here i guess. One where the faction you invade makes a counter invasion. That one i have no opinions on. The mission i am referring to is when a faction puts up a reward, as a bounty to re-conquer an already conquered world for their cause. Basically a bounty. That one happens very seldom in my experience, when it should be a legit resort for any richer faction. Also then the AI could "hire" other factions to do it for them, against the player.
A total annexation maybe is too extreme. But some sort of vassalage seems more plausible and i prefer that idea to mine to be honest.
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I was wondering if you can let the player faction have a faction AI but you control it and approve or reject suggestions(like distant worlds game series)
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Is it possible for an autonomous colony to get the Luddic Majority condition? I colonized a water world, built Aquaculture, and granted it autonomy. When it increased to size 4, it didn't get Luddic Majority, despite not having any of the industries that they dislike.
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Hi quick question, is there a way to add commodities to the asteroid mining loot pool without recompiling the whole mod? I tried adding it to mining_reosurces.csv, but it didn't work. Are (ore, rare_ore, volatiles) hard-coded?
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I was wondering if you can let the player faction have a faction AI but you control it and approve or reject suggestions(like distant worlds game series)
Hmm I could add a display-only AI but I wouldn't let it do things like create invasion fleets; anything that costs time and/or money should be done by the player using the existing tools (and I don't feel like adding a new wrapper to do these things through the intel interface).
Is it possible for an autonomous colony to get the Luddic Majority condition? I colonized a water world, built Aquaculture, and granted it autonomy. When it increased to size 4, it didn't get Luddic Majority, despite not having any of the industries that they dislike.
Can't at present, but I can add that!
Hi quick question, is there a way to add commodities to the asteroid mining loot pool without recompiling the whole mod? I tried adding it to mining_reosurces.csv, but it didn't work. Are (ore, rare_ore, volatiles) hard-coded?
Looks hardcoded at present, yeah. I'll make it read the CSV columns dynamically.
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Awesome, thanks Histidine!
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Is it possible for an autonomous colony to get the Luddic Majority condition? I colonized a water world, built Aquaculture, and granted it autonomy. When it increased to size 4, it didn't get Luddic Majority, despite not having any of the industries that they dislike.
Can't at present, but I can add that!
That would be great, thanks!
I found another quirk with autonomous colonies: if they have Comnerce on them, you can't access the open market without first taking temporary control.
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Odd question, is there a way to disable mining fleets? Got an oldish computer with not quite enough ram and probably running too many mods, which results in spawning more+larger fleets, so currently my framerate drops to "lol no" when I'm in populated systems.
So obviously I need to start over with fewer high-impact mods, but also in general it would help just to have the game not try to put so much *stuff* on the screen at once. And since mining fleets never really seem to do much despite being bigger and more numerous than patrol fleets, they would be a low-hanging fruit for some kind of optimization?
Separately, maybe I'm unaware of some option to render fleets on the campaign map as a single entity or icon instead of a swarm of ships each having individual models and engine trails?
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There isn't a toggle for mining fleets right now; might add one ahead of next release.
Although according to this old topic (https://fractalsoftworks.com/forum/index.php?topic=30174) fleet rendering shouldn't be a big load normally, so might be good to check if any of your mods are doing something off (advanced mode is to run a profiler, like this one (https://starsector.wiki.gg/wiki/VisualVM#Identifying_cause_of_a_hang)).
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yeah...normally rendering wouldnt be, however it can get pretty bad if you don't have any self-restraint
having a large fleet size mult + running TASC's remnant stations + high command (with SP) on 4 planets and 3 stations in one system caused my game to slow down badly because there were, I kid you not, several dozen fleets on screen at the same time, in a very small area.
Basically boils down to self-control (you do not need THAT many ship spawning structures), and...cutting down the unnecessary things (the mining fleet toggle sounds nice)
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Hi histi, I had a question. Is there a memory flag or anything that tracks AI satbombing/mod_equivalent_warcrime?
I just ran around to random markets looking through memdumps to see if I could fnd something,
$faction.nex_badboy
looked promising but I wasn't 100% positive.
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public void reportSatBomb(MarketAPI market, MarketCMD.TempData actionData) {
checkIndustriesAfterSatBomb(market);
// increment attacker badboy
if (actionData instanceof Nex_MarketCMD.NexTempData) {
Nex_MarketCMD.NexTempData nad = (Nex_MarketCMD.NexTempData)actionData;
if (!nad.satBombLimitedHatred && nad.attackerFaction != null) {
DiplomacyManager.modifyBadboy(nad.attackerFaction, nad.sizeBeforeBombardment * nad.sizeBeforeBombardment * 4);
}
}
}
which leads into these in the diplomacymanager:
public static void setBadboy(FactionAPI faction, float amount) {
MemoryAPI mem = faction.getMemoryWithoutUpdate();
mem.set(MEM_KEY_BADBOY, amount);
}
public static float modifyBadboy(FactionAPI faction, float amount) {
float newAmount = getBadboy(faction) + amount;
setBadboy(faction, newAmount);
return newAmount;
}
/exerelin/campaign/colonymanager.java at line 1503, looks like yes/maybe? seems to also be displayed on diplomatic profiles as infamy
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thanks!
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Is there a fix for the Luddic fleet not spawning during the Fragments mission? Or at least a work-around?
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Note that the badboy stat is also incremented by conquests (it's an idea I'm borrowing from Paradox GSGs to encourage retaliation against threatening factions, but the value is currently for display purposes only). You can add a ColonyNPCHostileActListener (a Nex interface, not vanilla) to the listener manager if you need specific tracking behavior.
Is there a fix for the Luddic fleet not spawning during the Fragments mission? Or at least a work-around?
Hadn't heard of this bug before. Is the fleet nowhere to be seen after the dialog finishes, even with sensors mechanic disabled (devmode -> Ctrl+Z)?
Could try redoing the dialog with distress signal sent (makes a TT fleet spawn instead), or in the worst case just take the run option and miss out on the mothership loot I guess
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I had left 'reveal' active via the console commands so that's probably what caused it. Maybe just have a way to check with the derelict and have a 'force spawn' option "Recheck the sensors!"?
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when did they remove the ability to keep planets while resigning from a comission?
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Finally getting around to the full post-beta release.
Good thing my Hearts of Iron IV subscription ran out last week (and Victoria 3 isn't quite as addictive)
Nexerelin v0.11.3
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3/Nexerelin_0.11.3.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113-planet-tales-2024-11-30)
Spoiler
### Changes from beta 0.11.2x ###
* Blockades will end if no markets of the target faction remain in system; capturing a blockaded market will remove the blockade condition
* Player-requested invasion fleets will make the captured markets autonomous if player has no free admins or governing capacity left
* Revoking this autonomy will not cause unrest (once per market)
* Autonomous colony default income mult 0.2 -> 0.25
* Factions don't send suppression fleets if allied with the rebels' sponsor faction
* Player faction (and governed colonies) also don't send any suppression fleets
* Player's autonomous and governed colonies can get Luddic Majority on upsize
* Random sector Kanta's Den is no longer a free port; actually gets its admin
* Contact-buys-ship mission a bit less frequent
* Random sector max planets slider 80 -> 120
* Fix NPE in mission "Salvation" if Eochu Bres is decivilized
* Fix CTD when using story skip with random sector
* Fix excessive rep gain from transferring a rebelling colony to rebel faction
* Fix special task groups not picking new tasks properly
* Attack fleet in mission "Fragments" won't spawn more than 2000 units away
* NPC factions try to avoid colonizing targets of an ongoing mission
* Fix wrong description texts for Mairaath under a different faction
* Add `nex_enableMiningFleets` field to settings.json
* Mining output .csv supports adding new commodities
### Gameplay ###
* Expand the 'skip story' option to support specific amounts of progress, and multiple vanilla/mod quest chains
* Rebellions from low stability should obey some invasion config options
* Specifically the 'no invasions until player colony' and 'no invasions of core worlds' rules
* Strategic AI can act to help allies against a faction not currently hostile to the AI faction
* Adjust some alliance war/peace vote behavior
* On war declaration, add -5 relations padding so random rep gains won't push the faction back over the peace threshold
* Factions that are not at war with each other following a vote should avoid deliberately going to war for some time after
* Add a config option for player special task group maintenance costs
* Player special task groups can use wormholes
* Starlight Cabal from Underworld is now a pickable faction at start
* Marine XP gain from ground battles now based on share of damage dealt
* Change some handling of invasion points to avoid large overdrafts
* Fighting in a system with player outpost doesn't reduce colony crisis points any more
* Added config option for price multiplier in NPC 'buy ships' mission
* Add a settings.json option for pirate/Pather bases to spawn even when their factions are dead
### GUI ###
* Blueprint swap at Prism Freeport gives ship/fighter preview
* Invasion point counter in diplomacy profile and strategic AI page has a breakdown tooltip
### Bugfixes ###
* Fix for AI core drops being reduced by Automated Ships skill (vanilla bug), by Lukas04
* Abyss gate in RAT shouldn't mess with player special task group behavior anymore
* Fix sat bomb events not taking place if invasions are disabled
* Fix a potential crash with IndEvo ambassadors
* Ground battle fixes
* Can no longer join ground battles from the right place in another star system
* Defending ground units with an associated fleet don't lose planet-side bonuses if their fleet is within support range
* IndEvo artillery stations get their faction set correctly on market capture
* Fix intimidate option not working in File Drawer Problem
* Fix Illustrated.Entities incompatibility on captured markets
* Fix some likely mod incompatibilities when modifying NPC fleet join battle behavior
* Fix improper behavior of AI admins when market is captured
* Fix memory leak with custom start fleet
* Remnant dead drop complication fleets are low rep impact, like vanilla
* Some operative actions will auto-abort if target faction is now an ally (unless action is by player)
* Autonomous colonies: Fix temporary control menu breaking in certain cases with multiple pages
* Remove EMP that doesn't actually work from Silverlight's Alicorn
### Misc. ###
* Add projectile trails to Silverlight's Alicorn
* Typo fixes by nissa
### Modding ###
* Various bits of Second in Command compatibility
* Some Strategic AI refactors
* In particular, `reapplyPriorityModifiers` is called from AI module after generation, instead of the concern always having to do it
* Executive module has getters for the number of actions a faction can take per meeting, and the `StatBonus` required to change this
* Reduce the number of libraries needed at compile time
* Removed: ApproLight, Knights Templar, Underworld
* Added: Second in Command
* Custom starts can hide or disable themselves in their script
when did they remove the ability to keep planets while resigning from a comission?
You could never take Nex governorships with you when leaving; for colonies that you manually founded, I understand that's from the new AotD submod Question of Loyalty.
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You're a legend! Thanks Histidine.
Already tested the custom commodities work in mining.
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Thanks for the update. Best mod in this game
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POG! Thank you, you are the best! thumbs_up.gif
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Game closes and crashes when I try to complete the UAF quest for officers.
And the game crashed when I tried to return to Gamlin on New Meshon (ArmaA mod).
Spoiler
355058 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:423)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:354)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:152)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:148)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:208)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:126)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:922)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:845)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:529)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1151)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1593)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 35 more
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I'm having a hard time figuring out which mod it is, but I'm 75% sure it's Nexerelin that has the bar event for the DnD-like tabletop adventures. If so, is there anyway to customize/edit things like the dice rolls, encounters, encounter chances, etc.?
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I'm having a hard time figuring out which mod it is, but I'm 75% sure it's Nexerelin that has the bar event for the DnD-like tabletop adventures. If so, is there anyway to customize/edit things like the dice rolls, encounters, encounter chances, etc.?
That's actually either Vayra's Sector (which is only rarely updated by a different mod developer strictly for compatibility purposes) or Vayra - Merged (combining Vayra's Sector, Vayra's Ship Pack, and lastly Kadur Theocracy, a mod faction), which has a unofficial developer completely taking over and releasing 'bootleg' updates.
And to answer your actual question? Unless you have some degree of knowledge of the Java programming language and are willing to set up an SDK environment to compile .java files into .class files, then to 'customize/edit things like the dice rolls, encounters, encounter chances' is NOT possible for you to accomplish.
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Game closes and crashes when I try to complete the UAF quest for officers.
And the game crashed when I tried to return to Gamlin on New Meshon (ArmaA mod).
Is it the same error for both? If not, post the UAF error, though it'd probably need to be directed at Kaysaar (the current UAF coder)
Either way, the error posted here probably requires updating Arma Armatura and/or UAF (or maybe there's a third mod that adds ground battle abilities?)
This replacement .jar (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=i3nz2g6m&dl=1) (place in Nexerelin/jars) should give a more specific error message.
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Nexerelin v0.11.3 causes me a crash to desktop when selecting an agent in the Operatives menu, and some other circumstances that I couldn't consistently replicate.
Rolling back to v0.11.2c stopped the crashes and let me open the menu fine.
The crash comes with an error that reads "exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry" and tells me to check the logs, but the logs show nothing.
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For anyone having crashes, try this fix .jar (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=jt099wje&dl=1) (same URL as the one before, but I changed the file), place in Nexerelin/jars.
It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.
EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???
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I don't know how possible this is but having the random sector generation preserve the planetID and only randomise the market conditions and industries along with the planet type would make it such a better feature given that it would make the the random sector option far more compatible with both vanilla and mods.
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For anyone having crashes, try this fix .jar (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=jt099wje&dl=1) (same URL as the one before, but I changed the file), place in Nexerelin/jars.
It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.
EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???
Fix works. No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
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For anyone having crashes, try this fix .jar (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=jt099wje&dl=1) (same URL as the one before, but I changed the file), place in Nexerelin/jars.
It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.
EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???
Fix works. No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
This patch kinda worked for me as well; it stopped constantly crashing after a few moments of loading the save.
However, the game will now randomly close with no crash message and the logs show it's a javascript crash.
I've disabled this mod and don't get those random javascript crashes- but it could be another mod that depends on this one that is causing the crash;
Looking forward to any future updates, I love this mod.
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Post the error from the log please
Fix works. No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
Might need to look at the save; if you're not running with too many mods (<50 would be good) upload it someplace (Dropbox or similar) and I could take a look.
Else, post a screenshot of the dialog and we could try to narrow it down from there.
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Post the error from the log please
Fix works. No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
Might need to look at the save; if you're not running with too many mods (<50 would be good) upload it someplace (Dropbox or similar) and I could take a look.
Else, post a screenshot of the dialog and we could try to narrow it down from there.
I found what my problem is.
I had Ava Nitia in suspended contact status for some reason. I added her to my contacts again. Although I don't know why she was removed from contacts.
Thanks for the fix. I think if I will have problems in the future, it will probably be because of other mods. I have 76 of them.
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v0.11.2 "Concert of Persea" (2024-05-18)
Changes from beta 0.11.1x
Can't weaken rebellions by buying more goods on the black market than were sold into it
Player special task groups will use a gate if both they and the task target are in gate systems
Random spicy idea I just had which could give Histidine even more work (I am sorry): This could be behind a quest as a reward, or behind some kind of cost. :o
So, boom, now only after you do X your special task groups can do the kind of gate travel from the patch/change log.
Lore? Maybe the quest reward is a "limited amount of copies of the Janus device" or "you now have a limited ability to manufacture them". shrug.gif
E: Dangerous idea: Our very redacted contact could be of help, at the cost of sharing the device with her... Yeah, what ramifications or advantages that could bring... Uh-oh. o.O
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having an odd crash, after i join the persian league with my colonies, clicking the command tab causes a crash to desktop.
-
relevant lines from the starsector.log are helpful if you want to help us help you, yes.
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for some reason the remnant contact quest "showdown" is not spawning for me
I've acquired 100 rep with both midnight and the remnant faction themselves, has completed both the lost scienist and the fragments quest, yet the showdown quest still doesn't appear
I've visited midnight multiple times but only generic quests spawn
or is there a way to force spawn the quest?
my mod list:
"enabledMods": [
"apex_design_peak",
"$weebshitaiportraitpack",
"pantera_ANewLevel30",
"aitweaks",
"console_additions",
"adjustableautomatedships",
"adversary",
"A_S-F",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"apex_design",
"ApproLight",
"arthrships",
"ashlib",
"AttunedDriveField",
"HMI_brighton",
"ORK",
"Csp",
"chatter",
"lw_console",
"customizablestarsystems",
"istl_dassaultmikoyan",
"Diktat Enhancement",
"EmergentThreats_Vice",
"EmergentThreats_IX_Revival",
"fleetsizebydp",
"fob",
"fp",
"GrandColonies",
"HMI_SV",
"HMI",
"hte",
"HIVER",
"IndEvo",
"Imperium",
"knights_of_ludd",
"lost_sector",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"missinghegemonyauxiliaryships",
"missingshipscivilian",
"missingsuperships",
"missingmidlineships",
"missingpatherships",
"missingshipspirate",
"MoreBarMissions",
"MoreMilitaryMissions",
"nexerelin",
"sun_nomadic_survival",
"sun_nomadic_survival_Aki_WfB",
"officerExtension",
"vice_orr",
"PirateMiniMegaMod",
"assortment_of_things",
"refitfilters",
"RigSec",
"scalartech",
"scan_those_gates",
"Scrapyard",
"bb_plus",
"SGB_EN",
"swp",
"smod_removal",
"speedUp",
"btlg_paradise_cabal",
"tahlan",
"Terraforming & Station Construction",
"underworld",
"ungp",
"demonx3_ungp_rulepack",
"vbc",
"TouchOfVanilla_vri",
"niko_morePlanetaryConditions",
"whichmod",
"shaderLib",
"Rouge_Redstar"
-
Quick summary of the requirements for Showdown:
- <mission not already saved in contact memory>
- one Remnant station (in a system that has Remnant theme in the system generator)
- one Hegemony market (non-hidden and not in hyperspace)
- also might break if it can't find the staging area somehow, although I'm not sure how likely this is
Random spicy idea I just had which could give Histidine even more work (I am sorry): This could be behind a quest as a reward, or behind some kind of cost. :o
So, boom, now only after you do X your special task groups can do the kind of gate travel from the patch/change log.
Lore? Maybe the quest reward is a "limited amount of copies of the Janus device" or "you now have a limited ability to manufacture them". shrug.gif
E: Dangerous idea: Our very redacted contact could be of help, at the cost of sharing the device with her... Yeah, what ramifications or advantages that could bring... Uh-oh. o.O
Interesting ideas! Though I mostly added PSF gate travel as a quick feature for player convenience in response to a request, probably don't want to make a big production out of acquiring that technology right now (Alex and David are probably cooking something in this regard anyhow).
-
Is it possible to get the faction descriptions to show when selecting a faction at the start? It only shows the lore the first time, then if you back out of the menu and go to another faction it doesn't show any lore anymore. Gave a bundle of my mods to someone else to play and they wanted to see some lore when selecting.
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Hi, love this mod, now with that said and done, just a couple of questions.
1. Is there a way or will there be an option in the future that allows the play to setup blockades of other factions systems as well, like a counter blockade?
2. I've seen fleets in my systems, that are (raiding the system, or investigators) but their status is neutral so my fleets wont attack them. If am at vengeful or hostile level with the faction should they not be coming up as hostile?
and finally might be AOTD question but is there a way to reverse engineer colony items of other mod factions if you raid and still from them like the monitoring node that the XI battleground uses?
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Is it possible to get the faction descriptions to show when selecting a faction at the start? It only shows the lore the first time, then if you back out of the menu and go to another faction it doesn't show any lore anymore.
Only a few third-party factions (I know Iron Shell does it, UAF and Sindrian Fuel might too?) print descs in the faction selector, it's currently custom-written. I could make it auto-grab the first paragraph of the intel description as a fallback; may take a look in the future.
Hi, love this mod, now with that said and done, just a couple of questions.
1. Is there a way or will there be an option in the future that allows the play to setup blockades of other factions systems as well, like a counter blockade?
2. I've seen fleets in my systems, that are (raiding the system, or investigators) but their status is neutral so my fleets wont attack them. If am at vengeful or hostile level with the faction should they not be coming up as hostile?
and finally might be AOTD question but is there a way to reverse engineer colony items of other mod factions if you raid and still from them like the monitoring node that the XI battleground uses?
Hello!
1. Might add player blockades someday; I hadn't added player raids because the cost-benefit ratio is pretty undefined there, but blockades should be more reliable.
2. Fleets like investigators and the commerce raiders from the TT events are vanilla. Not sure whether the investigators are or supposed to be neutral (thought they aren't (https://fractalsoftworks.com/forum/index.php?topic=31180.msg)); IIRC the commerce raiders are marked as neutral but player patrols will still fight them. Either way, best to ask Alex directly.
3. Colony item reverse engineering sounds like an AotD thing yeah.
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I don't get why but I get the janus device with random core activated, use it, and still can't use the gate. Fresh install, 0.11.3 for nexi, 1.4.6 magiclib, 2.8b lazylib.
Is these a new thing to do to activate gate ?
Edit: Thx a lot it worked, "known bug" I searched on forum and github found nothing ???
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It's a known bug in current release; my bad :-X
Use the following Console Commands runcode (copy and paste into console) to fix current save; for future saves turn on story skip in the new game settings (or enable the mod setting that makes this automatic) before enabling random sector.
runcode Global.getSector().getMemoryWithoutUpdate().set("$canScanGates", true);
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1. Might add player blockades someday; I hadn't added player raids because the cost-benefit ratio is pretty undefined there, but blockades should be more reliable.
Maybe another colony item like the privateer base, but like the academy or courier port where you dock or in the request fleet tab you have a blockade option and pick the scale of the blockage and just watch it cause chaos.
Something else that just came to me operatives, feels like they could have more abilities. You have lower relations but could there be an ability to combine sabotage and incite violence between factions, ie you sabotage TT supplies but there's a option to have it pinned on Luddic path or another faction, so you can set two different factions against each other while pulling the strings. To make it fair the same can happen to you as well but perhaps the internal security toggle can have counter intelligence as well to rout other spies out?
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Ok so the mechanic is good and all on its own, but the inner devastation I just felt tells me there's more work needed.
So what happened?
At some point I became hostile with a faction (no such org) and decided to send a massive invasion toward their S7 home planet.
I spent over a million credits on it
Fast forward several ingame months, the fleet still hasn't launched. I get a notification Invasion aborted, no longer hostile
This is an intended mechanic, and it works, right? What's my issue?
I didn't want to call off that invasion. Also, I didn't get that million credits back, they just vanished into the ether, effectively wasted.
I think in this instance the mod should have asked me whether I wanted to stop being hostile and call off the invasion, or remain hostile and don't call off the invasion.
There was no peace treaty or anything, they just suddenly stopped being hostile (it might have been a relation action by an agent that I forgot about, but the cause of the change in relations isn't relevant, only the behavior is. I very much wanted to take that planet and don't particularly want to throw another million credits at it (and I didn't save recently) so that screwed me over a little bit.
Idk I feel like this option would help. If it's already a thing and I'm just dumb, let me know.
[attachment deleted by admin]
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Are you sure you didn't get a refund? I specifically coded that over a year ago (and re-tested just now); the refund amount decreases based on event progress, but if it hasn't even launched yet it should be 100%.
Anyway the invasion cancellation is by design for now, but the peace shouldn't be occurring without specific player action in that direction anyway (if it does, it's either a Nex bug or another mod doing things). If you're sure you didn't get your money back, you can console it back at least.
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Are you sure you didn't get a refund? I specifically coded that over a year ago (and re-tested just now); the refund amount decreases based on event progress, but if it hasn't even launched yet it should be 100%.
...
It turns out the fleet was on its way to the destination when it got canceled. I'm not sure how far along. I didn't _notice_ any refund but maybe there was?
The planet was turned friendly from an agent I had previously set to improve relations, so I did cause it. It's not really necessary but there could be something in the config that warns of relation changes when there are outbound fleets or something, idk. It's not really a big deal if a player causing such a change is already necessary.
Maybe the notification that says the fleet was canceled could give a little overview of the refund that occurs, or say how much of the original cost was refunded based on progress (however you have that coded)?
(Also I noticed just now I need to update the mod. Will do.)
Thanks for replying so promptly.
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Hi Histidine! After finishing Midnight's questline (at long last), I wanted to give some feedback.
Spoilers for Midnight's and Galatia's questlines! Beware
First off, I like the missions so much. The writing is fun and interesting, the battles are challenging, and the timed quests were well implemented. Thank you for the great campaign! Now, onto the issues I had:
- A few typos here and there, the least of all issues; just pointing it out. I'd volunteer to squash them if you're ok with it!
- One of the objectives you get after the assault on Madeira - to talk to a TT Executive - can cause trouble. I hadn't met Arroyo yet, so I had to rush the Galatia story a bit to get to him, and that was a bit silly. Will return to this.
- The battle with true Silverlight is tremendously difficult. I noticed the "extra XP" difficulty measurer was sitting at 0%, so I presume the Remnant fleet is equivalent to the fleet points of Pink-Hair-Nun and the player combined; I think that is overkill, because not only are the AI-led Luddic ships quite incapable of handling Remants, but also the presence of Tesseracts mixed in make the enemy a nightmare. No battle-line can survive that crucible. I had a sizeable Midline fleet (3 capitals and 8 cruisers) and it was consistently evaporated; tried bringing an IED from Luddic Enhancement, it was ineffective; tried bringing an even larger fleet (with what little time I had to amass it), still lost.
- As for Silverlight, well, it is a gigantic dreadnought alright. I had so much trouble damaging it, seemed impossible for a while. I only managed to beat it after I rushed to get the Ziggurat and armed it with Omega weapons; even then, I needed two tries, and blew up the Ziggurat. Granted, if I had had the Ziggy for a while so the D-mods would be fixed and I'd S-modded it (I'm running Progressive S-Mods), it would've been easier, but the only real difference would perhaps be it surviving the battle.
To conclude, my take is that the last mission needs to be locked behind the Galatia quest's progression, the best spot being after fighting the Ziggy. It'd also be a solution to guaranteeing the player's already met Arroyo. Also, nerf the final boss fleet a little.
Now, the nitpicking:Midnight feels off as the campaign progresses. At the end, she seems to become almost emotive and moralistic, in contrast with the AI shtick. Making you fight alongside the Luddies to defeat a common enemy is perfectly fine, but her making an impassionate speech to them is so strange... It's all too conveniently successful, for such an overt breakaway from the world-building status quo. It'd be more sensible if she spoofed your fleet's transponder into friendlies, or triggered an alarm of some sort so Gilead readies for battle. Something wily and underhanded, keeping with the shadow puppeteer trope from the first missions.
I want more options in the dialogue with Towering, prior to the final battle. First two feel too run-of-the-mill isekai-protagonist bravado, and the third is... it sure is. I wanted a "I'll attach your core to a toaster after we're done" kinda response to Towering's edgelord rambles, though not even answering the hail (or cutting the connection in his face) is a fine option.
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Thanks for the detailed feedback! Specific responses in order:
Spoiler
- Typo fixes are always welcome!
- If you haven't met Arroyo yet, you can get his contact info from Midnight; some relevant dialog even changes depending on whether you do Salvation or Kallichore Archive first.
- Battle probably relies on using Gilead Station as a meatshield, even at 20% CR it still has decent firepower and will take a long time to kill. Although, lemme make it so it respawns the station if it got disrupted beforehand for whatever reason.
Simply throwing more metal into the battle line may not be helpful, since the enemy fleet has a partial scaling factor to player strength. Midnight's help offer just before the battle might be beneficial; it gives you one Facet to their two, but yours has a better officer (also doesn't count for the aforementioned scaling)
- The way the mission is currently written Midnight's recorded speech is there to persuade the already-alerted-and-suspicious Knights to work with the player if the more direct option (requires having a non-pirate commission, or the player faction existing) is unavailable. It's specifically written to in-universe achieve this goal, which is why Midnight talks mostly 'normally' (actually a bit surprised I hadn't seen someone comment on this before) and why alternatives like a fake transponder (jig would be up as soon as you needed to communicate with anyone) generally wouldn't work as-is. Though I can certainly see your point about the whole puppeteer thing, some food for thought there.
As for the dialog option with Mauve, sure I'll add that later ;D
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Merry Christmas! Here's some bugfixes.
Nexerelin v0.11.3b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3b/Nexerelin_0.11.3b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113b-2024-12-25)
* Random sector new game setup fixes
* Make sure gate memflags and transverse jump + neutrino detector are added properly
* Don't apply quest skip memory keys to random sector if inappropriate
* Fix + log recent crashes from operative actions on null market
* Fix AI admin handling on market transfer or granting autonomy
* Fix `invasionOnlyRetake` factions sometimes never launching raids
* Display refund amount if a player fleet request is cancelled
* Final Remnant mission: Un-disrupt Gilead station if needed for final battle
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Reuploaded just now to fix some quest skips not applying their memory keys (what an embarrassment)
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Reuploaded just now to fix some quest skips not applying their memory keys (what an embarrassment)
I just was wondering what the hell was going on with the gates not functioning to the Janus device's orders, lol! Paranoia intensifies...
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After two hours of tweaking, most of which was spent in several
10+ minutes (EDIT: 10 minutes the first time, around 5 minutes for subsequent times) of just starting Starsector on my aging system, editing both via LunaLib and directly with the JSONs, and even re-downloading the mod just in case I somehow missed the hotfix, I still have a problem:
The game gives me a Victory via Galatea on game start (EDIT: on Free Start).
My modlist, just in case, though the only mod here to have major changes besides Nex was the Refit one (EDIT: And Mikohime 23 > 24):
"enabledMods": [
"A_S-F",
"aaacrew_replacer",
"advanced_gunnery_control_dbeaa06e",
"alcoholism",
"Angry Periphery",
"apex_design",
"aptlysimplehullmods",
"assortment_of_things",
"AttunedDriveField",
"better_variants",
"bruh_ship_browser",
"BSC",
"carrierui",
"CFT",
"chatter",
"CJHM",
"clearCommands",
"Csp",
"dex",
"dex-ae",
"Diktat Enhancement",
"dp_mnemonic_utils",
"dpl_phase_lab",
"EmergentThreats_IX_Revival",
"EmergentThreats_Vice",
"Everybody loves KoC",
"fleetsizebydp",
"GMDA",
"GrandColonies",
"guarantee-rare-items",
"HMI",
"HMI_brighton",
"HMI_SV",
"hostileIntercept",
"hte",
"Imperium",
"IndEvo",
"JYD",
"kazeron",
"knights_of_ludd",
"largerZoomOut",
"leadingPip",
"logisticsNotifications",
"LTA",
"luddenhance",
"lunalib",
"lw_console",
"lw_lazylib",
"lw_radar",
"MagicLib",
"Mayasuran Navy",
"metelson_release",
"more_hullmods",
"MoreBarMissions",
"MoreMilitaryMissions",
"ness_saw",
"nexerelin",
"ORK",
"particleengine",
"PirateMiniMegaMod",
"pt_qolpack",
"PT_ShipDirectionMarker",
"refitfilters",
"RetroLib",
"roider",
"Rouge_Redstar",
"second_in_command",
"secretsofthefrontier",
"shaderLib",
"sicdustkeeper",
"speedUp",
"stelnet",
"StopGapMeasures3",
"su_CarrierHullmod",
"suitablestarsystems",
"sun_flux_reticle",
"sun_starship_legends",
"supportships",
"swp",
"System_Marker",
"tahlan",
"timid_admins",
"timid_commissioned_hull_mods",
"timid_supply_forging",
"timid_tmi",
"timid_xiv",
"TORCHSHIPS",
"TouchOfVanilla_vri",
"TTE",
"TTSC",
"underworld",
"unthemedweapons",
"variants_lib",
"vayramerged",
"WEAPONARCS",
"whichmod",
"whichtmi",
"wyv_decolib",
"wyv_mirror",
"wyv_planetaryShieldAccessControl"
]
}
-
Welp, what a mess.
I'll take a closer look later this week, but for now see if this patch (https://www.dropbox.com/scl/fi/vp30uedqr0snfwbznu26g/ExerelinCore.jar?rlkey=bm61emxgnc3y9un9aw810zoya&st=6hvucmce&dl=1) fixes it (place in Nexerelin/jars).
-
Thanks, it worked.
But a few questions that came from spending some time looking at the settings, and not engaging (but planning to) with Colony mechanics since vanilla:
1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?
2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?
-
Thanks for the detailed feedback! Specific responses in order:
Spoiler
- Typo fixes are always welcome!
- If you haven't met Arroyo yet, you can get his contact info from Midnight; some relevant dialog even changes depending on whether you do Salvation or Kallichore Archive first.
- Battle probably relies on using Gilead Station as a meatshield, even at 20% CR it still has decent firepower and will take a long time to kill. Although, lemme make it so it respawns the station if it got disrupted beforehand for whatever reason.
Simply throwing more metal into the battle line may not be helpful, since the enemy fleet has a partial scaling factor to player strength. Midnight's help offer just before the battle might be beneficial; it gives you one Facet to their two, but yours has a better officer (also doesn't count for the aforementioned scaling)
- The way the mission is currently written Midnight's recorded speech is there to persuade the already-alerted-and-suspicious Knights to work with the player if the more direct option (requires having a non-pirate commission, or the player faction existing) is unavailable. It's specifically written to in-universe achieve this goal, which is why Midnight talks mostly 'normally' (actually a bit surprised I hadn't seen someone comment on this before) and why alternatives like a fake transponder (jig would be up as soon as you needed to communicate with anyone) generally wouldn't work as-is. Though I can certainly see your point about the whole puppeteer thing, some food for thought there.
As for the dialog option with Mauve, sure I'll add that later ;D
Response to the response (I have some rejoinders), here we go:
Spoiler
- Should've tried talking to MD to see if she'd help with Arroyo!
- The issue with using Gilead Station as bait is it eats a considerable amount of DP, and since it isn't contributing much in terms of killing power, the player ends up with a smaller amount of ships to use, which subsequently become easy pickings for the packs of Remnant ships.
- You are perfectly right, the solution isn't adding more meat to throw into the grinder, (I think) it is to use more a more balanced fleet - aka not limit oneself to a particular tech, which is my preferred playstyle ;)
- I did bring the Omega merc offered by MD, it would consistently run off to the largest concentration of enemies and die, meiose and die some more, meiose again and die for good. Fearless and all that. If it were a Tesseract though, that'd probably do some heavy lifting... 2 or 3 SP for that would be fair, no?
- The Big Speech makes a lot more sense now. Idk what it's like in the other scenarios, but that I chose the hardest and strangest route explains a lot. As for a stealthier approach to gain assistance from the Knights, a simple "Man in Black" scenario would be fine imo. Whatever the player says (unless it is "I was sent by an Alpha Core to help") is quickly irrelevant since a massive armada of AI hot-drops into orbit soon after. Why would the Luddies refuse human assistance in a situation like that? If it were the Hegemony, SD or League, they'd probably conscript any battle-worthy vessel at gunpoint to join the fight. An "offer desperate people can't refuse 8)" is fitting enough for an apocalyptic scenario.
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Hello!
This will be my first post but ive been lurking and playing starsector for years.
One of my favorite mods in this one and I've got like 70 others lol.
I'm having an issue when a faction conquered a planet that i colonized after surveying it which *** me off however I have invaded it 24 times and they have no remaining troops left but i keep getting a message that the invasion is over and there is peace. I DONT WANT PEACE!
I WANT TO WIPE THESE FILTY XENOS OFF MY WORLD!
I've destroyed all the fleets they had in the system but I CANNOT retake the world and its driving me mad!
I am at the point that I'm willing to start a crusade and wipe the whole faction out but I would rather not saturation bomb the world because all the stuff on it is mine.
PLZ HELP!
-
Thanks for the further input JohnVicres! Not currently planning any major revisions to the mission right now, but we'll see.
1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?
2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?
1) Nope.
2) The Vayra colonial factions can (intentionally) spawn independent of all Nex-side respawn and colonization mechanics, although once these factions appear they can benefit from Nex respawns and colony expeditions if allowed.
Hello!
This will be my first post but ive been lurking and playing starsector for years.
One of my favorite mods in this one and I've got like 70 others lol.
I'm having an issue when a faction conquered a planet that i colonized after surveying it which *** me off however I have invaded it 24 times and they have no remaining troops left but i keep getting a message that the invasion is over and there is peace. I DONT WANT PEACE!
I WANT TO WIPE THESE FILTY XENOS OFF MY WORLD!
I've destroyed all the fleets they had in the system but I CANNOT retake the world and its driving me mad!
I am at the point that I'm willing to start a crusade and wipe the whole faction out but I would rather not saturation bomb the world because all the stuff on it is mine.
PLZ HELP!
Hello and thank you!
Are the "filty xenos" in question the Hivers?
The last time I heard of this issue it was because the player's commissioning faction (UAF) wasn't set to hostile with the faction being invaded (Hivers), because the initial relations were bugged and Hivers are a no-relationship-sync faction.
Anyway, if it's the same bug your solution is to set hostilities between your faction and the target faction (whoever they may be) manually with console commands (if you don't know the faction IDs, see if human-facing names work, or print the IDs with list factions command):
setrelationship <commissioning_faction_ID> <target_faction_id>
-
Thanks for the further input JohnVicres! Not currently planning any major revisions to the mission right now, but we'll see.
1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?
2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?
1) Nope.
2) The Vayra colonial factions can (intentionally) spawn independent of all Nex-side respawn and colonization mechanics, although once these factions appear they can benefit from Nex respawns and colony expeditions if allowed.
Hello!
This will be my first post but ive been lurking and playing starsector for years.
One of my favorite mods in this one and I've got like 70 others lol.
I'm having an issue when a faction conquered a planet that i colonized after surveying it which *** me off however I have invaded it 24 times and they have no remaining troops left but i keep getting a message that the invasion is over and there is peace. I DONT WANT PEACE!
I WANT TO WIPE THESE FILTY XENOS OFF MY WORLD!
I've destroyed all the fleets they had in the system but I CANNOT retake the world and its driving me mad!
I am at the point that I'm willing to start a crusade and wipe the whole faction out but I would rather not saturation bomb the world because all the stuff on it is mine.
PLZ HELP!
Hello and thank you!
Are the "filty xenos" in question the Hivers?
The last time I heard of this issue it was because the player's commissioning faction (UAF) wasn't set to hostile with the faction being invaded (Hivers), because the initial relations were bugged and Hivers are a no-relationship-sync faction.
Anyway, if it's the same bug your solution is to set hostilities between your faction and the target faction (whoever they may be) manually with console commands (if you don't know the faction IDs, see if human-facing names work, or print the IDs with list factions command):
setrelationship <commissioning_faction_ID> <target_faction_id>
this is what i will try
My faction is funnily enough The imperium of man and the enemy are the Tau
-
Thanks for the further input JohnVicres! Not currently planning any major revisions to the mission right now, but we'll see.
1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?
2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?
1) Nope.
2) The Vayra colonial factions can (intentionally) spawn independent of all Nex-side respawn and colonization mechanics, although once these factions appear they can benefit from Nex respawns and colony expeditions if allowed.
Hello!
This will be my first post but ive been lurking and playing starsector for years.
One of my favorite mods in this one and I've got like 70 others lol.
I'm having an issue when a faction conquered a planet that i colonized after surveying it which *** me off however I have invaded it 24 times and they have no remaining troops left but i keep getting a message that the invasion is over and there is peace. I DONT WANT PEACE!
I WANT TO WIPE THESE FILTY XENOS OFF MY WORLD!
I've destroyed all the fleets they had in the system but I CANNOT retake the world and its driving me mad!
I am at the point that I'm willing to start a crusade and wipe the whole faction out but I would rather not saturation bomb the world because all the stuff on it is mine.
PLZ HELP!
Hello and thank you!
Are the "filty xenos" in question the Hivers?
The last time I heard of this issue it was because the player's commissioning faction (UAF) wasn't set to hostile with the faction being invaded (Hivers), because the initial relations were bugged and Hivers are a no-relationship-sync faction.
Anyway, if it's the same bug your solution is to set hostilities between your faction and the target faction (whoever they may be) manually with console commands (if you don't know the faction IDs, see if human-facing names work, or print the IDs with list factions command):
setrelationship <commissioning_faction_ID> <target_faction_id>
Thanks for the further input JohnVicres! Not currently planning any major revisions to the mission right now, but we'll see.
1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?
2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?
1) Nope.
2) The Vayra colonial factions can (intentionally) spawn independent of all Nex-side respawn and colonization mechanics, although once these factions appear they can benefit from Nex respawns and colony expeditions if allowed.
Hello!
This will be my first post but ive been lurking and playing starsector for years.
One of my favorite mods in this one and I've got like 70 others lol.
I'm having an issue when a faction conquered a planet that i colonized after surveying it which *** me off however I have invaded it 24 times and they have no remaining troops left but i keep getting a message that the invasion is over and there is peace. I DONT WANT PEACE!
I WANT TO WIPE THESE FILTY XENOS OFF MY WORLD!
I've destroyed all the fleets they had in the system but I CANNOT retake the world and its driving me mad!
I am at the point that I'm willing to start a crusade and wipe the whole faction out but I would rather not saturation bomb the world because all the stuff on it is mine.
PLZ HELP!
Hello and thank you!
Are the "filty xenos" in question the Hivers?
The last time I heard of this issue it was because the player's commissioning faction (UAF) wasn't set to hostile with the faction being invaded (Hivers), because the initial relations were bugged and Hivers are a no-relationship-sync faction.
Anyway, if it's the same bug your solution is to set hostilities between your faction and the target faction (whoever they may be) manually with console commands (if you don't know the faction IDs, see if human-facing names work, or print the IDs with list factions command):
setrelationship <commissioning_faction_ID> <target_faction_id>
IT FREAKING WORKED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOU GUYS ROCK!
-
Not sure if this is okay but are you able to add in a function similar to this mod? Transfer all items? I used to use it a lot and it seems to not work anymore. In long Nex campaigns the item management even with the ALT key sweep takes a while. This would be a very nice quality of life improvement, not sure if its the resolution that making it not work for me since I am on 1440p.
https://fractalsoftworks.com/forum/index.php?topic=17210.45
-
And designated areas in storage, for instance: weapons, raw materials, fighters etc.
-
An "unfollow me" function would be nice.
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Hi all! I need a little help.
Every month there is a random reputation change on average +-15
How can I make this number smaller? +-5 would be great.
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Not sure I can or want to implement inventory management UI (if I did, it'd probably go into a separate utility mod).
But it sure would be convenient if, say, someone were to bully Lukas04 or Starficz (https://fractalsoftworks.com/forum/index.php?topic=29327.0) into doing it... haha just kidding... unless?
Hi all! I need a little help.
Every month there is a random reputation change on average +-15
How can I make this number smaller? +-5 would be great.
Not from Nex; do you remember the specific message? IndEvo embassies have a monthly rep change; then I think Starpocalypse (or maybe it was Ruthless Sector?) adjusts rep based on your relations with other factions.
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I think it was Nexerelin. no one else could do it (i think so).
https://ibb.co/b2v3ydr
message looked something like this:
Your reputation with faction "faction name" is now 24/100
or
Your reputation with faction "faction name" is now -32/100
click on the message and there you can see how much the reputation has changed and in which direction (+13/-19) the numbers are different but approximately 15.
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When I started a new game with Nexerelin installed with a bunch of mods, I had the option to set the different quests/missions status to completed, pieced out to the individual quests such as the main quest line or the Ludic Church pilgrimage.
If there somewhere that shows quest/mission completion? Even in the files? Or is there a mod for it?
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Diplomatic activity (and agents) from Nex? It shouldn't be doing thaaat much by itself with standard settings, maybe(?) every few weeks affecting your faction and another one +/-. See settings, maybe you can adjust or disable it.
"shrug"
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I think it was Nexerelin. no one else could do it (i think so).
https://ibb.co/b2v3ydr
message looked something like this:
Your reputation with faction "faction name" is now 24/100
or
Your reputation with faction "faction name" is now -32/100
click on the message and there you can see how much the reputation has changed and in which direction (+13/-19) the numbers are different but approximately 15.
Wait, did you mean the diplomacy events? Your posts made it sound like this was an unrelated event on a monthly tick.
Anyway you can turn those off (best setting would probably be "Player faction has diplomacy events" in the LunaLib mod settings menu, or the equivalent followersDiplomacy field in exerelin_config.json. You could also change the magnitude of the changes in data/config/exerelin/diplomacyConfig.json if you want.
If there somewhere that shows quest/mission completion? Even in the files? Or is there a mod for it?
There isn't a 'quest log' type feature anywhere in the game or mods that I know of, no.
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Help launch invasion not showing up under military options dont know where to begin looking to fix google is no help.
Luna lib menu says invasions are enabled.
What info do you need to help/fix.
Please and thank you.
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Probably the target market is 'hidden' (e.g. the pirate popup bases) or otherwise marked as uninvadable (most notably Underworld's Arigato).
(I probably ought to make it show the option anyway and just grey it out with tooltip)
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(https://i.imgur.com/SGhGcCN.png)
Okay checked a market an npc faction invaded got attached screenshot there too.
I have console commands mod is there a way to get more troubleshooting info, from that i.e. commands that reveal why nex isn't showing the invasion text.
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How in Ludd's name are you supposed to defeat in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn Spoiler
Ascendant Dronenought
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
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Are the Independent Narcotic Inspector hunting fleets from here?
- They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
- why dont they get attacked by my faction fleets?
- its also not clear why they are after me from their dialogue
This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
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Rayan arroyo refuses to spawn in the mission Salvation. I restarted a campaign thinking my devmode shenanigans broke something, but no.
both times I defeated the enemy fleet before trying to talk to him, as the game points you to that system first. so I go there, fly around the system until I find them, defeat them, go through the dialogue, then the game points me to Eochu Bres. I get there and see this: (https://i.imgur.com/TKDRTV9.png)
the respective dialogue screens show this: (https://i.imgur.com/49edSUH.png) (https://i.imgur.com/EXRNKlM.png)
he refuses to spawn, and the fleet does nothing. this is my only active mission. I tried loading from before I destroyed the fleet and go strait to Eochu Bres but again all I see is this: (https://i.imgur.com/J6fk19d.png)
I tried adjusting relations via console to see if that spawned him but no. I have spend a few hours trying to get this to work and looking for a solution, but it seems that I simply cannot do this story line.
The same is happening to me.
The Contact simply wont spawn.
Is there a way to force it to spawn somebody please help me.
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As stated a couple of posts after the quoted one, you need to talk to Midnight to make Arroyo appear (if he hasn't already by doing or skipping the Academy questline)
(https://i.imgur.com/SGhGcCN.png)
Okay checked a market an npc faction invaded got attached screenshot there too.
I have console commands mod is there a way to get more troubleshooting info, from that i.e. commands that reveal why nex isn't showing the invasion text.
There isn't a one-click debug, but you can check the market's current state against the code here (https://github.com/Histidine91/Nexerelin/blob/4916f470bffda00d6fd10ee05c5eeeeff89c0d66/jars/sources/ExerelinCore/exerelin/utilities/NexUtilsMarket.java#L228-L249)
Is "Tyle Outpost" a player-built outpost (the Nex feature)? Those definitely shouldn't be getting invaded by anyone (and aren't, in unmodified Nex). Did you happen to see how it got taken over?
Are the Independent Narcotic Inspector hunting fleets from here?
- They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
- why dont they get attacked by my faction fleets?
- its also not clear why they are after me from their dialogue
They're part of the independent colony crisis from Nex. The intel tooltips for that + the dialog should tell you exactly what they're after.
The fleet behaviors sound like, presumably you're not hostile to the independent faction, so the fleet AI for both your fleets and theirs don't do any checking for hostile behavior (until you actually refuse their cargo scan). I checked rules.csv again and it seems like they shouldn't press the issue if you refuse the scan while being significantly stronger (though the game has questionable detection for this sometimes, based on the previous complaints about vulture scavengers)
Are you seeing differently ingame?
This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
The big features are on the thread's front page, although some things may be missing; feel free to mention ones you think should be there but aren't.
I'm probably not listing every single thing even if I were to split the mod, though.
Speaking of mod split, my current thought process is that right now Nex has three main feature groups:
- 'Core' Nex, i.e. all the invasion and warfare stuff
- Remnant quests
- A hundred random little things, most of which would not merit their own mod: Prism Freeport, decivilized market encounters, the personal intel, operatives, the various new game features
#2 would be split already if I weren't so lazy (breaking compatibility is also a concern, so I was thinking I might do it during a Starsector version change). #3 wouldn't be split unless I decided "sure, let's make a second Random Assortment of Things" (note to self: find a way to backronym this to MOUSE/MICE)
How in Ludd's name are you supposed to defeat in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn Spoiler
Ascendant Dronenought
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
If multiple capitals get stomped by the boss almost alone I'm not sure what you're doing wrong tbh :/
Post fleet (probably in the unofficial Discord server rather than here) and someone might help. A video, or at least a more detailed description of the combat, could be helpful too.
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Are the Independent Narcotic Inspector hunting fleets from here?
- They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
- why dont they get attacked by my faction fleets?
- its also not clear why they are after me from their dialogue
They're part of the independent colony crisis from Nex. The intel tooltips for that + the dialog should tell you exactly what they're after.
The fleet behaviors sound like, presumably you're not hostile to the independent faction, so the fleet AI for both your fleets and theirs don't do any checking for hostile behavior (until you actually refuse their cargo scan). I checked rules.csv again and it seems like they shouldn't press the issue if you refuse the scan while being significantly stronger (though the game has questionable detection for this sometimes, based on the previous complaints about vulture scavengers)
Are you seeing differently ingame?
The confusion stems from the fact that the dialog talks about scanning for illegal goods, as if you had made black market trades.
Secotrpol is only mentioned in the last line of the second dialog. So unless you noted that there is a Sectorpol part in the Colony Treats and you looked at the tool tip of it, you wont realize that its due to the free market.
Rewording it to mention "Unregulated Market activity" would make it a bit clearer.
About their overblown resolve, I think they watched the
I think they watched Kuba K's youtube videos of Gremlin vs Starfortress (https://www.youtube.com/watch?v=UDk1MCzW-bs) and Kite vs Starfortress (https://www.youtube.com/watch?v=dDL5WFpZWt0). Now they think that their Kites, Sheperts and Gremlins with officers can do the same.
Its likely that the game is overvaluing the fact that they have 16 officers. Not considering that Hounds, SHeperts and Kites with a officers arent exactly the most effective use of officers.
This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
The big features are on the thread's front page, although some things may be missing; feel free to mention ones you think should be there but aren't.
I'm probably not listing every single thing even if I were to split the mod, though.
Speaking of mod split, my current thought process is that right now Nex has three main feature groups:
- 'Core' Nex, i.e. all the invasion and warfare stuff
- Remnant quests
- A hundred random little things, most of which would not merit their own mod: Prism Freeport, decivilized market encounters, the personal intel, operatives, the various new game features
#2 would be split already if I weren't so lazy (breaking compatibility is also a concern, so I was thinking I might do it during a Starsector version change). #3 wouldn't be split unless I decided "sure, let's make a second Random Assortment of Things" (note to self: find a way to backronym this to MOUSE/MICE)
For not breaking compatibility I would suggest to split it into a background mod with all the content and the split off mods only enable it.
[attachment deleted by admin]
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Is there a way to disable the audio notifications for invasions? I really don't like how it's a split-second jumpscare each and every time.
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It's shared between a couple of events as nex_alarm in Nexerelin/data/config/sounds.json; you can change the pitch or volume (zero volume ought to work), or even replace it with a different sound file.
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How in Ludd's name are you supposed to defeat in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn Spoiler
Ascendant Dronenought
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
If multiple capitals get stomped by the boss almost alone I'm not sure what you're doing wrong tbh :/
Post fleet (probably in the unofficial Discord server rather than here) and someone might help. A video, or at least a more detailed description of the combat, could be helpful too.
I figure it's just that beam-Paragons *** sucks, or just beams in general, especially in a High Tech fleet. At least against mobile, well-shielded [REDACTED] ships. And the Ludd "reinforcements" are beyond worthless. xD
I did manage to take out the Boss once, by employing the tactic of having it ram all of my ships and take damage from the resulting explosion. The only way I could reliably damage it. I did lose my entire combat fleet - I was left commanding a transport ship in the end, after I'd retreated - but it did allow me to find and scavenge the dronenought, in the midst of a slowly-expanding cloud of debris consisting of my fleet, the Ludd fleet, the space fortress, and like 1-2 destroyed enemy ships. Not sure it was worth it.
I did record a video, and I know you told me to post it on discord, but it ended up at a length of 15:32, which is 32 seconds too long for youtube to allow*, so I attached a screenshot here instead, showing the main part of my fleet.
I know there's probably not much to do about it; this save is just dead.
It was surprisingly difficult to find any hits on google for this fight, I guess other people didn't have much issue with it.
Anyway, uh... Besides that, I love the mod, absolutely essential, so good job on that. :D
*
And I cba to go through google verification or finding a video editing software to cut it down.
[attachment deleted by admin]
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Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
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Yeah, I wouldn't recommend all-beam loadouts against high-tech ships, for reasons I trust are immediately obvious to anyone who's tried it :)
Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
You should be able to join any other faction after losing your League commission. Or if you decide not to join one, but have your own colonies, the player faction should appear on the scoreboard.
Check the intel screen to make sure you're not having a lingering commission somewhere; if you're certain, and your save doesn't have too many mods (preferably <50), post it I might be able to check what's happening.
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Yeah, I wouldn't recommend all-beam loadouts against high-tech ships, for reasons I trust are immediately obvious to anyone who's tried it :)
Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
You should be able to join any other faction after losing your League commission. Or if you decide not to join one, but have your own colonies, the player faction should appear on the scoreboard.
Check the intel screen to make sure you're not having a lingering commission somewhere; if you're certain, and your save doesn't have too many mods (preferably <50), post it I might be able to check what's happening.
You got it. The commission is not connected to the membership. Thx.
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Is there a way to exclude a faction's home worlds from free start games? Some players have complained about spawning on top of IX Battlegroup worlds while being hostile to them at the start of the game, and I was wondering if there was a way to remedy this. Faction relations are being set by custom scripts instead of exerelinFactionConfig starting relations, but if tweaking that will prevent players spawning over their worlds, I can add starting values to the json files.
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The relations setting doesn't need to be in the config file but it does need to be done before onNewGameAfterTimePass, if you're doing that.
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I am unsure if Nexerelin is the root, but currently whenever I try to start a new game I am always given a colony world despite either picking a faction, or even selecting Free Start where I'm not supposed to get one.
Has this been seen before at all? I'm wondering if I'm missing a new setting perhaps, or if there's something else going on.
I've heard of some people getting a colony even on free start, but getting it with an ordinary faction start is new...
If you have time, it might be worth trying a binary search to narrow down the issue (use only half the mods, if this works fine then try the other half; once the affected half is found divide it in two again and repeat).
Hey so I did do a test, and on a new computer and with a variety of different mods. I went all the way to only running Nexerelin and the necessary libraries, and still I'm getting a colony at start even when selecting Free Start option.
I've attached gdrive link to a flurry of screenshots of the settings I selecting when starting a game (yes I did these nearly identically every time) and showing me selecting Free Start and still getting a colony.
- Generate Name, turn off help popups
- Enable random sector, tweak sector generation (more stations than planets)
- Set relations to random, apply to pirates; all faction respawn; random faction starting weights
- Enable Random start location; mild starting d-mods; own faction start location non-core *!*
- Enable Derelict Empire
- Select Free Start
- Select Frigate start
- Tweak starting creds & officers; select custom start
- Select Unknown origin
- Select Combat skilll; start
- Still get Colony at beginning
https://drive.google.com/drive/folders/1-ZZCdYkn4E6iySdTn9mcbnUjKU_Ll4o9?usp=sharing (https://drive.google.com/drive/folders/1-ZZCdYkn4E6iySdTn9mcbnUjKU_Ll4o9?usp=sharing)
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Thank you, that's exactly what I needed to track down the bug! Fixing for next release.
(Having random sector + non-core starting homeworld in start settings is enough to cause it)
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Noticing a lot of people having trouble with the Mauve fight. My vision may be bloated because I run with higher level caps than normal, but I found the fight to be appropriately challenging.
I personally used Ziggy (piloted), the Sentinel capitals (with integrated alphas, the slaught was shunted), a special gift from Midnight she offers you right before the fight, and a pegasus that had Xhan's Syr missiles (which holy *** it can spam like crazy).The main thing I find is that Mauve is very VERY eager to ram face-first into Gilead station: Use that. Have the capitals form a line with a station, let the gift just tango with whatever tries to pick a fight with it, it'll eventually die but will trade in your favor. Do keep in mind I fought it a while ago. But it was the big funny.
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Thank you, that's exactly what I needed to track down the bug! Fixing for next release.
(Having random sector + non-core starting homeworld in start settings is enough to cause it)
Wahhoooooo!!
... when's next release? :-X
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If a planet got conquered by another faction and eventually become stable again. Will it keep the same price and produce the same quantity of goods like with the original faction?
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Wahhoooooo!!
... when's next release? :-X
Could be within 2 weeks if I stop being lazy
If a planet got conquered by another faction and eventually become stable again. Will it keep the same price and produce the same quantity of goods like with the original faction?
Yes to both, as far as I know; the commodity price calculation isn't documented, but I expect that different markets with the same industry supply (as indicated by the icon rows on the commodity info panel) will have the same volumes and prices available
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Howdy.
Just swinging by to mention that the Cabal from the Underworld mod are not correctly applied as your starting faction, if you choose to start with them. You're instead put into the pirates faction with a standard, slightly negative relation to the Cabal (easy to fix via the console mod, but thought I'd mention it, since the integration otherwise seems great)
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Hello, I'm trying to add some mercenaries from the AIM representative and it keeps adding random ships.
For example I added a group that is composed of a Dominator, and enforcer, 2 Moras and 1 Condor. When I hire them I keep getting 3 more frigates that I didnt add like a kite and vigilance. How do I remove the random ships from the mercenary bands I added?
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Howdy.
Just swinging by to mention that the Cabal from the Underworld mod are not correctly applied as your starting faction, if you choose to start with them. You're instead put into the pirates faction with a standard, slightly negative relation to the Cabal (easy to fix via the console mod, but thought I'd mention it, since the integration otherwise seems great)
Hewwo!
Yep that's currently intentional, Cabal isn't treated as a 'real' faction that should have a physical presence in the Sector like controlling markets, much like e.g. the Lion's Guard in vanilla.
(If you like, you can change this in Nexerelin/data/config/exerelinFactionConfig/cabal.json, remove the spawnAsFactionId tag)
Hello, I'm trying to add some mercenaries from the AIM representative and it keeps adding random ships.
For example I added a group that is composed of a Dominator, and enforcer, 2 Moras and 1 Condor. When I hire them I keep getting 3 more frigates that I didnt add like a kite and vigilance. How do I remove the random ships from the mercenary bands I added?
Remove the extraFP field in the merc company definition
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Hello
My created special task group fleet is de spawning. I'm not sure what details you want me to include. Created a fleet with ~7 ships, sent it to a different system to patrol, and it despawned. I also think the automate actions button was toggled.
After it despawned, I went to the system I sent it to. I revived the fleet, and it despawned again after 15-20 seconds. Tried it a good 3-5 times, same results. Let me know if there's any additional info you'd like.
My core worlds are randomized but I'm in the Tragedy star system.
Edit: So I'm reviving the fleet at a siphon station, and within a few seconds it is then "Returning to Catephract (a different colony of mine on a planet in the same system). It seems like as soon as the fleet reaches that planet, it despawns. Even if I give the command to go patrol at another system, it immediately gets "Returning to Catephract" action and then despawns once it reaches the place.
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Hi!
Sounds like the bug reported with the Scavenger Den in Indies Expansion Pack (https://github.com/Histidine91/Nexerelin/issues/72), check if the mod has an update, or you may just have to remove the industry.
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At the Mid game of my new save I tried to Make a colony, but it gave the colony to my commissioned faction. This is a deal-breaker.
To cover my history, I have played for like a thousand hours, made a dozen campaigns, and reached endgame plenty of times. I have played most of that time modded as well. I play the game maybe once a year, whenever I get the itch to play again. I love starsector.
My last two campaigns have been centered around the UAF. OP and fun, and it pays to ally with them immediately. Usually around the mid-game, once I can defeat the omega and find the thing that lets you unlock the end of the research tree for Ashes of the Domain, I always create a faction of my own. In my latest campaign I have reached that point again. However, now the moment I colonize a new planet, it immediately falls under the jurisdiction of the UAF. This is a dealbreaker for me, and refuse to move forward like this. I have tried to figure out why this is happening, but no one has made similar comments that I can find. The reason I am making this comment here is because this mod is the most likely source of the problem.
To be clear, when I played this game last, this did not happen, and my mod list has not significantly changed or been added to. However, the UI for getting a promotion has evolved since the last time I played. Whichever mod changed the way promotion works is likely the culprit. I have attached a screenshot showing the new promotion screen. The final level of promotion is Grand Moff, and it gives you unlimited ability to colonize BUT will be under the control of the Aurora Federation. I checked to make sure, and this UI is similar for all faction promotion screens. I am a MASSIVE FAN of this new promotion system, and the benefits are great. EXCEPT for taking away the ability to make my OWN faction.
If I am in the wrong place to ask, sorry. If the solution is a simple toggle in the MOD SETTINGS, sorry, and tell me where it is. Guys, how do I fix this? And don't say abandon the waifus and their faction, create my own faction, then make my way back up the ladder a second time. Surely I am not the only one with this problem?
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This stuff is from Ashes of the Domain's Question of Loyalty submod, I'm pretty sure
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Thanks, Histidine. That appears to be the case. At least now I know what tree to bark up. :)
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Spoiler for Midnight's Questline/Reward
I just finished Salvation, and while it was quite hard (2 cruisers, 1 mine, 1 LC, were the only survivors), I must say that it seemed rather easier than the Remnant Nexus defense mission. I feel like Mauve might've done better if they used the Aspect Seeker less.
Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
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Might be worth modifying some remnant behavior for when you're not hostile towards them since they can randomly go hostile and suicidally charge your fleet if you salvage certain things like groups of derelicts. Alternatively, at least warn the player for that behavior to prevent unnecessary reloads.
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Spoiler for Midnight's Questline/Reward
Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
It's kinda there for flavor reasons but also Neural Link (and some other options in mods) are a thing yeah.
(Note: I have not verified if flagship-only bonuses like ops center actually work with Neural Link)
Might be worth modifying some remnant behavior for when you're not hostile towards them since they can randomly go hostile and suicidally charge your fleet if you salvage certain things like groups of derelicts. Alternatively, at least warn the player for that behavior to prevent unnecessary reloads.
The Remnant transmitter trap is currently vanilla behavior that I haven't found annoying enough to figure out how to override yet. Alex did fix the bug where fighting them made the faction insta-hostile a few versions back, at least.
(Someone tell Alex to consider highlighting the text in the transmitter trap dialog so player knows they're about to have trouble)
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Spoiler for Midnight's Questline/Reward
Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
It's kinda there for flavor reasons but also Neural Link (and some other options in mods) are a thing yeah.
(Note: I have not verified if flagship-only bonuses like ops center actually work with Neural Link)
Ah right, it does make sense lore-wise for that to be built-in. And I'm pretty sure Ops Center does work with Neural Link. My command points were certainly regenerating much quicker than normal.
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Iv eliminated the Hegemony they are still spawning pest fleets
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Hey all,
Does anybody know how to reduce the Salary the player gets from commissions? At max rank with a faction, it currently sits at 200k, and I was hoping to reduce it to somewhere along the lines of 40k. The bounties, and missions are plenty to earn income from.
I've searched everywhere but have not managed to find the information... Thanks so much
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Iv eliminated the Hegemony they are still spawning pest fleets
Sounds like the vanilla bug I sort-of-reported (https://fractalsoftworks.com/forum/index.php?topic=30048.msg441474#msg441474) a while back; fixed next version.
Hey all,
Does anybody know how to reduce the Salary the player gets from commissions? At max rank with a faction, it currently sits at 200k, and I was hoping to reduce it to somewhere along the lines of 40k. The bounties, and missions are plenty to earn income from.
I've searched everywhere but have not managed to find the information... Thanks so much
For vanilla commission pay look for factionCommissionStipendBase and factionCommissionStipendPerLevel in starsector-core/data/config/settings.json, but "max rank" sounds like AotD Question of Loyalty's commission system, in which case try poking around in that mod's settings.
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Hey all,
Does anybody know how to reduce the Salary the player gets from commissions? At max rank with a faction, it currently sits at 200k, and I was hoping to reduce it to somewhere along the lines of 40k. The bounties, and missions are plenty to earn income from.
I've searched everywhere but have not managed to find the information... Thanks so much
For vanilla commission pay look for factionCommissionStipendBase and factionCommissionStipendPerLevel in starsector-core/data/config/settings.json, but "max rank" sounds like AotD Question of Loyalty's commission system, in which case try poking around in that mod's settings.
[/quote]
oh my goodness... I totally didn't realize it was AoTD... THANK YOU SO MUCH.
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I need help. Nex keeps giving me a story victory after starting a fresh game and I dont know how to fix it
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Redownload 0.11.3b (again), I broke skip story for a while
(certain bits are still broken for observant players, I plan to release a fix update very soon)
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Hi Histidine! First time poster here.
I have a long running game using Nexerelin where i also have encountered the Special Task Force bug where the STFs are not following my orders at all, despite having 'Independent' checked off. They do the order for two seconds and then only do 'patrolling system' while circling my capital planet only.
I had Nex 11.2 at first, and i saw that you seemingly had fixed the bug so i updated to 11.3, but the issue remains.
I really don't want to have to start my game over if possible, do you know of any way to fix this issue? I tried absorbing the task group, wait a month, and then create it again, the issue remains...
My mod list:
Spoiler
{"enabledMods": [
"console_additions",
"advanced_gunnery_control_dbeaa06e",
"Angry Periphery",
"BSC",
"CaptainsLog",
"carrierui",
"CAS",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"consolegalaxy",
"domain_mship_controllable",
"DetailedCombatResults",
"dynamictariffs",
"Everybody loves KoC",
"fast_engine_rendering",
"fleethistory",
"fleet_journal",
"GrandColonies",
"IndEvo",
"interestingportraitspack",
"kazeron",
"largerZoomOut",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"luddenhance",
"lunalib",
"MagicLib",
"nexerelin",
"wisp_perseanchronicles",
"planet_search",
"wyv_planetaryShieldAccessControl",
"portrait_changer",
"swp",
"speedUp",
"sun_starship_legends",
"superweapons",
"presmattdamon_takenoprisoners",
"Terraforming & Station Construction",
"US",
"lw_version_checker",
"whichmod",
"astroidships",
"shaderLib"
]}
here is a drive link for both the log and the save:
Spoiler
https://drive.google.com/drive/folders/1lXRTPP0pJJfCjiCk28iBEZvfSx3lKWcX?usp=sharing
I hope you can help me, and thank you for an amazing mod!
-
Can this mod make it so that eliminated factions no longer trigger colony crises? I'm getting inspected by a non-existant hegemony that's at war with me.
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Hi Histidine! First time poster here.
I have a long running game using Nexerelin where i also have encountered the Special Task Force bug where the STFs are not following my orders at all, despite having 'Independent' checked off. They do the order for two seconds and then only do 'patrolling system' while circling my capital planet only.
I had Nex 11.2 at first, and i saw that you seemingly had fixed the bug so i updated to 11.3, but the issue remains.
I really don't want to have to start my game over if possible, do you know of any way to fix this issue? I tried absorbing the task group, wait a month, and then create it again, the issue remains...
Hello, welcome, and thanks for the save! I'll take a look later, and if I can identify a Nex-side cause I'll try to get it into the upcoming fix update.
(though I really wouldn't recommend starting a new game just for special task groups)
Can this mod make it so that eliminated factions no longer trigger colony crises? I'm getting inspected by a non-existant hegemony that's at war with me.
It could, yeah. Currently I've put this off in part because next Starsector version will fix the cases that Nex hasn't already handled (I think the remaining ones are Hegemony investigators and Persean League enforcers), but it might be sufficiently annoying to justify a modside fix before then.
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Something I noticed is that when it comes to an alliance's war vote, even if a faction's too war weary to declare new wars they will still vote yes to a new war. Might be a bug, might be intentional though it makes the war weariness system less accurate.
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Hey y'all, haven't commented on a mod post for starsector in a LONG while, but I desperately need information about Nexerelin.
First of all, great mod and I can't see myself playing starsector without it, but... how can I see / edit / turn on or off Faction resurgence ?
I've seen it mentioned on here and reddit, but I don't see ANYTHING about that in the settings file for Nexerelin, or in ANY menu in game.
Can anyone tell me clearly how to find those options and manage them ?
(And also if there is a way to have either infinite Faction Resurgence opportunities, or limited ones.)
Thanks in advance !
P.S.: Asking about the topic in the first place since in my current playthough, the hegemony is insane and took Sindria and Cruor, and I don't want the faction wiped.
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Fresh set of bugfixes, including a bunch that got reported just this week (thanks CNsector)
Nexerelin v0.11.3c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3c/Nexerelin_0.11.3c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113c-2025-01-26)
* Fix skip story memory keys and person unhides applying even when that quest not skipped
* Fix crash with Silverlight obtained from Remnant quest skip
* Fix player sometimes starting with colony on free start
* This was caused by having non-core starting worlds enabled in random sector
* Fix alpha core on Ground Defenses/Heavy Batteries reducing garrison size instead of increasing it
* Fix special task groups ignoring their current order to patrol local system
* This was caused by the vanilla 'military response' script when a local raid or similar event was ongoing
* Now only STGs with specific tasks are allowed to join the response
* Fix unrestricted min/max values for NPC buy ship price mult setting
* Follow Me order only lasts 7 days instead of 15 but can be refreshed
* Non-invadable markets show a greyed-out option instead of no option
Hey y'all, haven't commented on a mod post for starsector in a LONG while, but I desperately need information about Nexerelin.
First of all, great mod and I can't see myself playing starsector without it, but... how can I see / edit / turn on or off Faction resurgence ?
I've seen it mentioned on here and reddit, but I don't see ANYTHING about that in the settings file for Nexerelin, or in ANY menu in game.
Can anyone tell me clearly how to find those options and manage them ?
(And also if there is a way to have either infinite Faction Resurgence opportunities, or limited ones.)
Thanks in advance !
Hello!
Faction respawn is set per-playthrough in the new game settings menu; if you need to change these after game start, use the ReloadNexConfig console command.
The number of times a faction can respawn is however a shared setting, it's maxFactionRespawns in exerelin_config.json (seems I didn't add a LunaLib menu setting for it)
Something I noticed is that when it comes to an alliance's war vote, even if a faction's too war weary to declare new wars they will still vote yes to a new war. Might be a bug, might be intentional though it makes the war weariness system less accurate.
The vote currently does have a weariness term but reaching the highlighted threshold should probably block it, yeah.
-
Hey y'all, haven't commented on a mod post for starsector in a LONG while, but I desperately need information about Nexerelin.
First of all, great mod and I can't see myself playing starsector without it, but... how can I see / edit / turn on or off Faction resurgence ?
I've seen it mentioned on here and reddit, but I don't see ANYTHING about that in the settings file for Nexerelin, or in ANY menu in game.
Can anyone tell me clearly how to find those options and manage them ?
(And also if there is a way to have either infinite Faction Resurgence opportunities, or limited ones.)
Thanks in advance !
Hello!
Faction respawn is set per-playthrough in the new game settings menu; if you need to change these after game start, use the ReloadNexConfig console command.
The number of times a faction can respawn is however a shared setting, it's maxFactionRespawns in exerelin_config.json (seems I didn't add a LunaLib menu setting for it)
[/quote]
Alright, thanks for the reply, finally found the setting.
After looking at it, does it mean that for "maxFactionRespawns", if I change the number to 0 it means that factiosn can come back indefinitely ?
"# factions can launch respawn fleets this many times (not counting initial entry into sector); <0 = unlimited"
-
0 means can't respawn (but can try to enter the Sector once if they weren't already in at the start of the game), set it to -1
-
A small request for playing through the Midnight Dissonance questline but would it be worth making some of the side quests something like "Deliver repair supplies to a damaged nexus" or "Awaken a dormant fleet of remnant ships"? It'd also be nice if you could get an ID tag or something that prevents dormant fleets from aggroing on your salvaging/surveying.
Something I noticed is that when it comes to an alliance's war vote, even if a faction's too war weary to declare new wars they will still vote yes to a new war. Might be a bug, might be intentional though it makes the war weariness system less accurate.
The vote currently does have a weariness term but reaching the highlighted threshold should probably block it, yeah.
I just noticed that in my play-through that war votes almost always go through even when the faction is mentioned to have "too much war weariness to deliberately seek out new wars". Might be due to not checking the war weariness enough or may be due to the "Helps Allies/Always Yes", "Predatory, and "Paranoid" traits having higher priority over the war weariness. The overall effect is basically everyone has "Forever War".
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description unclear, have downloaded it with like fifteen others because if I don't understand what I am doing then I might as well make it worse. if things break then I will either make it work or uninstall mods until it does. knowing me, it really depends on my hubris which option it shall be. (this mod could really do with a more in depth description, I am sure there is one somewhere in the 422 pages, but I can't find it and I don't have an extra five days of sitting around to go digging.) I would say seems like fun, but I honestly have no idea. either way, great job, have a nice day.
-
description unclear, have downloaded it with like fifteen others because if I don't understand what I am doing then I might as well make it worse. if things break then I will either make it work or uninstall mods until it does. knowing me, it really depends on my hubris which option it shall be. (this mod could really do with a more in depth description, I am sure there is one somewhere in the 422 pages, but I can't find it and I don't have an extra five days of sitting around to go digging.) I would say seems like fun, but I honestly have no idea. either way, great job, have a nice day.
Nex is arguably one of the biggest gameplay change mods and is basically a fundamental overhaul of the game. I'd recommend installing Nex first and testing it works before other mods.
-
Long-time lurker, first time poster, also first-time Nex user. Unsual question: Is there a setting/file/script that overrides the starsector-core SectorGen.java file? I usually edit the "float minRadius = plugin.getTileSize() * 2f;" setting to reduce space storm density, particularly in the core worlds, when I play vanilla. Something with Nex installed overrides this and I'm lost as to what does it. And yes, I've made that number stupid big with both installed and with Nex it defaults to vanilla default setting spacestorm density.
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Hello! Enjoying my first modded playthrough, but noticed something unusual:
https://imgur.com/a/sv4gkUs (https://imgur.com/a/sv4gkUs)
https://imgur.com/a/JnobT2k (https://imgur.com/a/JnobT2k)
During the Usurpers questline, you have to interact with (and potentially fight) two large Sindrian fleets "Lion's Guard Grand Armada" and "Askonia System Defense Armada". Normally these fleets consists of Executors, cruisers, destroyers, etc. However 5~8 wars in the last 7 cycles have greatly depleted these fleets (war frequency is another issue I have but I know you're trying to address this next patch). I believe this behavior exists in vanilla with pirate fleets but this seems to be exacerbated in Nexerelin due to strong invasions by Perseans/Luddic Church/Hegemony. I think these fleets will respawn if completely wiped out(?) but it seems like they won't reinforce otherwise. The Askonia Defense Armada has been depleted for at least 1 cycle, maybe more
Wasn't sure if I should post this in the vanilla bug reports forum or here, but thanks for your time.
Mods installed
https://imgur.com/a/mChkdrR (https://imgur.com/a/mChkdrR)
Here is all the discussion I could find about it, unsure which people have Nexerelin installed:
Spoiler
- https://www.reddit.com/r/starsector/comments/16pp306/not_exactly_what_i_would_call_grand/ (https://www.reddit.com/r/starsector/comments/16pp306/not_exactly_what_i_would_call_grand/)
- https://www.reddit.com/r/starsector/comments/1ab89sw/behold_the_might_of_the_sindrian_diktat/ (https://www.reddit.com/r/starsector/comments/1ab89sw/behold_the_might_of_the_sindrian_diktat/)
- https://fractalsoftworks.com/forum/index.php?topic=27231.msg402251#msg402251 (https://fractalsoftworks.com/forum/index.php?topic=27231.msg402251#msg402251)
- https://www.reddit.com/r/starsector/comments/16he1f0/the_usurpers_quest_chain_question/ (https://www.reddit.com/r/starsector/comments/16he1f0/the_usurpers_quest_chain_question/)
-
Hello and welcome, hope you're enjoying the game!
Unsual question: Is there a setting/file/script that overrides the starsector-core SectorGen.java file? I usually edit the "float minRadius = plugin.getTileSize() * 2f;" setting to reduce space storm density, particularly in the core worlds, when I play vanilla. Something with Nex installed overrides this and I'm lost as to what does it. And yes, I've made that number stupid big with both installed and with Nex it defaults to vanilla default setting spacestorm density.
Yeah, Nex overrides that class with its own ExerelinNewGameSetup (which is a compiled class and thus requires more than a text editor to change).
Here's a quick Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106) runcode you can run on game start to achieve a similar effect (not exactly the same since it also affects mod factions' star systems, but you may find that desirable).
Change the third line to your desired multiplier and copypaste into the ingame console.
runcode import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
float radiusMult = 6;
Set systems = new HashSet();
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
try {
if (market.isHidden()) continue;
if (market.getStarSystem() == null) continue;
systems.add(market.getStarSystem());
} catch (Exception ex) {
Global.getLogger(Console.class).error("Failed to process market " + market, ex);
}
}
HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * radiusMult;
for (Object sysObj : systems) {
StarSystemAPI system = (StarSystemAPI) sysObj;
try {
SectorEntityToken entity = system.getHyperspaceAnchor();
float radius = system.getMaxRadiusInHyperspace();
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
} catch (Exception ex) {
Global.getLogger(Console.class).error("Failed to process system " + system, ex);
}
}
Hello! Enjoying my first modded playthrough, but noticed something unusual:
https://imgur.com/a/sv4gkUs (https://imgur.com/a/sv4gkUs)
https://imgur.com/a/JnobT2k (https://imgur.com/a/JnobT2k)
During the Usurpers questline, you have to interact with (and potentially fight) two large Sindrian fleets "Lion's Guard Grand Armada" and "Askonia System Defense Armada". Normally these fleets consists of Executors, cruisers, destroyers, etc. However 5~8 wars in the last 7 cycles have greatly depleted these fleets (war frequency is another issue I have but I know you're trying to address this next patch). I believe this behavior exists in vanilla with pirate fleets but this seems to be exacerbated in Nexerelin due to strong invasions by Perseans/Luddic Church/Hegemony. I think these fleets will respawn if completely wiped out(?) but it seems like they won't reinforce otherwise. The Askonia Defense Armada has been depleted for at least 1 cycle, maybe more
Wasn't sure if I should post this in the vanilla bug reports forum or here, but thanks for your time.
Yeah, vanilla's personal fleet script doesn't do anything to reinforce or respawn damaged fleets (they will come back if completely wiped). Technically a vanilla-side problem, but since this is rare in vanilla and the quest still technically works I dunno if Alex wants to code handling for this. Doesn't hurt to ask him, at least :)
-
Here's a quick Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106) runcode you can run on game start to achieve a similar effect (not exactly the same since it also affects mod factions' star systems, but you may find that desirable).
Change the third line to your desired multiplier and copypaste into the ingame console.
runcode import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
float radiusMult = 6;
Set systems = new HashSet();
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.isHidden()) continue;
if (market.getStarSystem() == null) continue;
systems.add(market.getStarSystem());
}
HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * radiusMult;
for (Object sysObj : systems) {
StarSystemAPI system = (StarSystemAPI)sysObj;
SectorEntityToken entity = system.getHyperspaceAnchor();
float radius = system.getMaxRadiusInHyperspace();
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
}
Hmm, getting a java.lang.NullPointerException error and my java-fu is nonexistant.
-
Hmmmm.
I've edited the code in the post so it'll write any broken star systems to log and then skip them instead of stopping; you can check starsector.log to confirm what the error was (although if it's the one I'm thinking of, will probably go away on its own), or just leave it alone assuming the hyperspace clearing works as intended.
-
I got a good example of the War Weariness system not functioning at all. I'm commissioned with a faction and I'm exploring at the moment so none of my actions influence what's going on here, but in this case VIC and Gensoukyou declare war against my alliance (JYD/Auroran/Oculian) despite being too war weary to seek out new wars and despite having high disposition and non-hostility between the alliances. This isn't due to an operative either, this just happened randomly, likely due to the "Predatory" flag that VIC has, and Gensoukyou has the "Helps Allies" trait so it also votes yes. Neither of these factions should be able to initiate a war vote to begin with due to their war weariness mechanic, but the traits take higher priority than the war weariness which invalidates the mechanic entirely.
Before:
Spoiler
(https://i.imgur.com/SC9Hm6f.png)(https://i.imgur.com/J5IG0dt.png)(https://i.imgur.com/sKEPSVv.png)(https://i.imgur.com/YOWgLRt.png)
After:
Spoiler
(https://i.imgur.com/FdTyYct.png)(https://i.imgur.com/un5U7GS.png)(https://i.imgur.com/EnFpIHf.png)
I feel like this is a pretty major bug that has yet to be fixed in Nexelin, and due to that basically everyone has Forever War because war weariness is overwritten by Traits and by Operative actions. War Weariness really needs to be stronger as most factions end up with unbelievably high amounts of war weariness. Most of the factions will very quickly rack up 6 digits of war weariness pretty consistently, and it's rare to find a faction that doesn't have 5 or more.
-
Is there a means to edit the selection of a starting system? Like only in systems with X amount of planets, or only on worlds with the Habitable trait etc.
-
Predatory trait can't force a yes vote; the only things that can are Helps Allies*, being the vote initiator (as in party to the relationship change over the -50 threshold that triggered an alliance vote), or already being at war/peace (depending on vote type). Other than that, 200k war weariness should easily swamp all other considerations.**
The bigger problem is probably diplomacy events dragging factions into wars they don't intend, but I'm also not sure the outcomes are actually bad in practice; Sector might be too static otherwise. Maybe they could be less frequent, at least; I see that with strategic AI off the mod allows intentional negative events if war weariness is above the no-war threshold, gonna change that.
Otherwise, TBH this is the kind of problem I'm more likely to fix by just changing the weariness number.
*I don't presently intend to change this; my current position is that traits should do what they say on the tin barring a compelling reason otherwise
**WEARINESS_MULT is 0.005f, so 200k weariness gives 1,000 points towards preferring peace (while the requirement for a yes vote is 100 points). The partial calculation is printed to starsector.log for any faction that hasn't been forced to a yes/no vote by other factors.
Is there a means to edit the selection of a starting system? Like only in systems with X amount of planets, or only on worlds with the Habitable trait etc.
Not at present; Kaysaar was working on a feature for a fully customizable starting star system, but has been busy lately.
-
I found a bug: I was invading a SD planet, and thus at war with them. Independents were not at war with me. I was not attempting to scavenge anything; I was invading a planet.
However, when SD fleet attacked me, it did so "with allies"...nearby indy scavengers, who were ostensibly neutral. I was blocked from disengaging, yet given a prompt that fighting would result in war with the independents.
That prompt was accurate. Winning that fight resulted in war with the independents, which makes no sense. Neutral factions should not join outright attacks against the player (or otherwise). If they do, it makes zero sense to treat the fleet being barred from disengaging as the attacker.
-
Oh dear. That's bad, and I have a guess on what causes it even (although it still surprises me that the independents chose to side against player).
I think I've got a workaround figured out, at least.
-
I THINK they were the type of scavengers that will fight you if you scavenge near them. I didn't get an opportunity to check that, but it struck me as odd because I wasn't trying to scavenge, instead waiting out the timer to fire more ground support.
It only slowed me down a little, as it dropped my income from colonies (which isn't so great when you capture/gut/grant autonomy to planets en masse). I eventually prisoner spammed them back to neutral. Only 5 planets decivilized from changing hands too frequently!
-
Would it be possible to choose faction weights in random sector including derelicts in a future update? That way you would basically have scenario editor.
also does invasion fleet size affects amount of marines they have? i want to have stronger invasion fleets but i dont want them to always succeed. would setting invasion fleet size to 2x and invasion troop size to 0.5 work?
-
Something I feel should be a feature is if a faction has the "Loves AI" trait that they should be able to be sold drone ships and be able to store them as well. I can't imagine a faction that likes AI would pass up an opportunity to study them. Could even make it so that their markets sometimes generate drone ships for sale.
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Hello, I been using Nexerlin for a while but im getting this "issue" only now, somehow when I go to procure ships, I can see some hidde content ships like, superstuff locked behind quests or achievements. Was there a recent tweak with it making everything visible (and not just ships from the faction) ?
It could be from one of my other mod as I see the same thing with Stellarnetwork and the "market / ship" window
-
Make sure you don't have Devmode active in the Console.
-
Would it be possible to choose faction weights in random sector including derelicts in a future update? That way you would basically have scenario editor.
also does invasion fleet size affects amount of marines they have? i want to have stronger invasion fleets but i dont want them to always succeed. would setting invasion fleet size to 2x and invasion troop size to 0.5 work?
- Hmm, maybe someday!
- That sounds like it might work (although I suspect invasions at half marine strength might well always fail; experiment with the exact numbers a bit)
Something I feel should be a feature is if a faction has the "Loves AI" trait that they should be able to be sold drone ships and be able to store them as well. I can't imagine a faction that likes AI would pass up an opportunity to study them. Could even make it so that their markets sometimes generate drone ships for sale.
I'll probably make automated ships sellable to factions that have that trait or AI cores as a legal commodity, yeah. Although I wouldn't expect random markets (outside of specific contacts or mod factions) to have automated ships to sell even if they want to.
Hello, I been using Nexerlin for a while but im getting this "issue" only now, somehow when I go to procure ships, I can see some hidde content ships like, superstuff locked behind quests or achievements. Was there a recent tweak with it making everything visible (and not just ships from the faction) ?
It could be from one of my other mod as I see the same thing with Stellarnetwork and the "market / ship" window
If unique ships are appearing in operative procure ship action then it sounds like the mod is set up incorrectly, or a third mod is tampering with it.
(to appear in the procurement list, the ship must be not UNBOARDABLE, not on Prism Freeport's list of prohibited ships, and not have an agent procurement cost multiplier of <0)
-
Yeah I think I found where it was from, a faction that made fleet of ALL EXISTING FACTIONS, did mess up what was and what wasn't supposed to be available
That + me mismatching a few mods, since all are piloteable in that list
-
I completed the Showdown mission quite a while ago and raised my relations to both Midnight and the Remnants to max, but I'm not seeing the Salvation mission appear. What's the condition for it to appear on Midnight's mission list? I'm using random core worlds with no faction respawns, and some factions (namely Tri-Tachyon) have been wiped off the map, so I'm thinking one of those things might be causing issues.
-
Persean League, Luddic Church and Tri-Tachyon all need to have at least one market for Salvation to start, yeah (Church market also needs to be a habitable planet).
It also needs a valid star system for the first encounter (conditions include being uninhabited and within 15 LY of the selected League market)
-
Persean League, Luddic Church and Tri-Tachyon all need to have at least one market for Salvation to start, yeah (Church market also needs to be a habitable planet).
It also needs a valid star system for the first encounter (conditions include being uninhabited and within 15 LY of the selected League market)
ah, guess I need to start a new game then. ty for the response.
-
If you want to do the mission within your current save, transfer a planet each to the relevant factions (with TransferMarket console, or conquer it and then talk to an admin).
-
If you want to do the mission within your current save, transfer a planet each to the relevant factions (with TransferMarket console, or conquer it and then talk to an admin).
oh I had no idea you could manually resurrect factions through market transfer, thank you.
-
Hi there!
Thanks for Nexerelin, I just love to play Starsector with it (and barely play without it)!
I don't know if this was suggested (haven't found a post), so here it comes:
Have you considered introducing some sort of "dynamic hazard pay" into the game?
What bothers me a bit in mid-lategame is when you arrive at larger colonies, you have "only" natural growth and a couple of buildings (depending on the mod list), but next to no other means.
In earlygame you have at least hazard pay (in lategame too, but its usefullness diminishes), but no counterpart in lategame. Furthermore as hazard pay is fixed, so you can't just throw more money at the problem.
Solution? Dynamic hazard pay/incentives. Want to settle a planet faster? Throw money at the problem (with diminishing returns).
Your size 5 colony grows too slow? Immigration incentives!
Play with other mods that unlock the max colony level? Here you have your money sink!
Edit: E.g. I could see agents operating in core worlds with some sort of "immigration campaign", angering other factions etc.
For me this would fit into the 4x-theme of Nexerelin, what do you think?
Cheers!
-
I noticed this wasn't documented but what does the field '"spawnPatrols":true' do for a faction? Additionally, is there a way through Nexerelin to make a faction's home system unexplored and not on the charts?
-
Not posted here before, any chance we might get options to customize the star system in own faction starts?
-
Hi there!
Thanks for Nexerelin, I just love to play Starsector with it (and barely play without it)!
I don't know if this was suggested (haven't found a post), so here it comes:
Have you considered introducing some sort of "dynamic hazard pay" into the game?
What bothers me a bit in mid-lategame is when you arrive at larger colonies, you have "only" natural growth and a couple of buildings (depending on the mod list), but next to no other means.
In earlygame you have at least hazard pay (in lategame too, but its usefullness diminishes), but no counterpart in lategame. Furthermore as hazard pay is fixed, so you can't just throw more money at the problem.
Solution? Dynamic hazard pay/incentives. Want to settle a planet faster? Throw money at the problem (with diminishing returns).
Your size 5 colony grows too slow? Immigration incentives!
Play with other mods that unlock the max colony level? Here you have your money sink!
Edit: E.g. I could see agents operating in core worlds with some sort of "immigration campaign", angering other factions etc.
For me this would fit into the 4x-theme of Nexerelin, what do you think?
Cheers!
Hello and welcome! The idea is interesting, I might take a look in the future.
I noticed this wasn't documented but what does the field '"spawnPatrols":true' do for a faction?
No longer used, any instances in faction configs are a leftover.
Additionally, is there a way through Nexerelin to make a faction's home system unexplored and not on the charts?
Not handled by Nex; StarSystemAPI.setEnteredByPlayer in mod code might work
Not posted here before, any chance we might get options to customize the star system in own faction starts?
Kaysaar's working on something in that area actually!
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Would it be possible to allow the player to do diplomacy with other factions? (i.e ask an ally to join a war, or make peace, etc)
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I don't know if it's Nexerelin or not but sometime a npc market might grow from 4 to 5 size. Isn't really consequential but just want to disable this feature. The ai doesn't really use the extra industry slot and sometime lags the game when a market grows up. Using a Steam Deck and a Linux version of Starsector. Heavily modded
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Would it be possible to allow the player to do diplomacy with other factions? (i.e ask an ally to join a war, or make peace, etc)
Right now player diplomacy is expected to mostly work through the existing relationship tools (give AI cores to raise rep, attack someone to start a war, etc.)
But I do eventually want player and NPC factions to be able to have a war/peace vote before changing their own relationship with the target faction.
I don't know if it's Nexerelin or not but sometime a npc market might grow from 4 to 5 size. Isn't really consequential but just want to disable this feature. The ai doesn't really use the extra industry slot and sometime lags the game when a market grows up. Using a Steam Deck and a Linux version of Starsector. Heavily modded
Could open Nexerelin/data/config/settings.json -> set nex_npcColonyGrowthMult to zero
Not entirely desirable in that random NPC colonies the player conquers will have to grow from scratch. Might add a simple toggle for the upsize event at 100% specifically.
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Yeah a toggle would be nice. Also is there anymore plans on having the Prime port have a custom Station when it's goes in to battle. And is the random barren planet spawing there natural?
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been thinking about a small detail which would be nice about colonies established after game start, would be nice if it said which cycle the colony was established or in many cases re-colonized. Would be neat for long playthroughs that can last a couple decades
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Might be good to add, yeah. (For player colonies it's already recorded in the vanilla story log intel, at least)
Also is there anymore plans on having the Prime port have a custom Station when it's goes in to battle. And is the random barren planet spawing there natural?
- A new station would be a lot of work I'd have to commission and Prism doesn't really need it I think.
- If there's a planet in the Sitnalta nebula, it's added by someone else :)
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Might be good to add, yeah. (For player colonies it's already recorded in the vanilla story log intel, at least)
Also is there anymore plans on having the Prime port have a custom Station when it's goes in to battle. And is the random barren planet spawing there natural?
- A new station would be a lot of work I'd have to commission and Prism doesn't really need it I think.
- If there's a planet in the Sitnalta nebula, it's added by someone else :)
I once managed to bring one out of hyperspace. Ind.Evo introduces lost Domain ruined industries in some of the fringe star systems. As it turned out, one of them had a GIANT HYPERDRIVE system in one of its planets that allowed it to travel towards the Core, ending up in the Sitnalta Nebula. The planet's accesibility was boosted enormously and it became the center of activity and HQ for my player faction. AWESOME!
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Hello there. I've been using your mod for a long time and I'd like to thank you for your work, for keeping the mod afloat for so long.
And by the way, I'd like to ask a question.
The last patches I played, I have a problem with the exceptional bloodthirstiness of the Hegemony. At the beginning of the game, after the timer expires, they immediately rush into a genocidal invasion fest, capturing planets every two months without a single defeat until they capture the entire sector. No peace treaties, no blockades, no raids, only invasions. Is this intentional, or does it just seem to me that it was more peaceful before? It's just a little sad that I haven't had time to found a colony yet, and Diktat has ceased to exist during this time.
Is it possible to create a separate option for the start, in which invasions would be a rare extreme measure? I just wish there was more variety with more "non-lethal" events, war doesn't always have to look like Ragnarok.
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Hello!
Reading your post more closely: no raids at all? With strategic AI off (default) factions should always alternate raids and invasions; with it on they don't strictly do the one-two, but there should nevertheless be a limit to how many invasions they can launch consecutively.
For safety I'd start by resetting Nex settings to default (this can be done easily in the LunaLib settings menu, but it uses the exerelin_config.json file to set defaults, so if you've edited that file you'll need to reinstall it).
Then in general, there are a bunch of settings that can be adjusted to mitigate conquest sprees (e.g. invasions can be turned off completely, or the frequency of offensive fleet events can also be reduced). Turning on strategic AI may also help, it should make factions more goal-directed instead of indiscriminately picking fights, and perhaps more importantly the other factions will react better to threats.
If the nothing-but-invasions issue persists, and you're not running too many mods (<50 would be best), post the save + any modified config files (including saves\common\LunaSettings\nexerelin.json.data if present) and I can take a closer look.
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Most factions behave relatively normally, alternating raids and invasions in an adequate manner. A bit awkwardly, without a clear goal. The problem lies more in the "snowballing" faction. While all the others carry out Brownian motion, attacking random neighbors, the "warmonger" purposefully destroys a specific faction, without being distracted by raids and other opponents. And it would also be understandable if the rest all attacked the aggressor, but this does not happen.
I usually play on default settings, because without invasions it becomes too static, and when changing the frequency of invasions, nothing fundamentally changes, the process just slows down.
And about the strategic AI, I was 100% sure that it was enabled by default. Strange. I tried to edit the settings through the config file, but it did not help, I will try to reset according to your advice and edit through lunalib.
Thank you for your reply!
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Don't know where to post, so I reply here. Looking to fix a bug for Graphiclib mod. Shader problem. I changed it to false, but still error. org.dark.shaders.ShaderModPlugin
is what it says error from
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The faction settings for my faction.
Technocratic, Militaristic, ect..
Do they have any effect besides relationships?
Like production or combat or something?
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Don't know where to post, so I reply here. Looking to fix a bug for Graphiclib mod. Shader problem. I changed it to false, but still error. org.dark.shaders.ShaderModPlugin
is what it says error from
Why would you post here about a GraphicsLib issue
Anyway post the full error from starsector.log if you need help
The faction settings for my faction.
Technocratic, Militaristic, ect..
Do they have any effect besides relationships?
Like production or combat or something?
They affect which factions can join which alliances, also influence some diplomatic decision-making like war/peace and strategic AI. They don't affect gameplay mechanics directly, no.
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Something I'd personally like to see is more faction cultural traits to help steer factions towards a logical set of friends and enemies without having to hard code specific alignments. Could be like "Blue Collar" for factions like the Roider Union and Junk Yard Dogs, or "Corporate" for the various corporate factions. The alignments system can help but it's pretty limited and a lot of the time kinda irrelevant aside from specifically disallowing specific factions to ally. It also doesn't really have a use case for like "Alien", for either not being human or from being a human not native to the Persean league (and it's 200 cycles of darkness) and thus the cultural differ and make positive communication harder and misunderstandings much more common.
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Is there any way to change the amount of “Own faction” colony points when you start a new game?
Talking about the picker menu with all the additional ore, and blueprints.
Thanks for the great mod I have used almost every play through!
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I imagine this has been brought up before, but are there any plans to have factions be a bit smarter about creating 'balanced' alliances?
A common experience with Nexerelin is that Hegemony just takes over the entire sector unless the player actively works to prevent that, which happens because the factions you'd expect to work together to oppose them generally don't (and, occasionally, one of them joins the Hegemony).
The way to solve it might be to have a universal (unless explicitly specified) system where being at war with the dominant faction grants a significant relations boost to all other factions (unless the faction is explicitly neutral), and being the dominant faction grants a significant relations penalty to every faction interested in winning. Maybe add "common enemy" to the set of traits an alliance can be formed around, since if, say, the Diktat is about to conquer the entire sector, the Church and Tri-Tachyon might not care that they have different values of 'corporate'.
Maybe there's a cleverer way to implement this, but the end goal would be that the Hegemony declaring war on the League, Diktat, or Tri-Tachyon would cause the other two factions to immediately form an alliance against them in response.
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Is there any way to change the amount of “Own faction” colony points when you start a new game?
Talking about the picker menu with all the additional ore, and blueprints.
Thanks for the great mod I have used almost every play through!
Thank you for the praise!
The number of points is currently hardcoded, but the picker lets you go over the limit.
I imagine this has been brought up before, but are there any plans to have factions be a bit smarter about creating 'balanced' alliances?
If you aren't already using it, try the strategic AI setting and see if it does the job. Could fiddle with the behaviors further as needed, some good ideas in your post I could use.
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Is there any benefit to unlocking remnant contact? Other than not being attacked by their fleets? I find it hard to convince myself to do it, especially since the remnant are the only faction other than pirates that are hostile to everyone.
I'm not particularly good at the game, so i guess the main factions are a threat to me as well lol.
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Well being able to explore red beacon systems in peace is probably a good deal all by itself, but I'd do it mostly for the story quest chain (four missions not counting the starting unlock one, a couple of which have pretty good rewards).
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Hi!
So the blueprint station got bombarded to dust by one of the factions, probably hivers or legio.
Is there a way to....turn it back on? Can't colonize that station unfortunately, can't send fleets to colonize either.
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Why does gaudy person change his requirements after declining him once? For example, he asks for high tech capital, I decline to strip my Odyssey of weapons I don't want to look for again go back to bar but now he wants UAF ship.
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Well being able to explore red beacon systems in peace is probably a good deal all by itself, but I'd do it mostly for the story quest chain (four missions not counting the starting unlock one, a couple of which have pretty good rewards).
One more question, for now (i ask a lot of them over time XD) how does player relationships work when commissioned? Is it possible to be tritac commissioned and friendly with hedge? Or will your relation gains be cancelled on the next diplo incident?
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Hi!
So the blueprint station got bombarded to dust by one of the factions, probably hivers or legio.
Is there a way to....turn it back on? Can't colonize that station unfortunately, can't send fleets to colonize either.
Hi!
TASC mod has station recolonization functions; otherwise there isn't a vanilla or mod method to recreate it other than using a console runcode (that I'm too lazy to write rn).
Why does gaudy person change his requirements after declining him once? For example, he asks for high tech capital, I decline to strip my Odyssey of weapons I don't want to look for again go back to bar but now he wants UAF ship.
Bar missions can regenerate, although AFAIK the game isn't supposed to do this if no undock/redock at market has occurred (and just taking off the weapons doesn't sound like it should do this). I could save the ship buy offer to person memory so it doesn't regenerate until >0 ingame days have passed, at least.
Well being able to explore red beacon systems in peace is probably a good deal all by itself, but I'd do it mostly for the story quest chain (four missions not counting the starting unlock one, a couple of which have pretty good rewards).
One more question, for now (i ask a lot of them over time XD) how does player relationships work when commissioned? Is it possible to be tritac commissioned and friendly with hedge? Or will your relation gains be cancelled on the next diplo incident?
In the absence of other mods doing stuff, you can be friendly with as many factions simultaneously as you want, although it's true that the random diplomacy events can move things in an unwanted direction. (Only thing that 'loses all progress' is a war declaration, but outside of certain alliance votes these won't happen if you get the relationship high enough, Friendly is safe outside of the Helps Allies trait)
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Does it only apply to me or my sponser faction as well. Like if I raise hegemony to friendly, will the war between tritac and hegemony end? Again assuming i'm commissioned.
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i just redownloaded the mod after not playing for a while and had this exact thing happen. the hedg wiped out everyone one invasion after another in a few hours of playtime. did you find any good way of extending the game without player interference?
Hello there. I've been using your mod for a long time and I'd like to thank you for your work, for keeping the mod afloat for so long.
And by the way, I'd like to ask a question.
The last patches I played, I have a problem with the exceptional bloodthirstiness of the Hegemony. At the beginning of the game, after the timer expires, they immediately rush into a genocidal invasion fest, capturing planets every two months without a single defeat until they capture the entire sector. No peace treaties, no blockades, no raids, only invasions. Is this intentional, or does it just seem to me that it was more peaceful before? It's just a little sad that I haven't had time to found a colony yet, and Diktat has ceased to exist during this time.
Is it possible to create a separate option for the start, in which invasions would be a rare extreme measure? I just wish there was more variety with more "non-lethal" events, war doesn't always have to look like Ragnarok.
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Is it still possible to modify the notification settings for diplomacy events? I've got display events set to 2 in the config file (Which says it should only be showing events involving my own faction), but I'm still seeing every random diplomatic event.
I've got Lunalib, but I'm not seeing any way to change the notification settings. Disable diplomatic events all together yes, but not to filter displayed events.
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Kerag, the same thing happened to me with Battlestation Cygnus (Knights of Ludd mod). I assume the issue is probably that players are not supposed to be able to colonize abandoned stations like the Groombridge Habitat, only planets, and these markets aren't associated with any planet. I don't know how to fix it though.
I have another issue: I have Piracy respite due to the colony crisis, and the modifier stayed on a colony after I transferred it to another faction (image attached). I think the modifier is supposed to be removed when you abandon/transfer the colony.
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Sorry for late replies if anyone needed responses sooner, been busy the past few days.
Does it only apply to me or my sponser faction as well. Like if I raise hegemony to friendly, will the war between tritac and hegemony end? Again assuming i'm commissioned.
Yeah, (most)* faction relations are synced between player and commissioner, so player becoming non-hostile with another faction will cause the commissioner to make peace as well.
*Remnants are an exception, mod factions like Hivers may also do this
i just redownloaded the mod after not playing for a while and had this exact thing happen. the hedg wiped out everyone one invasion after another in a few hours of playtime. did you find any good way of extending the game without player interference?
Can't say I'd since figured out what causes it (or received any other reports of the issue until now). If anyone else has this problem, comparing modlists might be useful?
Is it still possible to modify the notification settings for diplomacy events? I've got display events set to 2 in the config file (Which says it should only be showing events involving my own faction), but I'm still seeing every random diplomatic event.
I've got Lunalib, but I'm not seeing any way to change the notification settings. Disable diplomatic events all together yes, but not to filter displayed events.
Use the sliders in LunaLib mod settings window -> Nexerelin -> General -> User interface (the first section)
I have another issue: I have Piracy respite due to the colony crisis, and the modifier stayed on a colony after I transferred it to another faction (image attached). I think the modifier is supposed to be removed when you abandon/transfer the colony.
Thanks, will fix!
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hi, i have a request: offering remnant weapons/wings and omega weapons to midnight. weapons/wings maybe for over the market price and omega for additional reputation.
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Hi,
First, thanks for Nex, I think a big reason most of the community considers this mod the reason Starsector is so re-playable is because of this mod, with that, two thoughts.
I've long wished that Prism Freeport offered more blueprints at any given time, it's perfectly balanced for vanilla, but when you have 20 or 40 more factions it's basically useless, you can absolutely never hope to get things you actual want. I'm wondering if this could be something that could be tweaked in F2 or a .config.
Second, recently on a new run I was "successfully blockaded by the league". I'd like to know what is the result of that and also offer my two cents. Because I was not at war with the league and their "blockade" actually provided defense against pirates etc, but not only that did not stop me from turning a profit, I never thought to clear them out of my system in a timely matter, that is, in my opinion, the blockade wasn't successful, it was ineffective and a useful tool for me. ;D So the main question is, did I get debuffed or something from their "success"?
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hi, i have a request: offering remnant weapons/wings and omega weapons to midnight. weapons/wings maybe for over the market price and omega for additional reputation.
Hmm, not sure there's a lore case for Remnants buying stuff they already have; I think tagged-as-Remnant weapons only exist in HMI mod; and probably no-one will ever give up an Omega weapon just for rep. Thanks for the idea though!
Hi,
First, thanks for Nex, I think a big reason most of the community considers this mod the reason Starsector is so re-playable is because of this mod, with that, two thoughts.
I've long wished that Prism Freeport offered more blueprints at any given time, it's perfectly balanced for vanilla, but when you have 20 or 40 more factions it's basically useless, you can absolutely never hope to get things you actual want. I'm wondering if this could be something that could be tweaked in F2 or a .config.
Second, recently on a new run I was "successfully blockaded by the league". I'd like to know what is the result of that and also offer my two cents. Because I was not at war with the league and their "blockade" actually provided defense against pirates etc, but not only that did not stop me from turning a profit, I never thought to clear them out of my system in a timely matter, that is, in my opinion, the blockade wasn't successful, it was ineffective and a useful tool for me. ;D So the main question is, did I get debuffed or something from their "success"?
Thank you for the praise!
I could make the blueprint count configurable yeah.
For the blockade, peeking at the vanilla code it shows the success text if the blockade event runs the full period without getting driven off (even if no accessibility penalty was even applied), and AFAIK nothing in particular happens on completion beyond the blockade condition being removed. So, yeah, you can ignore the "success" 8)
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Hello!
Is it possible to activate gates in random core+derelict? I`ve got the device (consumed) but the option to activate/scan does no appear.
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Is there any benefit to unlocking remnant contact? Other than not being attacked by their fleets? I find it hard to convince myself to do it, especially since the remnant are the only faction other than pirates that are hostile to everyone.
I'm not particularly good at the game, so i guess the main factions are a threat to me as well lol.
Unique questline, sometimes sells ai cores, offers remnant ship/weapon production, and rarely offers omega weapons. She also doesn't care what your relation level is with the remnants. Pretty sure she doesn't even take up a contact slot so there's not much reason not to unlock her.
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Hello!
Is it possible to activate gates in random core+derelict? I`ve got the device (consumed) but the option to activate/scan does no appear.
Make sure you started the game on latest Nex, there was a bug in previous version regarding this.
To fix your existing save, copy-paste this into the console from the Console Commands mod:
runcode Global.getSector().getMemoryWithoutUpdate().set("$canScanGates", true);
Global.getSector().getMemoryWithoutUpdate().set("$gatesActive", true);
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Hello!
Is it possible to activate gates in random core+derelict? I`ve got the device (consumed) but the option to activate/scan does no appear.
Make sure you started the game on latest Nex, there was a bug in previous version regarding this.
To fix your existing save, copy-paste this into the console from the Console Commands mod:
runcode Global.getSector().getMemoryWithoutUpdate().set("$canScanGates", true);
Global.getSector().getMemoryWithoutUpdate().set("$gatesActive", true);
Thank you!
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Has anyone experienced where you're commissioned by a faction in an alliance, and when that alliance makes peace with another alliance you lose 10 reputation with one of the factions? In my case I'm playing as an Iron Shell commission and everytime we peace with another alliance I lose 10 reputation with the hegemony, for seemingly no reason. Weird.
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Has anyone experienced where you're commissioned by a faction in an alliance, and when that alliance makes peace with another alliance you lose 10 reputation with one of the factions? In my case I'm playing as an Iron Shell commission and everytime we peace with another alliance I lose 10 reputation with the hegemony, for seemingly no reason. Weird.
It has to do with how dissenting votes play out in the diplomacy model. Iron Shell voted for peace, Hegemony voted to continue the war, peace won but Hege's mad and as an IS-flagged captain-contractor you get hit with the political fallout.
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Heya gang, currently doing a commissioned pirate run and I've a question. Been reading around at I'm not sure if pirates are or arent allowed to randomly join alliances, since I am commissioned directly to the pirates I cant personally invite factions to alliances or at least the game wont let despite the fact I've got for example The league and (Modded) Carters freetarders at 100 and also have founded my own colonies and faction
So is there a way to make it so pirates randomly make alliances themselves or do I just have to burn the sector down no alliances?
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This mod is awesome
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It is probably causing crashes with 0.98a. I'll wait for an update before starting a new playthrough, as Nex is essential.
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If you have reason to believe that a 0.98a crash is caused by Nex, post the log here and I'll take a look, could fix it for the upcoming interim update.
Heya gang, currently doing a commissioned pirate run and I've a question. Been reading around at I'm not sure if pirates are or arent allowed to randomly join alliances, since I am commissioned directly to the pirates I cant personally invite factions to alliances or at least the game wont let despite the fact I've got for example The league and (Modded) Carters freetarders at 100 and also have founded my own colonies and faction
So is there a way to make it so pirates randomly make alliances themselves or do I just have to burn the sector down no alliances?
A few options:
- You could use the CreateAlliance console command to make pirates ally with someone if you want.
- Alternatively, the factionRuler setting in Nexerelin/exerelin_config.json file will give you the same control over commissioner faction's alliance joining/leaving as with an independent player faction (dock at the prospective ally's market and do stuff there), among other things.
- Changing the pirates' faction config (Nexerelin/data/config/exerelinFactionConfig) to make them not be classified as pirates also works. Technically.
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Got this while flying around in deep space. I updated to 0.98 to try and check which mods are working and fully expected crashes.
Spoiler
4913634 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
97751 java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
97752 at exerelin.campaign.intel.groundbattle.GroundUnit.injectXPBonus(GroundUnit.java:675)
97753 at exerelin.campaign.intel.groundbattle.plugins.GroundUnitPlugin.getAttackStatBonu s(GroundUnitPlugin.java:162)
97754 at exerelin.campaign.intel.groundbattle.GroundUnit.getAttackStatBonus(GroundUnit.java:702)
97755 at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrengthMult(GBUtils.java:58)
97756 at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:40)
97757 at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
97758 at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:150)
97759 at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:208)
97760 at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:126)
97761 at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:921)
97762 at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:844)
97763 at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:529)
97764 at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1150)
97765 at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1598)
97766 at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
97767 at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
97768 at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
97769 at com.fs.state.AppDriver.begin(Unknown Source)
97770 at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
97771 at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
97772 at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
97773 at java.base/java.lang.Thread.run(Unknown Source)
Not sure if it's Nex or not, I can't read logs very well. But it mentions marines and invasions, which is a Nex thing, so figured I'd post it.
Mod list:
Spoiler
Mods (56)
AdvancedGunneryControl v1.18.0 [advanced_gunnery_control_dbeaa06e]
Another Portrait Pack v1.5.0 [anotherportraitpack]
Apex Design Collective v1.2.12 [apex_design]
ArmaA - Anime v1.0 [zzarmaa_anime]
ZZ Audio Plus v1.2.1 [audio_plus]
Battletech Portrait Pack v1.1 [battletechportraitpack]
BigBeans Ship Compilation v0.1.98.6 [BSC]
CarrierUI v1.0.0 [carrierui]
Combat Misc Utils v0.4.1 [cmutils]
Combat Chatter v1.14.2 [chatter]
Combat Activators v1.3.0 [combatactivators]
Commissioned Crews v1.999999gggg [timid_commissioned_hull_mods]
Diable-Avionics-Portrait-Pack v1.0.0 [daportraitpack]
Diable Avionics v2.9.2 [diableavionics]
DIY Planets v1.0.20 [diyplanets]
Grand.Colonies v2.1.a [GrandColonies]
zz GraphicsLib v1.9.0 [shaderLib]
Hexagonal Shieldidgeridoos v1.3.1 [HexShields]
High Tech Expansion v2.0.4 [hte]
Immersion Firendly Portrait Pack v1.1 [immersionFriendlyPortraitPack]
Industrial.Evolution v3.3.e [IndEvo]
Interesting Portraits Pack v1.2 [interestingportraitspack]
Interstellar Imperium v2.6.4 [Imperium]
Iron Shell v1.18.3aj [timid_xiv]
LazyLib v3.0.0 [lw_lazylib]
LunaLib v2.0.2 [lunalib]
Magic Achievements: Vanilla Pack v1.2.4 [wisp_magicAchievementsVanillaPack]
MagicLib v1.5.0 [MagicLib]
More Ship Names v1.06 [more_ship_names]
Nexerelin v0.11.3c [nexerelin]
Officer Extension v0.7.0 [officerExtension]
Outer Rim Alliance v0.95rc4m [ORA]
Portrait Pack vv1.2.4 [portrait]
Portrait Changer v1.0.1 [portrait_changer]
Progressive S-Mods v1.1.0 [progressiveSMods]
Project TAILS v0.01.1 [ProjectTAILS]
Random Assortment of Things v2.6.1 [assortment_of_things]
RetroLib v1.0.1 [RetroLib]
Roider Union v2.1.1 [roider]
zzz Mikohime Additionals Settings v2.0.0 [Rouge_Redstar]
ScalarTech Solutions v0.9.2 [scalartech]
Scy Nation v1.8.4 [SCY]
Second-in-Command v1.4.0 [second_in_command]
Ship/Weapon Pack v1.15.1 [swp]
Some Flags v1.0 [someflags]
Space Truckin' v1.4a [spacetruckin]
Arma Armatura v3.1.4 [armaa]
Starship Legends v2.5.3 [sun_starship_legends]
Substance.Abuse v1.1.c [alcoholism]
Terraforming & Station Construction v9.0.11 [Terraforming & Station Construction]
Too Much Information v0.98a [timid_tmi]
$$$ Trailer Moments v1.4 [$$$_trailermoments]
Unknown Skies v2.0.2 [US]
VIC v1.6.3a [vic]
WhichMod v1.2.0 [whichmod]
HHE: Fighter Expansion v1.0.1 [HHE]
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Yeah i got the same crash while exploring, I have a few additional mods besides nex, installed so i am not sure if it is Nex or not.
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Not sure if it's Nex or not, I can't read logs very well. But it mentions marines and invasions, which is a Nex thing, so figured I'd post it.
Can confirm, I got a similar crash while going to click on an operative in the intel menu, and the only mods I had active that deal with Marines at all was Nex.
Crash Log:
Spoiler
[Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
at exerelin.campaign.intel.groundbattle.GroundUnit.injectXPBonus(GroundUnit.java:675)
at exerelin.campaign.intel.groundbattle.plugins.GroundUnitPlugin.getAttackStatBonu s(GroundUnitPlugin.java:162)
at exerelin.campaign.intel.groundbattle.GroundUnit.getAttackStatBonus(GroundUnit.java:702)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrengthMult(GBUtils.java:58)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:40)
at exerelin.campaign.intel.agents.AgentIntel.createSmallDescription(AgentIntel.java:903)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.classnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.privatesuper$oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.float.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
Mod List:
Spoiler
All mod_info files changed to .98a from .97a. This includes the the Libraries, as their updates weren't out at the time
Adjusted Sector 0.6.2
Combat Chatter 1.14.2
Console Commands 2024.10.4
LazyLib 2.8b
LunaLib 1.8.7
MagicLib 1.4.6
Nexerelin 0.11.3c
Ore Refinery 0.8
Planetary Shield: Access Control 1.6
Portrait Changer 1.0.1
SpeedUp 1.0.1
Unknown Skies 2.0.2
GraphicsLib 1.9.0
-
Enabling legacy invasions in settings may work around the crash for now.
-
Tried it. it works so far. Thanks ;D.
-
Enabling legacy invasions in settings may work around the crash for now.
Hey tried this
Got a similar error
4361 1935860 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/specialForcesNames.json)]
4362 1936075 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
4363 java.lang.IncompatibleClassChangeError: Expecting non-static method 'float com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker.getMarineEffectBonus(com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker$PersonnelData)'
4364 at exerelin.campaign.intel.groundbattle.GroundUnit.injectXPBonus(GroundUnit.java:675)
4365 at exerelin.campaign.intel.groundbattle.plugins.GroundUnitPlugin.getAttackStatBonus(GroundUnitPlugin.java:162)
4366 at exerelin.campaign.intel.groundbattle.GroundUnit.getAttackStatBonus(GroundUnit.java:702)
4367 at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrengthMult(GBUtils.java:58)
4368 at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:40)
4369 at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
-
Currently frequently getting the same error as above, too. Probably have to wait for a real Nex update for this version of Starsector.
-
Getting the update out there; also contains some features and fixes I'd been doing beforehand (not all recently requested features on my near-term list are in; maybe next version).
Nexerelin v0.11.3x
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3x/Nexerelin_0.11.3x.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113x-2025-03-29)
## v0.11.3x (2025-03-29) ##
* Compatibility with Starsector 0.98
* Add operative counterinsurgency action
* Player can request blockade fleets
* Add hyperspace topography "quest skip"
* Rebellion events will have smugglers running arms to the rebels (reverse suppression fleet, basically)
* Add a "contain aggression" strategic AI concern
* Factions avoid negative diplomatic events if war weariness is too high and strategic AI is off
* Update deep hyperspace clearing on sector generation to match vanilla (halved radius)
* Open market will buy automated ships if AI cores are legal in faction; military market will always buy
* Location of respawn event bases no longer hidden
* Add two achievements
* Add a standardised system for printing faction descriptions in new game dialog
* Add a toggle for NPC colony growth
* Fix ground battle crash when market has no industries and no Population & Infrastructure
* Will still crash if there is not at least one industry-like present
* Fix Arroyo comms check for final Remnant mission
* Try to fix neutral fleets sometimes joining battles when they shouldn't
* Fix an unidentified mod conflict that would make invasions unavailable
* Fix raid fallback for invasionOnlyRetake factions for real
* Hegemony inspector custom bounty can't spawn around hidden markets
-
I'm curious is there a list/guide to all the things you can do for your contact at the Freeport? Also can they occasionally give out Alpha cores, I usually visit them early on and that means I can't exactly do any farming.
-
Getting the update out there; also contains some features and fixes I'd been doing beforehand (not all recently requested features on my near-term list are in; maybe next version).
Nexerelin v0.11.3x
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3x/Nexerelin_0.11.3x.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113x-2025-03-29)
## v0.11.3x (2025-03-29) ##
* Compatibility with Starsector 0.98
* Add operative counterinsurgency action
* Player can request blockade fleets
* Add hyperspace topography "quest skip"
* Rebellion events will have smugglers running arms to the rebels (reverse suppression fleet, basically)
* Add a "contain aggression" strategic AI concern
* Factions avoid negative diplomatic events if war weariness is too high and strategic AI is off
* Update deep hyperspace clearing on sector generation to match vanilla (halved radius)
* Open market will buy automated ships if AI cores are legal in faction; military market will always buy
* Location of respawn event bases no longer hidden
* Add two achievements
* Add a standardised system for printing faction descriptions in new game dialog
* Add a toggle for NPC colony growth
* Fix ground battle crash when market has no industries and no Population & Infrastructure
* Will still crash if there is not at least one industry-like present
* Fix Arroyo comms check for final Remnant mission
* Try to fix neutral fleets sometimes joining battles when they shouldn't
* Fix an unidentified mod conflict that would make invasions unavailable
* Fix raid fallback for invasionOnlyRetake factions for real
* Hegemony inspector custom bounty can't spawn around hidden markets
Derelicts empire with random core worlds gives market null error CTD on start.
-
Yeah seems random sector won't work for now.
I've made a bug report thread (https://fractalsoftworks.com/forum/index.php?topic=31925.0) and hopefully Alex will have it in next hotfix.
-
The game crash when I try to interact with the item looted from the shrouded abyss enemy in the new patch. Can you take a look at it?
50774 302746 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.InteractionDialogAPI.getPlugin()" because "dialog" is null
50775 java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.InteractionDialogAPI.getPlugin()" because "dialog" is null
50776 at exerelin.campaign.StatsTracker.reportShownInteractionDialog(StatsTracker.java:245)
50777 at com.fs.starfarer.campaign.CampaignEngine.reportShowInteractionDialog(Unknown Source)
50778 at com.fs.starfarer.campaign.CampaignState.showInteractionDialogFromCargo(Unknown Source)
50779 at com.fs.starfarer.api.campaign.impl.items.ShroudedHullmodItemPlugin.performRight ClickAction(ShroudedHullmodItemPlugin.java:83)
50780 at com.fs.starfarer.campaign.ui.trade.class.cargoCellRightClicked(Unknown Source)
50781 at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
50782 at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
50783 at com.fs.starfarer.ui.privatesuper$oo.processInputImpl(Unknown Source)
50784 at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
50785 at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
50786 at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
50787 at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
50788 at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
50789 at com.fs.starfarer.ui.W.o00000(Unknown Source)
50790 at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
50791 at com.fs.state.AppDriver.begin(Unknown Source)
50792 at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
50793 at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
50794 at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
50795 at java.base/java.lang.Thread.run(Unknown Source)
-
as above interacting with abyss loot is causing a crash.
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Reuploaded v0.11.3x with the shrouded item fix; the .jar is available separately here (https://drive.google.com/file/d/1BMxEQ3JIOGS_L5MTUDoiMI2zZnBBw8w8/view?usp=drive_link) (put in Nexerelin/jars)
-
Is there a wiki/list of other mods that add scenarios/alternate starts to Nexerelin?
Sorry if this has been answered before, I tried searching via the forum search, but turned up nothing. And 400+ pages is a lot to search through by hand.
-
Hello! Thanks for the mod!
Im having an issue with the game crashing at the end of the month, apparently trying to send a relief fleet to/from a planet that doesn't exist?
Log:
Spoiler
43209 [Thread-2] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Vreccis, faction: Luddic Path
43980 [Thread-2] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Chicomoztoc to Tartessus
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Qaras: day 120
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 0.0
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 156.9046, 82.93157
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 14.818139
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 10.636022
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 156.58191, 81.98156
44441 [Thread-2] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 16.57225
44658 [Thread-6] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
44791 [Thread-8] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
44791 [Thread-8] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
45053 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because "this.data.source" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because "this.data.source" is null
at exerelin.campaign.intel.rebellion.RebellionSupportFleetAI.giveStandDownOrders(RebellionSupportFleetAI.java:112)
at exerelin.campaign.intel.rebellion.RebellionSupportFleetAI$2.run(RebellionSupportFleetAI.java:134)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
Modlist:
Spoiler
Additional Console Commands v1.2.0 [console_additions]
Ashlib v1.1.6 [ashlib]
Building Menu Overhaul v1.1.5 [bmo]
Console Commands v2024.10.04 [lw_console]
Customizable Star Systems v3.0.0 [customizablestarsystems]
Dark QOL v2.40 [dark_qol]
LazyLib v3.0.0 [lw_lazylib]
Lobster Cruiser v3.2.0 [LobsterCruiser]
LunaLib v2.0.2 [lunalib]
MagicLib v1.5.1 [MagicLib]
Nexerelin v0.11.3x [nexerelin]
QoL Pack v1.2 [pt_qolpack]
Random Assortment of Things v2.6.4 [assortment_of_things]
Second-in-Command v1.4.0 [second_in_command]
zz GraphicsLib v1.9.0 [shaderLib]
Any help very much appreciated ;D
-
Doing File Drawer Problem quest for Midnight Remnant.
Getting a nullpointerexception that says java.util.LinkedHashmap.get(Object) is null when going to the planet Academician Liu is on.
When asking him "Do you like it here?" get a nullpointerexception that says the same as above and error that says no rule found for option nex_remLostSci_findScientist_likeItHere.
Cannot continue quest, just stuck in conversation loop. No other content expansion mod.
-
I'm curious is there a list/guide to all the things you can do for your contact at the Freeport? Also can they occasionally give out Alpha cores, I usually visit them early on and that means I can't exactly do any farming.
Midnight doesn't really care what your reputation with the remnants is pretty sure.
-
Fix .jar (https://drive.google.com/file/d/1BMxEQ3JIOGS_L5MTUDoiMI2zZnBBw8w8/view?usp=sharing) for the two most recently posted issues in this thread (place in Nexerelin/jars). Note that I haven't tested in the case of Flagelant_One's rebellion support fleet crash.
I'm curious is there a list/guide to all the things you can do for your contact at the Freeport? Also can they occasionally give out Alpha cores, I usually visit them early on and that means I can't exactly do any farming.
Midnight doesn't really care what your reputation with the remnants is pretty sure.
Yeah, you can go ahead and kill all the Remnants you want while still working with Midnight.
For the original question, quick list of missions available to Remnant contact taken from Nexerelin/data/config/person_missions.csv:
- Person bounty
- System bounty
- Build station
- Dead drop
- Surplus ship
- Sell AI core (can rarely be alpha) <--
- Sell Omega weapons (rare)
Is there a wiki/list of other mods that add scenarios/alternate starts to Nexerelin?
No list at present, a brief selection below:
- I don't know if any mod anywhere adds a new custom scenario (the setting with Derelict Empire)
- A bunch of mods (mainly SotF but also Interstellar Imperium, Underworld, Ship & Weapons Pack and perhaps some others) add custom starts (the category with tutorial/spacer start)
- Random Assortment of Things adds a bunch of starting backgrounds (the one picked right before finishing new game setup)
-
Histidine, are the new [EXTRA REDACTED] factions going to be integrated into Nex? Something similar to Remnant raids but with the emphasis on gates.
-
Fix .jar (https://drive.google.com/file/d/1BMxEQ3JIOGS_L5MTUDoiMI2zZnBBw8w8/view?usp=sharing) for the two most recently posted issues in this thread (place in Nexerelin/jars). Note that I haven't tested in the case of Flagelant_One's rebellion support fleet crash.
I'm curious is there a list/guide to all the things you can do for your contact at the Freeport? Also can they occasionally give out Alpha cores, I usually visit them early on and that means I can't exactly do any farming.
Midnight doesn't really care what your reputation with the remnants is pretty sure.
Yeah, you can go ahead and kill all the Remnants you want while still working with Midnight.
For the original question, quick list of missions available to Remnant contact taken from Nexerelin/data/config/person_missions.csv:
- Person bounty
- System bounty
- Build station
- Dead drop
- Surplus ship
- Sell AI core (can rarely be alpha) <--
- Sell Omega weapons (rare)
Is there a wiki/list of other mods that add scenarios/alternate starts to Nexerelin?
No list at present, a brief selection below:
- I don't know if any mod anywhere adds a new custom scenario (the setting with Derelict Empire)
- A bunch of mods (mainly SotF but also Interstellar Imperium, Underworld, Ship & Weapons Pack and perhaps some others) add custom starts (the category with tutorial/spacer start)
- Random Assortment of Things adds a bunch of starting backgrounds (the one picked right before finishing new game setup)
Hey I tossed that .jar file in the proper folder but I'm still crashing to desktop when trying to start a game with random sector. Any ideas?
-
It doesn't fix random sector, that will have to wait until Starsector's next hotfix. (The other bug it does fix is not being able to progress File Drawer Problem)
Histidine, are the new [EXTRA REDACTED] factions going to be integrated into Nex? Something similar to Remnant raids but with the emphasis on gates.
Haven't had any plans for this (and I suspect vanilla will do something involving this eventually), but it's not a bad idea and I or someone else might well do something here :)
-
Us Limbus Company players would call this a 300 lunacy moment
Nexerelin v0.11.3y
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3y/Nexerelin_0.11.3y.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113y-2025-03-31)
* Fix Threat not spawning
* Fix rare crash and incorrect text in rebellion intel
* Temporary fix for right-click on shroud special item crash
* Lost scientist mission still works if pirate base failed to spawn
* Tweaks to starting background descs and handling of codex entries
-
Us Limbus Company players would call this a 300 lunacy moment
Nexerelin v0.11.3y
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.11.3y/Nexerelin_0.11.3y.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0113y-2025-03-31)
* Fix Threat not spawning
* Fix rare crash and incorrect text in rebellion intel
* Temporary fix for right-click on shroud special item crash
* Lost scientist mission still works if pirate base failed to spawn
* Tweaks to starting background descs and handling of codex entries
Does this require a new game to fix the Threat problem?
-
When i launch the game(even without other mods) i get this error:
Spoiler
481840 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
at com.fs.starfarer.api.impl.campaign.ids.People.createMiscCharacters(People.java:668)
at com.fs.starfarer.api.impl.campaign.ids.People.create(People.java:112)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.createInitialPeople(CoreLifecyclePluginImpl.java:1573)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:1003)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.class.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
it happens every time I try to start a game with randomized core worlds, i just updated my every mod to the latest version due to new update coming out to starsector and yet I can't enjoy it because I'm too much used with playing with Nexerelin, can somebody tell me what's the issue?
-
When i launch the game(even without other mods) i get this error:
it happens every time I try to start a game with randomized core worlds, i just updated my every mod to the latest version due to new update coming out to starsector and yet I can't enjoy it because I'm too much used with playing with Nexerelin, can somebody tell me what's the issue?
if you go back a few pages
Yeah seems random sector won't work for now.
I've made a bug report thread (https://fractalsoftworks.com/forum/index.php?topic=31925.0) and hopefully Alex will have it in next hotfix.
It doesn't fix random sector, that will have to wait until Starsector's next hotfix. (The other bug it does fix is not being able to progress File Drawer Problem)
Histidine, are the new [EXTRA REDACTED] factions going to be integrated into Nex? Something similar to Remnant raids but with the emphasis on gates.
Haven't had any plans for this (and I suspect vanilla will do something involving this eventually), but it's not a bad idea and I or someone else might well do something here :)
-
Thanks so much for the fix!
-
Does this require a new game to fix the Threat problem?
No, it'll work on loading game with the new version
-
With all the [COMSEC-REDACTED] things that are in the sector as of the recent patch it seems like it might be a great opportunity to create something like an Endgame crisis for Nex the likes of which you might see in other 4X games. Is something like that even feasible? Would it be desirable if it was?
-
The Nexerlin planetary outpost system allows the player to bypass the survey/ruins exploration limitation put in place by orbiting Industrial.Evolution domain-era artillery stations
Imgur gallery showing how: https://imgur.com/a/g1RedP1
-
Hi all, I'm kind of new here.
Ive been getting this error, not sure if this is the right place but I'm pretty sure this mod is the culprit. Ive tested it out on the .97 and it works fine but the .98 update now it doesn't. Any suggestions would be appreciated. Thanks again, Great game by the way.
137755 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
at com.fs.starfarer.api.impl.campaign.ids.People.createMiscCharacters(People.java:668)
at com.fs.starfarer.api.impl.campaign.ids.People.create(People.java:112)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.createInitialPeople(CoreLifecyclePluginImpl.java:1573)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:1003)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.class.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
138022 [Thread-8] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
138023 [Thread-8] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
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With all the [COMSEC-REDACTED] things that are in the sector as of the recent patch it seems like it might be a great opportunity to create something like an Endgame crisis for Nex the likes of which you might see in other 4X games. Is something like that even feasible? Would it be desirable if it was?
Seconding this proposal.
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With all the [COMSEC-REDACTED] things that are in the sector as of the recent patch it seems like it might be a great opportunity to create something like an Endgame crisis for Nex the likes of which you might see in other 4X games. Is something like that even feasible? Would it be desirable if it was?
Seconding this proposal.
Colonize Limbo and get a [COMSEC REDACTED] colony crisis. Beat it and your colony can start to passively generate the special resources they drop.
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I'm not sure the game allows a colony in Limbo.
But yeah, there's opportunities to do interesting things here, if not by me then by Alex.
Hi all, I'm kind of new here.
Ive been getting this error, not sure if this is the right place but I'm pretty sure this mod is the culprit. Ive tested it out on the .97 and it works fine but the .98 update now it doesn't. Any suggestions would be appreciated. Thanks again, Great game by the way.
Hello and welcome!
That crash is from an incompatibility in Nex's random sector; updating Starsector to 0.97a-RC7 (available from the website's Buy page or the thread in Announcements) will fix it.
The Nexerlin planetary outpost system allows the player to bypass the survey/ruins exploration limitation put in place by orbiting Industrial.Evolution domain-era artillery stations
Imgur gallery showing how: https://imgur.com/a/g1RedP1
Not sure why it's only blocking the survey on first open, but I'll ask SirHartley to fix it, thanks for report.
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So negotiator agents can instigate a rebellion though an action, can saboteurs help the rebellion though any of their actions?
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The following content is translated using ai: My mod version is 0.11.3c, my great redemption mission cannot be triggered normally, it is useless to increase the favorability of the contact person to 100, the terrestrial planets of the Lude Church are still there, and several countries in the original game still exist. Is there any way to force this mission to trigger
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So negotiator agents can instigate a rebellion though an action, can saboteurs help the rebellion though any of their actions?
Lowering stability will make the government weaker at the daily ticks.
The following content is translated using ai: My mod version is 0.11.3c, my great redemption mission cannot be triggered normally, it is useless to increase the favorability of the contact person to 100, the terrestrial planets of the Lude Church are still there, and several countries in the original game still exist. Is there any way to force this mission to trigger
Hmm, if the conditions here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg464563#msg464563) are met (and the previous mission vs. Hegemony and Church was completed) then I couldn't say what's wrong, and there isn't a way to force-spawn the mission without changing the code. Sorry!
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MagicLib is showing a warning for achievements. It can be removed by deleting the line of commas in magic_achievements.csv
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Thanks for the update!
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Trying a random sector with special scenario Derelict Empire. Playing with no other mods but this one and it's required mods.
312449 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/isirah.json)]
313584 [Thread-6] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
314001 [Thread-8] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
314002 [Thread-8] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
315416 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
at com.fs.starfarer.api.impl.campaign.ids.People.createMiscCharacters(People.java:668)
at com.fs.starfarer.api.impl.campaign.ids.People.create(People.java:112)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.createInitialPeople(CoreLifecyclePluginImpl.java:1573)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconomyLoad(CoreLifecyclePluginImpl.java:1003)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.class.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Hello!
I've tried multiple times to get the T H R E A T to spawn, and the only way i can do this is through console commands.
I've loaded saves and uninstalled and reinstalled the 0.11.3y version multiple times and it still appears to not be spawning them.
Do you have any recommendation on what to do. Because at this point i'm half tempted to just chuck in the threat.faction into Nexerelin\data\world\faction and edit the csv in order to get it to work.
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Hello.
Few colony threats events is broken.
Luddic church and Tri Tachyon threats.
LC: Luddic Majority doesnt apply to colony when meet condition, so Luddic Church ignore me (mb feature :) )
Tri-Tach: Starts with massive mercenary attack, gives 80 RP on defeat then Tri Tach raiding points doesnt count, permanently stuck on 80/300. So I cant complete event and my colonies permanently been raided by Commerce raiders.
Mb someone know how to fix it?
Starsector 0.98a RC7 + Nexerelin 0.11.3y
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Hello!
I've tried multiple times to get the T H R E A T to spawn, and the only way i can do this is through console commands.
I've loaded saves and uninstalled and reinstalled the 0.11.3y version multiple times and it still appears to not be spawning them.
Do you have any recommendation on what to do. Because at this point i'm half tempted to just chuck in the threat.faction into Nexerelin\data\world\faction and edit the csv in order to get it to work.
Hi!
There's been some cases of people not encountering Threat without a clear reason, but I couldn't say why. This (https://fractalsoftworks.com/forum/index.php?topic=31954.msg470684#msg470684) is one such thread; linked post includes a console runcode to quickly verify that the Threat listener is running.
You could quickly test in a minimally-modded (non-Nex) save with devmode+console commands and see if Threat do appear then. Though it takes a lot of blundering around in the dark to find rogue planets in the abyss IME, so testing will take a while.
Hello.
Few colony threats events is broken.
Luddic church and Tri Tachyon threats.
LC: Luddic Majority doesnt apply to colony when meet condition, so Luddic Church ignore me (mb feature :) )
Tri-Tach: Starts with massive mercenary attack, gives 80 RP on defeat then Tri Tach raiding points doesnt count, permanently stuck on 80/300. So I cant complete event and my colonies permanently been raided by Commerce raiders.
Mb someone know how to fix it?
Starsector 0.98a RC7 + Nexerelin 0.11.3y
Hi! Hmmm, I get the Luddic Majority condition fine in my current Nex game, and the mod doesn't touch TT colony crisis (nor the Church one, unless running a save from before 0.11.3x), so not sure what's happening in your case.
The TT commerce raiding bug has actually been around late in 0.97, I wrote a runcode at the time to work around it:
runcode import com.fs.starfarer.api.impl.campaign.intel.events.*;
HostileActivityEventIntel intel = HostileActivityEventIntel.get();
intel.removeActivityOfClass(TriTachyonHostileActivityFactor.class);
intel.addActivity(new TriTachyonHostileActivityFactor(intel), new TriTachyonStandardActivityCause(intel));
For Luddic Majority, what does your planet currently look like? (Remember that the condition is only added/removed when market grows in size.) You could try console AddCondition and see if that allows the colony crisis to advance.
Trying a random sector with special scenario Derelict Empire. Playing with no other mods but this one and it's required mods.
Update to Starsector 0.97a-RC7.
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Hi! Hmmm, I get the Luddic Majority condition fine in my current Nex game, and the mod doesn't touch TT colony crisis (nor the Church one, unless running a save from before 0.11.3x), so not sure what's happening in your case.
Problem somewhere is in Industrial.Evolution 4.0. Thank you for for help!
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Is there some console command to spawn midnight? I am lvl 15 and can't find her, I have some other mods installed
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Is there some console command to spawn midnight? I am lvl 15 and can't find her, I have some other mods installed
The mission requires being at Prism Freeport if it exists, and another (not hidden, not in hyperspace) independent colony as the quest target.
If you don't meet those conditions, here's a runcode (copypaste into console) to generate her somewhere as if the mission was completed:
Spoiler
runcode import exerelin.campaign.intel.*;
import exerelin.utilities.*;
import exerelin.campaign.intel.missions.remnant.*;
import com.fs.starfarer.api.impl.campaign.missions.hub.*;
MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
if (market == null) {
List<MarketAPI> markets = NexUtilsFaction.getFactionMarkets(Factions.INDEPENDENT, true);
if (!markets.isEmpty()) market = (MarketAPI)NexUtilsFaction.getFactionMarkets(Factions.INDEPENDENT, true).get(0);
}
if (market == null) market = (MarketAPI)Global.getSector().getEconomy().getMarketsCopy().get(0);
PersonAPI dissonant = RemnantQuestUtils.createDissonant(market);
dissonant.getName().setFirst(RemnantQuestUtils.getString("dissonantName1"));
dissonant.getName().setLast(RemnantQuestUtils.getString("dissonantName2"));
market.getCommDirectory().addPerson(dissonant);
BaseMissionHub.set(dissonant, new BaseMissionHub(dissonant));
dissonant.getMemoryWithoutUpdate().set(BaseMissionHub.NUM_BONUS_MISSIONS, 1);
SpecialContactIntel intel = new SpecialContactIntel(dissonant, market);
Global.getSector().getIntelManager().addIntel(intel, true, null);
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Thank you for the help. I love this mod.
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Minor request: It'd be nice if there was a lower level of hyperspace quest skip, like 250 instead of 400. 400's more than halfway to maxing out at slipsurge. 250 would get reverse polarity while leaving the lions share of the quest to still progress.
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Hi
I'd like to report a small issue regarding with the initial contact you get when you pick a faction at startup. If it's not a Nexerelin issue please ignore.
For certain factions certain characters from the comms directory are locked and you can't talk to them initially yet they are set as your first contact to get missions.
For example the on a UAF start you can get assigned the queen from Auroria or Inari Masako from Hem Fayette and probably others. In this case you won't be able to start doing missions right away because they will refuse the comm link.
Is this something you think could be fixed?
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Cramming in a last set of bugfixes and calling this the official release for Starsector 0.98a. Reporting bugs is now illegal
Nexerelin v0.12.0
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.12.0/Nexerelin_0.12.0.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0120-abyssal-gaze-2025-04-06)
* Add False Idols to story skip system
* Includes fix for the quest not being accessible if using Knight Errant skip
* Remnant final mission fixes
* Fix Silverlight's shards randomly flying over stuff when they shouldn't (it was kinda cool looking but not intended behavior)
* Loosen some distance checks to reduce potential cases of mission failing to generate
* Fix a couple of dialog bugs
* Silverlight now codex-unlockable
* Fix an exploit with selling to, raiding and then conquering a market
* Fix fleet events during rebellion getting stuck
* Fix multiple operatives on internal security mode doing the same action
* Fix ceasefire offer's intel tag
* Fix non-fatal NPE when talking to Hannan about potential League membership
* Fix how conquest mission creator filters out zero-reward missions
* Number of blueprints available at Prism blueprint trader now configurable in settings.json
Minor request: It'd be nice if there was a lower level of hyperspace quest skip, like 250 instead of 400. 400's more than halfway to maxing out at slipsurge. 250 would get reverse polarity while leaving the lions share of the quest to still progress.
Yeah, might do that next version.
Hi
I'd like to report a small issue regarding with the initial contact you get when you pick a faction at startup. If it's not a Nexerelin issue please ignore.
For certain factions certain characters from the comms directory are locked and you can't talk to them initially yet they are set as your first contact to get missions.
For example the on a UAF start you can get assigned the queen from Auroria or Inari Masako from Hem Fayette and probably others. In this case you won't be able to start doing missions right away because they will refuse the comm link.
Is this something you think could be fixed?
Hello!
Nex can't really tell if a contact is inaccessible in that manner, so it's up to the faction mod to set "noStartingContact":true, in its own Nex faction config (and add its own starting contact if so desired); e.g. Iron Shell does this.
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The TT commerce raiding bug has actually been around late in 0.97, I wrote a runcode at the time to work around it:
runcode import com.fs.starfarer.api.impl.campaign.intel.events.*;
HostileActivityEventIntel intel = HostileActivityEventIntel.get();
intel.removeActivityOfClass(TriTachyonHostileActivityFactor.class);
intel.addActivity(new TriTachyonHostileActivityFactor(intel), new TriTachyonStandardActivityCause(intel));
Heya, thanks for the mod. Do we run this command in the console? Because I tried, but it doesnt fix the issue, I still get 0 points from either raiding the TT worlds or destroying their trade fleets.
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Huh, it's that broken? :-X
Well, this will force-complete it:
runcode com.fs.starfarer.api.impl.campaign.intel.events.ttcr.TriTachyonCommerceRaiding.get().setProgress(300);
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Thanks for your work on nexerelin!
Appreciate the code snippet to fix the tritac event, also ran into the exact same issue of it being frozen at 80 after the initial merc contact.
Edit 2: the tritac issue is confirmed as a known issue in industrial evolution right now, for anyone wondering.
Edit: Mentioned an issue with embassy ambassadors, but The embassy is part of industrial evolution- Apologies for even mentioning it here, not your problem,I just kind of assumed it was part of the diplomacy stuff from nexerelin.
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updated to the new version(game and this mod) and get this with only the needed mods
settings : random core worlds
105099 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
at com.fs.starfarer.api.impl.campaign.ids.People.createMiscCharacters(People.java:668)
at com.fs.starfarer.api.impl.campaign.ids.People.create(People.java:112)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.createInitialPeople(CoreLifecyclePluginImpl.java:1573)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGameAfterEconom yLoad(CoreLifecyclePluginImpl.java:1003)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.class.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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As said before, update Starsector to the new release candidate, 0.98a-RC7.
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As said before, update Starsector to the new release candidate, 0.98a-RC7.
ok had updated last week to 0.98a-RC5, didn't know there was an update to 0.98a-RC7.
Thx for the info.
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Hello Histidine. Goes without saying but this is an incredible mod! Been in my list since I stepped out of vanilla.
Been having this pop up ever since I created a special forces fleet. Its not causing any issues directly. but not sure if this is affecting anything mechanically.
Spoiler
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Blue Blood And Mutiny has <1 deployment cost, applying safety 14999
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Runaway World has <1 deployment cost, applying safety 15000
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Time Armada has <1 deployment cost, applying safety 15001
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Any Colour You Like has <1 deployment cost, applying safety 15002
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Penghou has <1 deployment cost, applying safety 15003
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Heavy Time has <1 deployment cost, applying safety 15004
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Opposing Shore has <1 deployment cost, applying safety 15005
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Abath has <1 deployment cost, applying safety 15006
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Brand Breakout has <1 deployment cost, applying safety 15007
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Beautiful Gelreesh has <1 deployment cost, applying safety 15008
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Lelantos has <1 deployment cost, applying safety 15009
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Asman has <1 deployment cost, applying safety 15010
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship The Cosmic Looters has <1 deployment cost, applying safety 15011
1670169 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Hayashimo has <1 deployment cost, applying safety 15012
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Watch This Space has <1 deployment cost, applying safety 15013
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Shahmaran has <1 deployment cost, applying safety 15014
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Success has <1 deployment cost, applying safety 15015
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Averna has <1 deployment cost, applying safety 15016
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Newport has <1 deployment cost, applying safety 15017
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Haoshyangha has <1 deployment cost, applying safety 15018
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Warwick has <1 deployment cost, applying safety 15019
1670170 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Tsugaru has <1 deployment cost, applying safety 15020
1671606 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Blue Blood And Mutiny has <1 deployment cost, applying safety 15021
1671606 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Runaway World has <1 deployment cost, applying safety 15022
1671606 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Time Armada has <1 deployment cost, applying safety 15023
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Any Colour You Like has <1 deployment cost, applying safety 15024
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Penghou has <1 deployment cost, applying safety 15025
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Heavy Time has <1 deployment cost, applying safety 15026
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Opposing Shore has <1 deployment cost, applying safety 15027
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Abath has <1 deployment cost, applying safety 15028
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Brand Breakout has <1 deployment cost, applying safety 15029
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS The Beautiful Gelreesh has <1 deployment cost, applying safety 15030
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Lelantos has <1 deployment cost, applying safety 15031
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Asman has <1 deployment cost, applying safety 15032
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship The Cosmic Looters has <1 deployment cost, applying safety 15033
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Hayashimo has <1 deployment cost, applying safety 15034
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship Watch This Space has <1 deployment cost, applying safety 15035
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Shahmaran has <1 deployment cost, applying safety 15036
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Success has <1 deployment cost, applying safety 15037
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Averna has <1 deployment cost, applying safety 15038
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship HSS Newport has <1 deployment cost, applying safety 15039
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Haoshyangha has <1 deployment cost, applying safety 15040
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Warwick has <1 deployment cost, applying safety 15041
1671607 [Thread-2] ERROR exerelin.campaign.intel.specialforces.SpecialForcesIntel Ship ISS Tsugaru has <1 deployment cost, applying safety
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Is there some console command to spawn midnight? I am lvl 15 and can't find her, I have some other mods installed
The mission requires being at Prism Freeport if it exists, and another (not hidden, not in hyperspace) independent colony as the quest target.
If you don't meet those conditions, here's a runcode (copypaste into console) to generate her somewhere as if the mission was completed:
Spoiler
runcode import exerelin.campaign.intel.*;
import exerelin.utilities.*;
import exerelin.campaign.intel.missions.remnant.*;
import com.fs.starfarer.api.impl.campaign.missions.hub.*;
MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
if (market == null) {
List<MarketAPI> markets = NexUtilsFaction.getFactionMarkets(Factions.INDEPENDENT, true);
if (!markets.isEmpty()) market = (MarketAPI)NexUtilsFaction.getFactionMarkets(Factions.INDEPENDENT, true).get(0);
}
if (market == null) market = (MarketAPI)Global.getSector().getEconomy().getMarketsCopy().get(0);
PersonAPI dissonant = RemnantQuestUtils.createDissonant(market);
dissonant.getName().setFirst(RemnantQuestUtils.getString("dissonantName1"));
dissonant.getName().setLast(RemnantQuestUtils.getString("dissonantName2"));
market.getCommDirectory().addPerson(dissonant);
BaseMissionHub.set(dissonant, new BaseMissionHub(dissonant));
dissonant.getMemoryWithoutUpdate().set(BaseMissionHub.NUM_BONUS_MISSIONS, 1);
SpecialContactIntel intel = new SpecialContactIntel(dissonant, market);
Global.getSector().getIntelManager().addIntel(intel, true, null);
Thank you i just found freeport and she is there
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Is there a way for me to tweak the own faction start buying points to get custom faction perks (building and blueprints)? I know I can exceed the 100 points but I feel like that is cheating, I want to set my starting points to 200 and be able to work with the green zone and not feel like I am cheating. I like to get a few planetary modifications, that depends on the planet and other planets if any that I have in the sector - that dictates my choices and then get a few blueprints depending on my current play style (low tech, high tech - rocketer or modded mod moddications). I checked the Luna tabs but I didn't see anything there.
You know what would be an awesome thing to purchase? Custom planetary conditions and maybe the ability to remove ones that you stat off with. (Green borders for add and red boarders for remove if you need a visual indicator, maybe a + and - added onto the icon, idk - just a suggestion). I have been playing with mods that a lot of different planet modifications and it would be awesome to start off with one or more of them.
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Hello Histidine. Goes without saying but this is an incredible mod! Been in my list since I stepped out of vanilla.
Been having this pop up ever since I created a special forces fleet. Its not causing any issues directly. but not sure if this is affecting anything mechanically.
Whoops, made a mistake in the code for special forces revive costs (I think while trying to add a safety for some ships costing 2 billion credits to revive).
Luckily the only effect (other than filling the log needlessly) is that the fleets will cost a wrong amount to revive. Probably cheaper than intended instead of more expensive, although I'll be sure once I debug it.
Is there a way for me to tweak the own faction start buying points to get custom faction perks (building and blueprints)?
It's not currently changeable.
The start setup is a bit dated in general and might get a revamp if Kaysaar submits the project for a customizable star system he was working on; else, I'll add a settings.json entry for the limit at least.
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Wow, I love you guys so much. You make a great game even better. I look forward to better things to come, the mod is the best.
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Whoops, made a mistake in the code for special forces revive costs (I think while trying to add a safety for some ships costing 2 billion credits to revive).
Luckily the only effect (other than filling the log needlessly) is that the fleets will cost a wrong amount to revive. Probably cheaper than intended instead of more expensive, although I'll be sure once I debug it.
I think that tracks. Its a rather sizeable fleet consisting of all my salvage spill-off (Couple capitals, 4-5 cruisers, and a ton of frigates) and it only costs like 6k to revive the whole thing. It was kind of making sense to send them first in a fight 8).
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I started wondering what the 'ideological' alignment trait means in the game? It's the only one that doesn't fully make sense to me.
- The other traits could be seen as ideology in themselves.
- Conceptually, one could be ideological about communism and another would be very pro capitalism, but with the mod logic they would end up liking each other because both are being ideological about 'something'?
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You know, playing around with saturation bombardments I feel like there ought to be a cool down on how often you can use it (similar to tactical bombardment). since after the first the cost to saturation bombard the planet again is minuscule, and gets even smaller till the colony dies. I know it's a vanilla mechanic, but Nexerelin goes out of it's way to make saturation bombardment more relevant reputation wise. Might also be worth also adding in some better use cases like reciprocal saturation bombardments being less penalty-wise so if you have an aggressive faction like Hivers (or even vanilla Sindrians) that there's more of a sense of fair play between bombarding one another instead of it being exclusively something to punish the player for engaging in. Like, saturation bombardment should be like a genie, once it's let out it's never going back inside. The faction that uses saturation bombardment can be bombarded in kind with considerably less penalties (similar to monstrous). Could just make it so a faction that successfully carries it out gains the monstrous trait. I know Infamy exists, but it doesn't seem to really do much to hinder a faction (similar to how war exhaust is largely performative in it's implementation). Something akin to a proper second-Strike Capability would be nice, and mean wars can escalate and become very messy once saturation bombardment's on the table.
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I started wondering what the 'ideological' alignment trait means in the game? It's the only one that doesn't fully make sense to me.
- The other traits could be seen as ideology in themselves.
- Conceptually, one could be ideological about communism and another would be very pro capitalism, but with the mod logic they would end up liking each other because both are being ideological about 'something'?
Yeah, ideological alignment has been bad for the longest time, for these very reasons. :-X
I've been keeping it around mostly because it does say something about the factions involved, but at some point I'll probably just deprecate it and think of some other axes to add in its place.
You know, playing around with saturation bombardments I feel like there ought to be a cool down on how often you can use it (similar to tactical bombardment). since after the first the cost to saturation bombard the planet again is minuscule, and gets even smaller till the colony dies. I know it's a vanilla mechanic, but Nexerelin goes out of it's way to make saturation bombardment more relevant reputation wise. Might also be worth also adding in some better use cases like reciprocal saturation bombardments being less penalty-wise so if you have an aggressive faction like Hivers (or even vanilla Sindrians) that there's more of a sense of fair play between bombarding one another instead of it being exclusively something to punish the player for engaging in. Like, saturation bombardment should be like a genie, once it's let out it's never going back inside. The faction that uses saturation bombardment can be bombarded in kind with considerably less penalties (similar to monstrous). Could just make it so a faction that successfully carries it out gains the monstrous trait. I know Infamy exists, but it doesn't seem to really do much to hinder a faction (similar to how war exhaust is largely performative in it's implementation).
Hmm, I dunno how much a cooldown that's long enough to not just be a nuisance makes physical sense, but I don't have strong objections to it.
Sat bombing a faction that has itself previously sat bombed someone already applies the reduced rep penalty, actually! Though it has the problem that only the Nex sat bomb event is counted, because there isn't a listener for the vanilla ones. (Also it doesn't specify the correct reason when printing the reduced-rep-penalty message, whoops)
The genie concept does sound interesting to put in; once someone does a sat bomb everyone becomes more likely to do it. Made a note.
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Hello,
thanks for all your work on this great mod.
I may have found a bug. After ceding governship of a planet, it still is shown in my colony list. To make things worse under my government it had a good positive income. Now it has a large negative, which seems to be substracted from my account.
Any ideas?
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Quick question! I don't know if this intended or not but I'm allied with the Persean League and I still ended up getting blockaded by them. It feels a little weird to me that we're literally at war with the Hegemony together and they divert a bunch of resources towards blockading one of their only allies.
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Hello,
thanks for all your work on this great mod.
I may have found a bug. After ceding governship of a planet, it still is shown in my colony list. To make things worse under my government it had a good positive income. Now it has a large negative, which seems to be substracted from my account.
Any ideas?
Hello and thanks!
The description sounds like you have a lot of (potentially expensive) things stored there, move them off if you can.
Quick question! I don't know if this intended or not but I'm allied with the Persean League and I still ended up getting blockaded by them. It feels a little weird to me that we're literally at war with the Hegemony together and they divert a bunch of resources towards blockading one of their only allies.
Yeah, I haven't yet attempted to change colony crisis behavior based on alliances.
They already don't care about relations in vanilla so there's precedent, but I might be justified in blocking at least the League crisis and maybe others when allied. Maybe later?
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Thanks a lot.
I didn't even think about storage cost :).
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Love this special forces feature Histidine. Its like I get to play in build-a-bear mode for my personal AI fleets.
Just some further thoughts on it...
Aside from the revival cost being unintentionally cheap it seems like its pretty easy to keep flying to a hospitable market to just what feels like... thanos finger snapping them back into existence?
I don't know what coding this would imply and if its worth the time and effort... But would it make sense to implement a repair and turnaround time depending on the size/total DP of the fleet? I feel like it would be alot less exploitable and give the player more cause to care over what happens tactically to their pokeball fleets.
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This mod needs balancing. In nearly every game the factions become hostile for no reason. I don't have market shares, I don't have proximity to their bases, there is no real reason to become hostile, except the AI is basically mimicking Civ VI on Deity, where it seems the strategy is to make everything uber hostile, rather than create dynamics and relationships. I am not a programmer, so I can't say for sure, but it seems like the crux here is that if there is a reason for a faction to attack you they will. Having colonies eventually becomes taxing because the only thing you can do is defend your colony. No exploration, no missions, just slow defeat by attrition. I'm uninstalling for now. The idea is sound and exciting, the execution is not working for me.
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This mod needs balancing. In nearly every game the factions become hostile for no reason. I don't have market shares, I don't have proximity to their bases, there is no real reason to become hostile, except the AI is basically mimicking Civ VI on Deity, where it seems the strategy is to make everything uber hostile, rather than create dynamics and relationships. I am not a programmer, so I can't say for sure, but it seems like the crux here is that if there is a reason for a faction to attack you they will. Having colonies eventually becomes taxing because the only thing you can do is defend your colony. No exploration, no missions, just slow defeat by attrition. I'm uninstalling for now. The idea is sound and exciting, the execution is not working for me.
The crisis system can feel very over-weighted and front-loaded, to the extent that starting colonies is absolutely not what you want to be doing early on (or even mid game, really). Faction rep => you can manage colonies for that faction that gives the benefit of their military / trade networks (although these revert to their faction if/once you leave). Making colonies too early is #1 the worst noob trap in the game atm. Although, I agree: certainly early on in colony building, it feels like the crisis point escalation needs nerfing by about 1/3 since you do end up spending hours... solely on colony drama / defense, which can be very very draining (even late mid game).
The ideal plan is to start 1/2 colonies early mid-game (after exploring, gearing up, getting credits that you will burn like stars once you start colonies up) that you fully intend to revert to the faction of your choice and THEN STOP. Use this base only for storage & repairs / basic supply+fuel production and do NOT attempt to expand. The crisis system does need some balancing, imho, given that you actively need to play against it early on, or you *will* get swamped: Nex basically assumes that it is a framework mod, and expects you to have IndEvo and a couple of faction mods running (Junkyard, IX, Asteroiders are good ones, as they balance out core vanilla faction aggression / expansion). Prioritise your crisises: Pirates, TT, Persean is usually the order I do them. Don't touch AI cores until you have at least two others sorted and GET A GOOD SABOTEUR AGENT. This is a life-saver once it levels up >3 and auto-removes Path nodes for easy -20 crisis points in the background.
Military relays (+interstellar arrays) are your friends. Learning to use them & min/maxing the bonuses once you have a relay transmitter installed matters. A LOT. Also, make sure to make a Special Task Group (via special features in a colony) & dump all your excess ships in it - it's a free fleet that can be infinitely resurrected for credits and 400+ points of it really helps out. Press for an example:
Spoiler
(https://i.imgur.com/yyD6N80.png)
There is a meta-strategy here for mods, which Nex essentially assumes you're playing with: at the very least, it expects IndEvo to be running, so a list of specific mods that play nice with Nex's colony/crisis system:
Spoiler
If you have IndEvo installed, make embassies and USE THEM. The worst crisis early on you can't avoid (Hegemony is easy to avoid) is Persean / TT because these are directly tied to getting anywhere, esp. Persean (although you could join, then leave later, but sub-optimal). Embassies are life savers (literally).
If you also have RAT installed make sure this one research colony is on ruins (and good ones) so that you can make a settlement on the ruin node and get even more goodies as well as the massive fleet bonuses it gives. Your Settlement in this mod is 100% amazing and a life saver, and RAT is a very good mod for learning colonies with due to this (somewhat hidden) settlement feature - you get fleet-wide bonuses to cargo cap, crew reqs, fuel/supply usage to the tune of 15-20% reductions. Massive. Simply HUGE. Oh, and if you use it on the white tech node (ruins) you get a free monthly mini-techminer for free loot. Super-useful early game.
Secrets of the Frontier adds a 100% guaranteed "noob friendly" system with a faction in it that will help defense. The faction is easy to please and will produce decent military defenses and hates the harder crisis factions so will always be backing you up with them. If you intend to go down this path, your galaxy seed is gonna matter: getting both a pristine nanoforge *and* having the system spawn close to other decent systems is a must before you start (my current game, Mia managed to spawn all alone with nothing but garbage/empty systems in a 8yr bubble around it. Suffice to say, not currently aligned with the Dusters in this one). But it can help a new player immensely while they learn to make colonies properly, and is a very good choice to load in with Nex to learn the ropes. Make sure to unlock the Faction specific quest line before selling that pristine - which you do want to do, since it'll turbo-charge their fleet production.
TASC: if you can unlock the stations, USE THEM. There is an edge case here where making AI colonies from these (and keeping them size 3) and stacking fuel / mining / void can really ramp your growth if you are careful and micro-manage the Hazard Pay to make sure you never hit size 4 on them so you avoid triggering Hegemony angst. Just be careful if you're also running the Sindrian faction mod, since they have a specific crisis of their own related to fuel that is a bit easy to trigger with this strategy (but do use them, they're fun).
If you have AotD installed then you're in for a world of hurt, since making colonies in this mod is even more difficult and ramping up any kind of military even more so. Making sure that you only have 1/2 bases and one of them is a research facility base that you basically do nothing but research until hitting tier 2/3 is practically required. Do this on a world you expect to throw away to the faction of your choice - and let it run in the background as you tech up while exploring. Due to the complexity of AotD-VoK, you're gonna need to plan a one system very carefully to survive, since you need exponentially more colonies to actually make an economy/military, which will speed-run a TT / Persean crisis. Don't run AotD-VoK until you know what you're doing, trust me. The best tip here is to build on a pre-Colony Collapse facility and pray you get the Vault event: investigate, hack, small energy = +1-4 free research per month = 1+1+3 = 5. And... (don't say this too loud) getting +4-5 research a month is by FAR enough to max the >T3 research out, easily, on its own. Worth finding one of the "easy" stations and sacrificing an entire fleet to clear it early game, then forgetting all about colonies until you've cooked enough research. And remember: when you do build, you need to build each stage in turn, which is a massive time sink - so focus on crisis strategies / mitigations before you attempt to do this: you have 2+ years before your military can even sneeze at the AI fleets
Basically: do not run Nex without IndEvo + 2-3 faction mods, it's not designed for purely vanilla. Run it with IndEvo and make sure that a salvage yard is one of your early priorities: Nex has a lot of combat. Salvage Yards (and Junk Yards from JYD - Junk Yard Dogs) are your salvation early on - you need to have one to survive:
Spoiler
(https://i.imgur.com/FQDlD0k.png)
You can also (rather easily) make Remnants (vanilla flavor) neutral by doing a couple of quests / selling cores in Free Market via a hidden Contact - although I've forgotten which mod adds her in. This obviously makes exploration a lot safer, and can even allow sneaky colonization of systems with fleets in that will be hostile to vanilla human factions. Likewise, at Freeport you can trade in your excess BPs to exchange for a RNG selection - sometimes you can snag an early Paragon BP (again - not sure if a mod). Same goes for the Academy Research mini-missions (I think this one is IndEvo or AotD).
A good strategy (with IndEvo + RAT installed) is to make a single colony on ruins for the bonuses, have it produce nothing but tech-mining for the goodies, get a Persean Ambassador and forget about colonies until much later in the game - you can even (RAT only) use a Faction colony for extra safety if you don't want to even start the Crisis Clock. Settlements are that much of a game changer.
Edit: one last thing, and the most important. In Starsector, Faction Knowledge => Player Knowledge but it's also the case that Player Faction = Player Knowledge. Which means when you start buiilding, as long as you stick the general theme of your faction (Low tech for Hegemony, High Tech for TT etc) you'll have an "ok" set of builds. However, as soon as you create your own faction, you lose access to these BPs and start using your own individual knowledge. Which means, until you go out and buy/find a stack of BPs, when you hit that "build me the biggest baddest Starbase you can" the game will do so, using your own BP selection: which early on likely means a 1,500,000 credit sink armed with peashooters and basic Sabot missiles. So yeah, something to think about before starting colonies and/or fleets.
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Nice writeup :) But I wouldn't say IndEvo or faction mods are particularly required.
[edit: expanded a bit]
Aside from the crises which are vanilla (and honestly mostly easy to manage once one knows how they work), factions declaring war on you under the Nex system should be reasonably easy to mitigate just by buttering up the major factions (Hegemony and League in vanilla) a bit before starting a colony, so they don't decide your new faction is easy pickings. Welcoming is good, Friendly is better. If it gets to Suspicious, quick action to avoid an opportunistic war declaration may be needed.
I'll probably also turn on strategic AI by default in next major release, among other things NPC factions tend not to bully a weak player outside of crises.
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It should also be noted that a fair amount of nex can be configured to your liking. I *crave* the exploration stage of starsector, so push back the timers for nex's war mechanics ~10 in-game years, which is enough to explore most of a normal sector over 2 IRL days.
Colonies are money printers in SS once Commerce's effects come on-line, but what isn't mentioned too frequently is that they're also a money-sink in modded SS, as if you want them to be self-sufficient enough that you can ignore them, you'll have to invest millions in military structure upgrades. And therein lies the rub - income in SS is snowbally. Once you have thousands in cargo space, you can dump goods on the black market on planets experiencing shortages and make enormous profits. Even if you're buying goods at the default price (from your colonies as an example), you make quite the profit, if it's through arbitrage by buying at places with surplus, or trading mod-added items that are always in demand everywhere, the profits become obscene. Most experienced players have an intimate understanding of these mechanics, and unless they're undergoing self-enforced challenge runs, will do something along the lines of accumulating a few tens of millions as seed money to kit out large fleets or start up colony mechanics and arrive at SS's endgame.
Mods, overall, make the game harder if you aren't familiar with all of these factors or options on how to mitigate it, such as starting colonies while commissioned and pushing strong factions together to form alliances to avoid their mechanics. Abusing the options introduced by many new factional weapons, hullmods, and ships with standout features in their size class, and combining them to rip the sector apart, only comes with experience.
Some mod content is intended to give challenge to people who've been playing this game since before Corvus was the sole starystem, and there were only combat missions on the main menu screen.
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Nice writeup :) But I wouldn't say IndEvo or faction mods are particularly required.
Aside from the crises which are vanilla (and honestly mostly easy to manage once one knows how they work), factions declaring war on you under the Nex system should be reasonably easy to mitigate just by buttering up the major factions (Hegemony and League in vanilla) a bit before starting a colony, so they don't decide your new faction is easy pickings.
I'll probably also turn on strategic AI by default in next major release, among other things NPC factions tend not to bully a weak player outside of crises.
Fair enough - reword that to "your life expectancy will dramatically increase if you do use it with IndEvo + 2-3 faction mods", especially for a new player. Also, these little gummy-bears ("High Value Prisoners") are amazing for speed raising faction standing to get back to peace terms:
(https://i.imgur.com/EJg39B4.png)
Again, no idea which mod adds these in.
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So I had this happen today. (https://i.gyazo.com/21f5fca6ba0cffef4c8323377464ea0c.png)
I play with Nexerlin, Industrial evolution and Starlords. So I'm guessing thats whats doing it. Anyone know how, or if, I can mediate this?
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I can't speak to this being just random chance, but it feels like compared to earlier versions colony expeditions are overwhelmingly targeting uncolonized core worlds over expanding to new systems. This is under just Nex and some faction mods.
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Has anyone had any luck with defense fleets lately?
I'll assign a 400 power fleet to defend one of my colonies and somehow miraculously the Luddic Church's single (weaker) fleet gets past all of them and invades my planet anyways.
I've basically had to run back to my colony and watch the defense fleet do their actual job, because if I'm out exploring they somehow lose.
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are there any way to make random core sector start to have the faction more grouped/clumped up?
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I can't speak to this being just random chance, but it feels like compared to earlier versions colony expeditions are overwhelmingly targeting uncolonized core worlds over expanding to new systems. This is under just Nex and some faction mods.
Ye, very much so. Currently 219 and all factions have kept to the inner circle & not touched the 1st circle of unexplored sectors (although I am running AotD-VoK, so they're slower).
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I can't see the relations for my contact and his faction when I'm speaking to him. I tried with only Nex and the must have mods to get Nex running. Here's a screenshot what it looks like. I'm not sure if this is vanilla bug or what is behind it.
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I can't see the relations for my contact and his faction when I'm speaking to him. I tried with only Nex and the must have mods to get Nex running. Here's a screenshot what it looks like. I'm not sure if this is vanilla bug or what is behind it.
I got the same bug with vanilla, reported it to the dev team and they're looking into it, so not Nex's fault.
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I can't see the relations for my contact and his faction when I'm speaking to him. I tried with only Nex and the must have mods to get Nex running. Here's a screenshot what it looks like. I'm not sure if this is vanilla bug or what is behind it.
I got the same bug with vanilla, reported it to the dev team and they're looking into it, so not Nex's fault.
Thanks for the info. I guess we are waiting a patch then.
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Hello,
thanks for all your work on this great mod.
I may have found a bug. After ceding governship of a planet, it still is shown in my colony list. To make things worse under my government it had a good positive income. Now it has a large negative, which seems to be substracted from my account.
Any ideas?
Hello and thanks!
The description sounds like you have a lot of (potentially expensive) things stored there, move them off if you can.
Quick question! I don't know if this intended or not but I'm allied with the Persean League and I still ended up getting blockaded by them. It feels a little weird to me that we're literally at war with the Hegemony together and they divert a bunch of resources towards blockading one of their only allies.
Yeah, I haven't yet attempted to change colony crisis behavior based on alliances.
They already don't care about relations in vanilla so there's precedent, but I might be justified in blocking at least the League crisis and maybe others when allied. Maybe later?
IMO open warfare(invasions) should be a crisis outcome, or a separate situation track.
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Has anyone had any luck with defense fleets lately?
I'll assign a 400 power fleet to defend one of my colonies and somehow miraculously the Luddic Church's single (weaker) fleet gets past all of them and invades my planet anyways.
I've basically had to run back to my colony and watch the defense fleet do their actual job, because if I'm out exploring they somehow lose.
Hmm that's concerning, I'll see if I can look into it.
The strengths of the opposing sides are printed to log when the invasion autoresolves, could check that and see if the numbers are clearly wrong. (Enabling Nex dev mode in Luna config will also give a per-fleet breakdown in the invasion intel itself, although this currently prints an incomplete list of defending fleets)
I can't speak to this being just random chance, but it feels like compared to earlier versions colony expeditions are overwhelmingly targeting uncolonized core worlds over expanding to new systems. This is under just Nex and some faction mods.
In my first, complete playthrough (out to mid-2018) the breakthrough of NPC-created colonies is like this:
- 18 total (ex. Sentinel)
- 4 in Penelope's Star
- 6 in non-core systems
So a third of colonies are outside previously claimed systems, rather lower than I'm used to as well. I'm not sure this needs changing right now, but I'll fiddle with the weight multiplier for claimed systems (currently 2x) if people think it's a good idea.
(The mult hasn't changed since 2021, so the changed output is unusual but not something I have time-energy to look into rn)
are there any way to make random core sector start to have the faction more grouped/clumped up?
Currently no, it's up to the RNG of the initial inner systems generation (though an Old sector might have more habitables that they like?)
IMO open warfare(invasions) should be a crisis outcome, or a separate situation track.
I've thought of using the event progression meter for war escalation before, albeit I think this would require wars becoming clearly defined events in general (like Paradox games, as opposed to the current state where wars are just any two factions or groups thereof whose relations are below -50 at present).
So I had this happen today. [...]
I play with Nexerlin, Industrial evolution and Starlords. So I'm guessing thats whats doing it. Anyone know how, or if, I can mediate this?
Sorry, not sure what this image is about.
Is it about a raid launching at another faction on its own? If so, it sounds like IndEvo's privateer base, although the raid is rather larger than I'd have expected (and seems like it should be player-flagged).
If it's a Nex event, I'd expect an intel item connected to it.
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This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays. Here is my modlist:
Spoiler
"adjustablesmods",
"A_S-F",
"carrierui",
"chatter",
"lw_console",
"DetailedCombatResults",
"EmergentThreats_Vice",
"fleetsizebydp",
"GrandColonies",
"IndEvo",
"lw_lazylib",
"leadingPip",
"lunalib",
"MagicLib",
"MoreBarMissions",
"MoreMilitaryMissions",
"more_procgen_names",
"more_ship_names",
"nexerelin",
"officerExtension",
"portrait_changer",
"su_CarrierHullmod",
"pt_qolpack",
"refitfilters",
"second_in_command",
"bruh_ship_browser",
"PT_ShipDirectionMarker",
"swp",
"speedUp",
"stelnet",
"US",
"unthemedweaponsutils",
"shaderLib",
"author_modname",
"sun_flux_reticle"
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Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured
edit:: what i mean is, factions should prioritize their immediate surroundinds instead of traveling halfway cross the core to blockade or conquer some random planet.
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Bug: In the Planets tab of the intel screen, the "no atmosphere" filter (on the Catalytic Core and Synchrotron Core) fails to filter out any planets when Nexerelin is active (possibly related to it becoming a "standalone station or no atmosphere" filter); you can verify this in a fresh game by looking at the core worlds' planets. The filtering works correctly in the base game.
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Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured
The eternal conflict between ai and humans over pretty borders
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Hi I have a problem when running nexerelin. For some reason when I run the game with nexerelin it always show
Fatal: JSONObject["id"] not found.
Check starsector.log for more info.
Is there any way to fix this.
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I'm trying a pirate faction run.
Is changing
"allowPirateInvasions": true,
"countPiratesForVictory": true,
in the exerelin_config.json enough to make it work or do I need to alter other files as well?
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I'm trying a pirate faction run.
Is changing
"allowPirateInvasions": true,
"countPiratesForVictory": true,
in the exerelin_config.json enough to make it work or do I need to alter other files as well?
Technically even those aren't needed, but they'll make pirates behave like other factions (note that this may make it harder since almost everyone is hostile to pirates).
Hi I have a problem when running nexerelin. For some reason when I run the game with nexerelin it always show
Fatal: JSONObject["id"] not found.
Check starsector.log for more info.
Is there any way to fix this.
Probably an outdated mod (or one with a corrupted install). Post the starsector.log file (raw or after processing by Chipper (https://chipper.pages.dev/)) and someone could tell what's exactly wrong with it.
Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured
edit:: what i mean is, factions should prioritize their immediate surroundinds instead of traveling halfway cross the core to blockade or conquer some random planet.
Turning strategic AI on will make them more 'goal-oriented' in picking targets (especially within a star system).
However to a degree they always won't necessarily consider border planets the most important and I probably won't change this.
Bug: In the Planets tab of the intel screen, the "no atmosphere" filter (on the Catalytic Core and Synchrotron Core) fails to filter out any planets when Nexerelin is active (possibly related to it becoming a "standalone station or no atmosphere" filter); you can verify this in a fresh game by looking at the core worlds' planets. The filtering works correctly in the base game.
Damnit Alex
Thanks, I'll investigate!
This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays.
Odd! Pretty sure Nex isn't touching storage in general, so I'll do a quick test to see if it happens with just Nex. (Probably won't try to check other mods, sorry)
EDIT: Found the problem (storage and such should have been excluded from the recent fix to the trade & capture exploit). Fixing, thanks for report!
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This is the log please help me fix it.
26493 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.SkillSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.class.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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I'd need the lines just before that error message to be sure, but two things are likely to cause this:
- Running Second in Command with another mod that modifies player skills, such as Quality Captains
- Running a really old mod that was built for a previous skill system
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I'd need the lines just before that error message to be sure, but two things are likely to cause this:
- Running Second in Command with another mod that modifies player skills, such as Quality Captains
- Running a really old mod that was built for a previous skill system
I think I may have fixed the problem. I just tried to delete nexerelin and then reinstall it and it work again.
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I have a few questions:
1. Is there a setting to increase fleet costs for player(and factions as well)? ~600k for 1200DP invasion fleet is practically charity compared to the costs player has to pay for new ships.
2. What are the factors that decide AI invasion frequency and strength? I practically have to camp on gates, unable to explore as Heg keeps sending one invasion after another. Granted I am not too kind to their inspection fleets...
3. In general does AI have some kind of fleet budget same way player does? Nex AI functions completely separate to colony crisis system it seems, leading to a very "fun" experience of having to fend off pirate armada on top of regular pirate raid since you are at war with them.
4. Are defence fleets useful? Even with boosted high command(alpha core+cryo) I get evenly matched for an average invasion fleet. How can I make sure colonies are well protected for remote battles?
It'd be nice if Nex had a better integration with the crisis system. Something like an immunity window for regular AI actions when crisis occurs.
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do npcs adhere to their own tolerance for saturation bombardments? I noticed theres a setting that lets npcs use them and wonder if they will use it if they themselves turn hostile if another faction uses it.
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How does strategic AI differ from regular AI? Does it affect battles also? If I find it too brutal, can I just turn it off from the mod settings window?
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I have a few questions:
1. Is there a setting to increase fleet costs for player(and factions as well)? ~600k for 1200DP invasion fleet is practically charity compared to the costs player has to pay for new ships.
Fleet request cost per FP in Luna settings menu, or fleetRequestCostPerFP in exerelin_config.json
It'd be more expensive if you got to keep the ships afterwards :)
2. What are the factors that decide AI invasion frequency and strength? I practically have to camp on gates, unable to explore as Heg keeps sending one invasion after another. Granted I am not too kind to their inspection fleets...
3. In general does AI have some kind of fleet budget same way player does? Nex AI functions completely separate to colony crisis system it seems, leading to a very "fun" experience of having to fend off pirate armada on top of regular pirate raid since you are at war with them.
Factions have a pool of invasion points (also used for various other fleet generation events) that generates over time (based significantly on availability of supplies, fuel, marines, heavy armaments and ship parts on markets). The current pool and daily point gain are visible in the intel screen under the faction's diplomacy profile and (if enabled) strategic AI.
The larger and more well-defended a market is, the more they'll spend on any attacks towards it; beating back a major invasion can set them back for a decent time. Though for big factions like the Hegemony you're going to want to be strong yourself, have a powerful ally, or buy them off one way or another.
And yeah, it's not used for any vanilla fleets, crises included. At least a crisis only comes once and can be stalled through several means :-X
(By default pirates don't invade, so won't bother you in that way regardless of hostilities)
4. Are defence fleets useful? Even with boosted high command(alpha core+cryo) I get evenly matched for an average invasion fleet. How can I make sure colonies are well protected for remote battles?
Don't use them much myself, but they've been quite popular, presumably for cases where the player doesn't want to go back and deal with it.
do npcs adhere to their own tolerance for saturation bombardments? I noticed theres a setting that lets npcs use them and wonder if they will use it if they themselves turn hostile if another faction uses it.
There's currently no relations penalties for an NPC faction doing sat bombs. I could add one, but then they'd need to be taught discretion about using it in the first place (also there's currently no way to detect sat bombing from vanilla features like Pather or Diktat crisis).
How does strategic AI differ from regular AI? Does it affect battles also? If I find it too brutal, can I just turn it off from the mod settings window?
It makes factions do things like invasions, industry construction and diplomacy based on a goal-directed system. This old dev screenshot (https://media.discordapp.net/attachments/1088848647585800322/1088849439029989376/strategyai.jpg?ex=67fdd4d0&is=67fc8350&hm=a179788ff3af4759733cb8e5db8c1c42c296e45cea33550145783ca5a336def5&) gives the idea.
Doesn't affect tactical battles.
Can be turned on or off midgame at will, although you'll need to save and reload for it to apply.
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First post here, as I haven't been able to locate an answer from my searches thus far:
My games are increasingly taking an exponentially longer time to save and load as I play, which seems to be attributed to save game bloat (from what I gathered reading some old posts, anyways). From my understanding, Nex has a plugin that affects the usual basegame clearance of asteroids, which is perhaps being prevented and thus causing a tonne of asteroids to clog the savegame?
If I am mistaken, do let me know - I run a lot of mods, so it could easily be something like Industrial.Evolution or something else that is causing issues, but I thought I'd check in case anyone else has had any similar issues.
EDIT:
Massive thanks to Lostinworlds for solving my issue for me. Turns out it was a bug in Ashes of the Domain. For those encountering the same issue, re-download each AotD module INDEPENDENTLY (do NOT use the 'download all' link!), then use the Console Command mod to input the following code:
runcode import com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry;
List listeners = Global.getSector().getListenerManager().getListeners(BaseIndustry.class);
int count = 0;
for (Object listener : listeners) {
BaseIndustry ind = (BaseIndustry) listener;
if ("to_delete".equals(ind.getMarket().getId())) {
Global.getSector().getListenerManager().removeListener(ind);
count++;
}
}
Console.showMessage("Removed " + count + " temporary industry listeners");
Should permanently solve the issue - at least from what I've gathered.
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This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays.
Odd! Pretty sure Nex isn't touching storage in general, so I'll do a quick test to see if it happens with just Nex. (Probably won't try to check other mods, sorry)
EDIT: Found the problem (storage and such should have been excluded from the recent fix to the trade & capture exploit). Fixing, thanks for report!
I think there is a similar issue for getting loot after winning a planet invasion. I am commissioned by the pirates. The intel popup says I am getting loot from winning the invasion and it was transferred to local/fleet storage. Loot did not show up anywhere with 3 different statuses.
- Freshly conquered (no decision made on governorship or takeover)
- Purchase Governorship.
- Take over planet.
I figure my issue is the same bug you've already diagnosed, but I wanted to mention my experience in case it was a different edge case.
Appreciate all the work you do.
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For the ship sale missions, you get back full story points for the ship you sell, regardless of its size. This allows you to farm bonus XP by putting s-mods on small ships: e.g. you put 3 s-mods onto a frigate and gain 225% bonus XP, then a ship sale gets you 3 story points you can immediately put into another frigate, and repeat indefinitely (assuming an unlimited supply of ship sale missions, which are rare, but one can cultivate a bunch of contacts on one world to try to farm them).
Is this intended? If not... is it possible to award negative bonus XP? That seems like the best way to nullify this strategy while otherwise preserving the mechanics.
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Not sure what causes it, but if you have a colony that's unprofitable you will start with debt even if your credit total is positive.
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If I build an outpost in a claimed but empty system (ie, Duzahk) will the owning faction freak out and say bomb it?
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For the ship sale missions, you get back full story points for the ship you sell, regardless of its size. This allows you to farm bonus XP by putting s-mods on small ships: e.g. you put 3 s-mods onto a frigate and gain 225% bonus XP, then a ship sale gets you 3 story points you can immediately put into another frigate, and repeat indefinitely (assuming an unlimited supply of ship sale missions, which are rare, but one can cultivate a bunch of contacts on one world to try to farm them).
Is this intended? If not... is it possible to award negative bonus XP? That seems like the best way to nullify this strategy while otherwise preserving the mechanics.
It's an exploit that I was kinda hoping people wouldn't notice or use if they did. Might have to fix it at some point, all the same. (Though I could also leave it in, when not used in an exploity way it's a nice perk for people with S-modded frigates and destroyers?)
(Alternative workaround would be to refund bonus XP instead of SP directly, but I do like how it gives SP on the spot)
Not sure what causes it, but if you have a colony that's unprofitable you will start with debt even if your credit total is positive.
Yeah might be just how vanilla handles player's credit balance during the new game time pass.
Though now that I think about it, I already added code to purge the debt when player loads in, gonna have to check why it's not working.
If I build an outpost in a claimed but empty system (ie, Duzahk) will the owning faction freak out and say bomb it?
Nope! (Outposts should never be attacked in general, I've even built them right in someone else's home system before)
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I got an outpost-only system raided by pirates via - I believe, not 100% - Colony crisis. It wasn't a problem per se - doesn't even impact the outpost - but does mean my main system got away with not dealing with the raid.
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Are there any plans to add compatibility/a way to terraform the planet to one of the Kaleidoscope variants?
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Are there any plans to add compatibility/a way to terraform the planet to one of the Kaleidoscope variants?
Nexerelin doesn't have terraforming. You might wish to ask TASC or another terraforming mod.
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Can we get the feature that allows military drills (simulator battle) against our own task forces.
If not through the taskforce list, as if the playerfaction has the full "data" on any fleet it would be their own task force composed of playerships, than directly through the orderscreen when encountering one of your own task forces, fighting against your "real person" officers.
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Quick question, can you answer hail twice on the same planet? I got one when i was visiting an already explored system and got curious, thx
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As a quick heads up, the 'build an outpost' option from Nexerelin has an exploit when combined with Industrial.Evolution. Under normal circumstances, whenever a planet has a derelict artillery station, it cannot be surveyed. If however you try to build an outpost, then change your mind, surveying and in fact colonizing becomes an option. This then destroys the artillery station without having to fight it. You can also cheese it if the artillery spawns on a 'decivilised' planet and it spawns a hail. Answering the hail, then accepting (or declining but haven't tested that) their deal also lets you bypass the artillery fight. Not sure what you can do about it if anything: But I figured I'd report it here as well.
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Fresh set of bugfixes, including Very Important lore fix.
Hopefully anything else can wait till next major release.
Nexerelin v0.12.0b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.12.0b/Nexerelin_0.12.0b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0120b-2025-04-20)
* Rebellion smugglers marked as smugglers and have low rep impact
* Add 250 point option to Hyperspace Topography skip
* This is just enough for Reverse Polarity in 0.98
* Default-skip-story setting will enable this option
* Academy quests: Handle case where Kallichore or Coureuse but not both are skipped
* New game dialog remembers last selected background within the current session
* Contain aggression concern raises the priority of actions based on the target's infamy
* Diplomacy AI module shows infamy
* Fix special task group revive cost calculation being too low
* Fix Shrouded Dweller and Threat not being hostile at start
* Fix commodities disappearing from storage after market capture
* Fix Catalytic Core and Synchrotron planet filters not working
* Re-fix player special task group ships losing their variants
* Fix displayed 'excuse' for satbombing a satbomber
* Max points in new game own faction setup now configurable in settings.json
Can we get the feature that allows military drills (simulator battle) against our own task forces.
If not through the taskforce list, as if the playerfaction has the full "data" on any fleet it would be their own task force composed of playerships, than directly through the orderscreen when encountering one of your own task forces, fighting against your "real person" officers.
Yeah, a system for simulated field battles sounds like a good idea.
Quick question, can you answer hail twice on the same planet? I got one when i was visiting an already explored system and got curious, thx
There's a cooldown but you can get multiple deciv interactions on the same planet, yep.
As a quick heads up, the 'build an outpost' option from Nexerelin has an exploit when combined with Industrial.Evolution. Under normal circumstances, whenever a planet has a derelict artillery station, it cannot be surveyed. If however you try to build an outpost, then change your mind, surveying and in fact colonizing becomes an option. This then destroys the artillery station without having to fight it. You can also cheese it if the artillery spawns on a 'decivilised' planet and it spawns a hail. Answering the hail, then accepting (or declining but haven't tested that) their deal also lets you bypass the artillery fight. Not sure what you can do about it if anything: But I figured I'd report it here as well.
Thanks :thumbs up: It's been reported before and I'm currently assuming it's on IndEvo's side to fix, though I should investigate personally at some point.
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Hello, it looks like the newest version of Nex, 0.12.0b, is causing an issue with custom starts added by other mods like Underworlds, "The Infernal Machine". I checked with the previous version of Nex and the issue was not present. It looks like this issue deals with the ship selection screen.
Crash Log:
86061 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.addStartingDModScript(com.fs.starfarer.api.campaign.rules.MemoryAPI)'
at data.scripts.campaign.customstart.UW_CabalPirateStart.execute(UW_CabalPirateStart.java:34)
at exerelin.campaign.customstart.CustomStartDefs.loadCustomStart(CustomStartDefs.java:99)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:71)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.selectCus tomStart(Nex_NGCCustomStart.java:64)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.execute(Nex_NGCCustomStart.java:51)
at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.rulecmd.PaginatedOptions.optionSelected(PaginatedOptions.java:154)
at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStart.optionSel ected(Nex_NGCCustomStart.java:110)
at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Oh dear, I'll provide a hot fix when I can.
Doing the start on previous version and then updating should work
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Reuploaded the v0.12.0b .zip with the fix.
For those who already downloaded the original release, the hotfix .jar is available here (https://drive.google.com/file/d/1BMxEQ3JIOGS_L5MTUDoiMI2zZnBBw8w8/view?usp=drive_link) (place in Nexerelin/jars)
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Are there any plans to make your faction patrols hostile to smugglers for rebellions? From a logical and lore perspective I would think that patrols would be unwilling to allow suspicious fleets to travel to recently conquered colonies without checks, maybe the invasion fleet won't care since its not their duty but I think patrols should be doing so. From a gameplay perspective, its tedious to be forced to wait at the colony for the smugglers everytime to stop them supplying rebellions since your patrols will ignore them completely. It would also be an additional incentive to not perform Tactical Bombardments on colonies when invading since it will disable Patrols Bases.
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As a quick heads up, the 'build an outpost' option from Nexerelin has an exploit when combined with Industrial.Evolution. Under normal circumstances, whenever a planet has a derelict artillery station, it cannot be surveyed. If however you try to build an outpost, then change your mind, surveying and in fact colonizing becomes an option. This then destroys the artillery station without having to fight it. You can also cheese it if the artillery spawns on a 'decivilised' planet and it spawns a hail. Answering the hail, then accepting (or declining but haven't tested that) their deal also lets you bypass the artillery fight. Not sure what you can do about it if anything: But I figured I'd report it here as well.
Thanks :thumbs up: It's been reported before and I'm currently assuming it's on IndEvo's side to fix, though I should investigate personally at some point.
Hartley claims to have fixed it. I'll be testing that today. >:)
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Are there any plans to make your faction patrols hostile to smugglers for rebellions? From a logical and lore perspective I would think that patrols would be unwilling to allow suspicious fleets to travel to recently conquered colonies without checks, maybe the invasion fleet won't care since its not their duty but I think patrols should be doing so. From a gameplay perspective, its tedious to be forced to wait at the colony for the smugglers everytime to stop them supplying rebellions since your patrols will ignore them completely. It would also be an additional incentive to not perform Tactical Bombardments on colonies when invading since it will disable Patrols Bases.
I think Starsector's deal with smugglers is that, as far as the story goes, they're going dark and dodging patrols and so on, and patrols are likewise trying to catch them, but this would be a pain to implement and would cause a bunch of performance issues besides, so the two classes of fleet just pretend they don't notice each other.
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I can see that its difficult to implement but in normal Starsector, the smugglers are mainly flavor that can be ignored without consequences. The smugglers added in Nexerelin however supply rebels which can allow rebellions to succeed and patrols ignore them so I'm forced to babysit the colony waiting for them to approach the colony or spawn camp them since patrols will ignore them completely even though its not logical at all. If its a mechanic going to be added to Nexerlin, I think something should change so that patrols won't just ignore smugglers for rebels approaching the colony
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Update broke Strategic AI.
Edit: Accidentally pasted the wrong error. This is the correct one. Note that it's the same Strategic AI error for each faction. This is just the latest one.
3071187 [Thread-2] INFO exerelin.campaign.DiplomacyManager Dominance factor: 0.1590909
3071187 [Thread-2] ERROR exerelin.campaign.ai.StrategicAI Strategic AI: executive module failed to generate actions for faction Luddic Church
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.ai.action.DiplomacyAction.generate(DiplomacyAction.java:53)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:263)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:197)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:105)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:157)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:139)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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New playthrough with Nex, Industrial Revolution, Underworld and the Roider Union Faction.
Custom core worlds, own faction (start at core worlds) with own planet.
Refitted ships prior to leaving, checked the faction screen. No Problems.
Once I started to move my fleet immediate crash.
Log entry:
1007749 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.diplomacy.DiplomacyBrain.doRandomEvent(DiplomacyBrain.java:923)
at exerelin.campaign.diplomacy.DiplomacyBrain.considerOptions(DiplomacyBrain.java:952)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:1097)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:1117)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:1057)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Bug Report
So while flying across the sector randomly at hyperspace game crashed, here's the log. i may add that im playing with HMI, Underworld, Seeker and Secrets of the Frontier. There might be something there that might cause problems.
Spoiler
3747063 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.diplomacy.DiplomacyBrain.doRandomEvent(DiplomacyBrain.java:923)
at exerelin.campaign.diplomacy.DiplomacyBrain.considerOptions(DiplomacyBrain.java:952)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:1097)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:1117)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:1057)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Re-re-uploaded for the diplomacy CTD, same URLs. Not sure why it hasn't happened in my current game even though looking closely it ought to have happened by now (might require a mod event?), but anyway.
Reuploaded the v0.12.0b .zip with the fix.
For those who already downloaded the original release, the hotfix .jar is available here (https://drive.google.com/file/d/1BMxEQ3JIOGS_L5MTUDoiMI2zZnBBw8w8/view?usp=drive_link) (place in Nexerelin/jars)
Are there any plans to make your faction patrols hostile to smugglers for rebellions? From a logical and lore perspective I would think that patrols would be unwilling to allow suspicious fleets to travel to recently conquered colonies without checks, maybe the invasion fleet won't care since its not their duty but I think patrols should be doing so. From a gameplay perspective, its tedious to be forced to wait at the colony for the smugglers everytime to stop them supplying rebellions since your patrols will ignore them completely. It would also be an additional incentive to not perform Tactical Bombardments on colonies when invading since it will disable Patrols Bases.
Babysitting isn't great, yeah (although you could in principle just throw enough materiel at the rebellion to outweigh any smuggling attempts). I'll see if patrols can be made to do it or if some other method is needed.
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Bug report
Different issue as before, this time crash inside a pirate system outside of the core worlds.
What i have done so far was re-download Nexerelin and replace the .jar file.
Next action probably just start a new game and run with out Nexerelin.
1007749 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.diplomacy.DiplomacyBrain.doRandomEvent(DiplomacyBrain.java:923)
at exerelin.campaign.diplomacy.DiplomacyBrain.considerOptions(DiplomacyBrain.java:952)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:1097)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:1117)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:1057)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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same error as mine, if I read this correctly it seems to be triggered by declaring war, which is kinda a random event from my understand, as such what we are doing is mostly irrelevant.
I guess it might be related to a non-base-game factions doing it, like Roiders (for me) or HMI (for zunwar).
Seems like the repLimit (reputation limit?) variable is not properly initialized?
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Yeah, its probably HMI or some other old mod that isn't updated properly yet.
same error as mine, if I read this correctly it seems to be triggered by declaring war, which is kinda a random event from my understand, as such what we are doing is mostly irrelevant.
I guess it might be related to a non-base-game factions doing it, like Roiders (for me) or HMI (for zunwar).
Seems like the repLimit (reputation limit?) variable is not properly initialized?
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The issue is the same as the one before. I've personally verified (including with a decompiler) that the current .jar on the Google Drive link removes the offending code; are you sure you downloaded it to your Nexerelin folder as specified?
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The issue is the same as the one before. I've personally verified (including with a decompiler) that the current .jar on the Google Drive link removes the offending code; are you sure you downloaded it to your Nexerelin folder as specified?
I am rather certain, since I downloaded Nex on 21st April at 4:11 PM my time (date on the zip.file), which would be 21st April 7:11 AM forum time (if I calculated correctly).
Your post about the fix is from April 21, 2025, 12:44:41 AM (which should be 00:44 AM) so more than 6 hours before I downloaded the mod.
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Bug report
Different issue as before, this time crash inside a pirate system outside of the core worlds.
What i have done so far was re-download Nexerelin and replace the .jar file.
Next action probably just start a new game and run with out Nexerelin.
1007749 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.diplomacy.DiplomacyBrain.doRandomEvent(DiplomacyBrain.java:923)
at exerelin.campaign.diplomacy.DiplomacyBrain.considerOptions(DiplomacyBrain.java:952)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:1097)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:1117)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:1057)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
I had the same issue, I fixed CTD by rolling back to 0.12.0. And that rollback did not break anything in my current save.
I assume, we shall just wait for fix in current version and play 0.12.0 for now :)
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Bug report, I was out in hyperspace when I got hit with a crash.
Code:
9353325 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.RepLevel.isAtWorst(com.fs.starfarer.api.campaign.RepLevel)" because "def.repLimit" is null
at exerelin.campaign.DiplomacyManager.willResultInWar(DiplomacyManager.java:531)
at exerelin.campaign.DiplomacyManager.pickDiplomacyEvent(DiplomacyManager.java:610)
at exerelin.campaign.DiplomacyManager.createDiplomacyEventV2(DiplomacyManager.java:697)
at exerelin.campaign.diplomacy.DiplomacyBrain.doRandomEvent(DiplomacyBrain.java:923)
at exerelin.campaign.diplomacy.DiplomacyBrain.considerOptions(DiplomacyBrain.java:952)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:1097)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:1117)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:1057)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Redownload from the links on the previous page.
The issue is the same as the one before. I've personally verified (including with a decompiler) that the current .jar on the Google Drive link removes the offending code; are you sure you downloaded it to your Nexerelin folder as specified?
I am rather certain, since I downloaded Nex on 21st April at 4:11 PM my time (date on the zip.file), which would be 21st April 7:11 AM forum time (if I calculated correctly).
Your post about the fix is from April 21, 2025, 12:44:41 AM (which should be 00:44 AM) so more than 6 hours before I downloaded the mod.
Yeah that post was for the first fix (for a different issue, namely CTD on some custom starts), which also introduced the diplomacy crash in the first place.
The second fix is mentioned in the post here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg477263#msg477263), dated 21st April 10:03 PM forum time, which is six hours after your download even before the timezone adjustment.
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Disrupting spaceport doesn't stop anti rebellion suppression fleets from launching unlike with invasions\raids\bombardments. Bug of intended?
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Bug? -> https://www.reddit.com/r/starsector/comments/1k6j8pb/question_about_nexerelin_and_new_marketsillegal/
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I also had the diplomacy crash, but downloading the new link fixed it. Crash happened when Hegemony was making an alliance with Roider Union. Thanks Histidine!!
fwiw, TriOS did not register that you had pushed a hotfix, so I was still running 12.0b without them, unaware there was an update to it. I should've skimmed the forums quick, but I just got off work and had TriOS update them without checking. Thanks again :)
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Redownload from the links on the previous page.
The issue is the same as the one before. I've personally verified (including with a decompiler) that the current .jar on the Google Drive link removes the offending code; are you sure you downloaded it to your Nexerelin folder as specified?
I am rather certain, since I downloaded Nex on 21st April at 4:11 PM my time (date on the zip.file), which would be 21st April 7:11 AM forum time (if I calculated correctly).
Your post about the fix is from April 21, 2025, 12:44:41 AM (which should be 00:44 AM) so more than 6 hours before I downloaded the mod.
Yeah that post was for the first fix (for a different issue, namely CTD on some custom starts), which also introduced the diplomacy crash in the first place.
The second fix is mentioned in the post here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg477263#msg477263), dated 21st April 10:03 PM forum time, which is six hours after your download even before the timezone adjustment.
ah thanks, I mixed up the different posts and I also downloaded the first .jar previously for the CTD with custom start...
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Stopped a Smuggler delivering to an ongoing Pirate rebellion on a United Aurora Federation world and when I chose the option "We would like to scan your cargo" it gave me this
Calmly laying down the facts you know, you inform the opposing fleet of your intentions to investigate potential smuggling activity in this area and will be boarding their vessels.
NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getCustom()" because "data is null"
The dialogue tree gave me no options to choose, soft locking the game.
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Doing cargo scans on other fleets isn't added by Nex, but it's a mod incompatibility I need to fix. Anyone know which mod adds it (AotD perhaps)?
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Tried a new save with only Nex and AotD(and console commands{and their all required mods}). AotD is what adds the ability, but the error didn't happen when I stopped a smuggler supporting a Tri-Tach rebellion on a Hegemony conquered Eochu Bres. I guess Nex and AotD when used together don't play well with custom faction mods, but I'm not a programmer.
And I checked the fully modded save and the issue still happens.
Edit: Give me a bit and I'll try another new save with only Nex, AotD, and a custom faction.
Edit 2: Yep, happens with Diable Avionics as well. Also it looks like AotD: Question of Loyalty is specifically responsible. Several of the folders within the data folder are just completely empty.
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Will "originally held by X" ever go away from my planet description?
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It would be really cool if it was possible to sequester the more "independent" factions somewhat, such as seperating Galatia, smugglers and bounty hunters from each other. Making small pirate alliances where pirates largely adhere to Kanta or another pirate boss, the persean league being an ingame alliance at the start of the game made up of many single-planet/system factions
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It would be really cool if it was possible to sequester the more "independent" factions somewhat, such as seperating Galatia, smugglers and bounty hunters from each other. Making small pirate alliances where pirates largely adhere to Kanta or another pirate boss, the persean league being an ingame alliance at the start of the game made up of many single-planet/system factions
Boy have I got the project for you.
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It would be really cool if it was possible to sequester the more "independent" factions somewhat, such as seperating Galatia, smugglers and bounty hunters from each other. Making small pirate alliances where pirates largely adhere to Kanta or another pirate boss, the persean league being an ingame alliance at the start of the game made up of many single-planet/system factions
Boy have I got the project for you.
WHERE IS IT GIVE IT TO ME
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Would be a nice feature if planets captured by the player faction also got a unique description, could probably just reuse the Independent one.
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i finish Salvation and now i'm doing Kallichore archive, i talk to Rayan he tells me to meet in person but the dialog option does't show up
(https://i.imgur.com/Pm1JjkW.png)
https://imgur.com/a/eppraAM
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Tried a new save with only Nex and AotD(and console commands{and their all required mods}). AotD is what adds the ability, but the error didn't happen when I stopped a smuggler supporting a Tri-Tach rebellion on a Hegemony conquered Eochu Bres. I guess Nex and AotD when used together don't play well with custom faction mods, but I'm not a programmer.
And I checked the fully modded save and the issue still happens.
Edit: Give me a bit and I'll try another new save with only Nex, AotD, and a custom faction.
Edit 2: Yep, happens with Diable Avionics as well. Also it looks like AotD: Question of Loyalty is specifically responsible. Several of the folders within the data folder are just completely empty.
Mentioned this to Kaysaar and it'll be fixed next AotD QoL version, thanks for looking into it!
Will "originally held by X" ever go away from my planet description?
No (well, unless I find a different readily visible place to put the information, and/or a system for factions to gain/lose claims gets implemented)
Would be a nice feature if planets captured by the player faction also got a unique description, could probably just reuse the Independent one.
The guy doing the descs plans to add player faction descs for all planets, though this will take a while to come (it's part of a general review of all the captured planet descs; some of them are quite dated).
i finish Salvation and now i'm doing Kallichore archive, i talk to Rayan he tells me to meet in person but the dialog option does't show up
Oh dear. I wonder if that broke in a new Starsector RC?
Quick workaround (dock with Eochu Bres and copypaste into console, then undock and redock; the option will now appear)
runcode import com.fs.starfarer.api.impl.campaign.missions.academy.*;
InteractionDialogAPI dialog = Global.getSector().getCampaignUI().getCurrentInteractionDialog();
Global.getSector().getMemoryWithoutUpdate().set("$gaKA_visitArroyo", true);
((GAKallichore)Global.getSector().getMemoryWithoutUpdate().get("$gaKA_ref")).checkStageChangesAndTriggers(dialog, dialog.getPlugin().getMemoryMap());
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It worked, thanks.
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Would be a nice feature if planets captured by the player faction also got a unique description, could probably just reuse the Independent one.
Someone was working on this in the USC, don't know where that's going at the mo.
edit:
oh teehee that got pointed out already
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Hello,
This mod have an issue when used with adjusted sector + Random Assortment of Things. The abyssal rift is badly placed because the abyssLabel is set to a fixed location in the "VanillaSystemsGenerator.class" file. I tried multiple option to edit this file (like Jad and visual studio code) without success. Can someone help me ?
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The latest update to this mod appears broken. I start with all story missions skipped and Horus Yaribay is not showing up as a contact.
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Hello,
This mod have an issue when used with adjusted sector + Random Assortment of Things. The abyssal rift is badly placed because the abyssLabel is set to a fixed location in the "VanillaSystemsGenerator.class" file. I tried multiple option to edit this file (like Jad and visual studio code) without success. Can someone help me ?
Hi, you'll have to recompile the mod source code, which is beyond the scope of this post (but you can consult the modding resources like this wiki page (https://starsector.wiki.gg/wiki/Getting_started_with_mod_programming) or ask on one of the modding Discord servers/channels).
The latest update to this mod appears broken. I start with all story missions skipped and Horus Yaribay is not showing up as a contact.
The intent is now that you have to talk to him after the mission to add him as a potential contact (as per an old suggestion in this thread), but seems he's not actually unhidden from comm board, whoops. Gonna fix that in coming update.
Console Commands runcode to readd him (copy and paste):
runcode exerelin.campaign.StartSetupPostTimePass.addStoryContact("horus_yaribay");
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Was just notified of a Colony Crisis attack by a member of my own alliance. Ummm... OK? Why?
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Was just notified of a Colony Crisis attack by a member of my own alliance. Ummm... OK? Why?
Money is a great motivator
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Are pirates supposed to be sending relief fleets to Mayasuran colonies?
An uncharacteristically nice gesture to be sure but it did made me wonder if the pirates have special restrictions on what diplo events fire regarding them.
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Have a different CTD here regarding industries on sector generation. Happens in both .12.0 and .12.0b. It still happened after deleting the Luna Lib settings. I've been tweeking the vanilla systems without it, so that might be the root cause.
94593 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.setAICoreId(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getIndustry(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.setAICoreId(String)" because the return value of "com.fs.starfarer.api.campaign.econ.MarketAPI.getIndustry(String)" is null
at exerelin.world.VanillaSystemsGenerator.enhanceVanillaMarkets(VanillaSystemsGenerator.java:254)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterEconomyLoad(ExerelinModPlugin.java:692)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
EDIT: Yup, it was touching the econ .json files that did it. Guess I'll have to fix them up manually. BTW, is there a way to make sure Hannan becomes the admin of Kazeron after an ownership swap? I remember that being an issue in .97.
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Was just notified of a Colony Crisis attack by a member of my own alliance. Ummm... OK? Why?
Mostly I haven't bothered to integrate the colony crises into the alliance system yet (and it currently requires replacing enough vanilla classes that I'd rather skip on doing it given how easy the crises are anyway).
Are pirates supposed to be sending relief fleets to Mayasuran colonies?
An uncharacteristically nice gesture to be sure but it did made me wonder if the pirates have special restrictions on what diplo events fire regarding them.
Pirates/LP have a bunch of exemptions from diplomacy that I'm not gonna dig into right now, but checking the code for relief fleets specifically, they can send (but not receive) relief fleets. A slightly funny state of affairs, dunno if needs changing in general.
BTW, is there a way to make sure Hannan becomes the admin of Kazeron after an ownership swap? I remember that being an issue in .97.
Nex intentionally doesn't allow persons with factionLeader post to be market admins unless the person and market have the same faction, although a third-party script could listen for market transfers and modify the admin at that time.
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Pirate fleets that have engaged you and then left you alone after you disengage, constantly follow you and it is impossible to get rid of them. Its like they have a marker on you and no matter how far you get away from them they always find you.
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why are ai ai invasions autonomous forces while player has to be exactly above the planet for the invasion to continue? persean league invaded my planet and i defeated all their fleets in the system, even their allies but the invasion continued, i couldnt just get 5000 marines out of thin air, i had 1500 elites but that did nothing, ai just jumped across my 8-ish structures and seemed to even get reinforcements
and after that i have to tacbomb my own colony bc of course ai doesnt care about that either when they invade (and i understand it would be ridiculous for 400 days military disruptions). and as a treat a beautiful -12 recent unrest and -5 rebellion because 10 years agon i concuered this planet
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Pirate fleets that have engaged you and then left you alone after you disengage, constantly follow you and it is impossible to get rid of them. Its like they have a marker on you and no matter how far you get away from them they always find you.
Is this a vengeance fleet? Those will keep pursuing you but can be outsmarted once they're close enough to lose their maphack (and once this happens they'll have a hard time catching up again as long as you continue traveling).
If it's not a vengeance fleet then I dunno, Nex shouldn't be touching their fleet AI.
why are ai ai invasions autonomous forces while player has to be exactly above the planet for the invasion to continue? persean league invaded my planet and i defeated all their fleets in the system, even their allies but the invasion continued, i couldnt just get 5000 marines out of thin air, i had 1500 elites but that did nothing, ai just jumped across my 8-ish structures and seemed to even get reinforcements
and after that i have to tacbomb my own colony bc of course ai doesnt care about that either when they invade (and i understand it would be ridiculous for 400 days military disruptions). and as a treat a beautiful -12 recent unrest and -5 rebellion because 10 years agon i concuered this planet
Player invasions work the same way; once you've deployed all the units you want you can just go elsewhere, at the cost of not being able to apply fleet bonuses or deploy units still on your fleet.
That said I can't guarantee the ground unit<->fleet mapping works for NPCs in all situations (which might allow them to disobey fleet checks when deploying). Made some adjustments there, at least.
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Hopefully the last bugfixes for Starsector 0.98a.
Nexerelin v0.12.0c
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.12.0c/Nexerelin_0.12.0c.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0120c-2025-05-01)
* Improve checks for whether NPC fleets are close enough to deploy/support ground battle units
* Joining Persean League leaves player's existing alliance, if any
* Buy ship bar/contact offer shouldn't ask for IBB boss ships
* File Drawer Problem: notify mission failure on attacking Mauve; fix convo with wrong person if retrying mission
* Abyss map label will adjust its position based on sector size
* NAT Investigators in Sectorpol colony crisis will explain reason for their presence when asked
* Refactor market builder to better handle AotD, fix market upsize bonus in random sector no longer working
* Story skip polish/fixes
* Fix GUI bug in random sector faction toggle
* Ground battle intel no longer shows loot that's actually just existing storage contents
* Tariff mults configurable in Luna mod settings menu
* Retroactive fix for rebellion support fleet AI crash covers more cases
* Fixes in the 0.12.0b reuploads
* Fix crash with certain custom starts (e.g. The Infernal Machine and Notre Dame)
* Fix diplomacy rep limit crash
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Should've probably reported this earlier, but if one of the player colonies gets invaded I don't get a 'show military options' option, meaning I need to use the intel screen to get access to the ground battle. Which is a little annoying.
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Hi, I've been doing a modded run that includes Nex and LoA. A rebellion started on Nachiketa due to what I presume is low stability, and ARS ended up the supporter of it. After they succeeded, it was abandoned and now Nachiketa is decivilied for a kind of *** reason.
Is there a way to set a faction to not participate in rebellions so I could fix it in the files for myself or something?
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Should've probably reported this earlier, but if one of the player colonies gets invaded I don't get a 'show military options' option, meaning I need to use the intel screen to get access to the ground battle. Which is a little annoying.
Yeah, at some point I ought to add an option to go to the ground battle at least. (Another, related vanilla annoyance is not being able to join battles with your station).
Hi, I've been doing a modded run that includes Nex and LoA. A rebellion started on Nachiketa due to what I presume is low stability, and ARS ended up the supporter of it. After they succeeded, it was abandoned and now Nachiketa is decivilied for a kind of *** reason.
Is there a way to set a faction to not participate in rebellions so I could fix it in the files for myself or something?
Sorry, no way to exclude a faction from sponsoring rebellions at present.
Not entirely sure what I'd do to fix the LoA issue on my end, maybe a hardcoded exemption for that faction?
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Got a crash, not sure how related it is to the mod but given I'm trying to fight Mauve at the end of the campaign it might be part of it. https://pastebin.com/fzAvDiSN
Mods (64)
PAGSM 1.14.1aa
$weebshitaiportraitpack 1.0
anotherportraitpack 1.5.0
Cryo_but_better 3.0.2
aod_vos 1.3.3
aotd_vok 3.3.5
armaa 3.1.4
zzarmaa_anime 1.0
ashlib 1.2.0
Planetace_AstralAscension 1.2.7
timid_admins 1.88
bmo 1.1.6
chatter 1.15.0
timid_commissioned_hull_mods 1.999999gggg
diableavionics 2.9.2
Diktat Enhancement 1.2.2d
EmergentThreats_Vice 1.0.4
EmergentThreats_IX_Revival 1.0.4
fleetsizebydp 1.0.2b
GrandColonies 2.1.b
guarantee-rare-items 0.4.0
HMI 0.3.8f
hte 2.0.5
sun_hyperdrive 2.6.0
illustrated_entities 1.2.b
immersionFriendlyPortraitPack 1.1
IndEvo 4.0.g
Imperium 2.6.8
timid_xiv 1.18.3aj
knights_of_ludd 1.4.0
largerZoomOut 1.1.1
lw_lazylib 3.0.0
leadingPip 1.10.0
lunalib 2.0.3
MagicLib 1.5.6
MoreBarMissions 0.0.6
MoreMilitaryMissions 0.4.7
more_procgen_names 1.0.2
more_ship_names 1.13.1
nexerelin 0.12.0c
officerExtension 0.7.2
QualityPerks 1.6.9
REDACTED_Music_Replacer 1.1
assortment_of_things 2.6.10
second_in_command 1.4.6
secretsofthefrontier 0.14.5b
mayu_specialupgrades 1.6
speedUp 1.2.2
sun_starship_legends 2.6.0
niko_stationAugments 2.1.3
stelnet 3.2.1
alcoholism 1.1.d
suitablestarsystems 2.4.4d
tahlan 1.4
presmattdamon_takenoprisoners 0.17.1
Terraforming & Station Construction 9.0.12
TTSC 1.1
underworld 1.8.6
uaf 0.7.5d
US 2.1.0
valkyrian 3.3.0
niko_morePlanetaryConditions 4.3.2
audio_plus 1.2.2
shaderLib 1.10.2
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Got a crash, not sure how related it is to the mod but given I'm trying to fight Mauve at the end of the campaign it might be part of it. https://pastebin.com/fzAvDiSN
Crash is from Station Augments mod.
niko posted in Discord: Enter SA_removeAugment SA_shieldShunt in Console Commands console (can copy and paste the text) while docked at Jangala. Official fix might be in a few days.
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I wrote a lenghty message on how I hate this mod and how it is the worst thing since Ludd disappeared into the gates, and that the late game is bad with this mod installed and that you will never get away with it, but then I saw this line in the json file.
"nex_ignoreSatBomb"
And I decided otherwise.
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Is there any way to make smuggler fleets for rebels hostile to you and your faction regardless of hostility in a similar way as Nexerelin Punitive Expeditions or completely disable them by changing settings?
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No such setting at present unfortunately, maybe next version (although I'm currently thinking of doing it the easy way and just disabling smugglers for rebellions on player planets, the same way player markets can't send suppression fleets).
For now, the best thing to do if you can't hang around to deal with the smugglers is have an operative on internal security mode, or just give your admin more equipment (including stuff taken from previous smugglers).
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I am using version 0.12.0b and I noticed the ai doesn't upgrade their markets. I remember before they used to upgrade their markets every month but now it doesn't seem to work.
Is it intended to be like this?
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Dumb question, say I start with allow invasions off, can I then flip that to true and still use the same save?
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Dumb question, say I start with allow invasions off, can I then flip that to true and still use the same save?
I've done it before without issues. You'll get a whole bunch of invasions right away as factions use their stockpiled invasion points, then it'll taper off.
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Does Nexerelin include a provision for factions to bugger off after a thorough thrashing? Say some Hegemony colonies are not theirs any more, and I did it with my transponder on. Would they stop bothering me for a while, or are things like the colony crisis thingie (i.e. inspections, mercenaries) unchanged?
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Dumb question, say I start with allow invasions off, can I then flip that to true and still use the same save?
I've done it before without issues. You'll get a whole bunch of invasions right away as factions use their stockpiled invasion points, then it'll taper off.
Thanks! I don't want factions to get eliminated or have weird planetary controls before I'm "done" with my playthrough, but I also want to make my own colonies without kicking off the invasions so I was trying to find a good solution for that, sounds like this is the best option
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I am using version 0.12.0b and I noticed the ai doesn't upgrade their markets. I remember before they used to upgrade their markets every month but now it doesn't seem to work.
Is it intended to be like this?
Nex never had per-month colony upgrades, sounds like Timid's Better Colonies (https://fractalsoftworks.com/forum/index.php?topic=17103.0).
Does Nexerelin include a provision for factions to bugger off after a thorough thrashing? Say some Hegemony colonies are not theirs any more, and I did it with my transponder on. Would they stop bothering me for a while, or are things like the colony crisis thingie (i.e. inspections, mercenaries) unchanged?
If a faction has enough war weariness (which tends to go up when it gets beaten up), it may ask for a ceasefire; this will create a specific intel notification. If accepted this will set the relationship value to non-hostile, so no more Nex fleet events (invasions, raids, also things like the vengeance fleets) directed at you.
However the colony crises don't care about relations.
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Thanks. I was worried you'd say that. Down with the Heg, I guess. There's gonna be sooo much independent space.
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No (well, unless I find a different readily visible place to put the information, and/or a system for factions to gain/lose claims gets implemented)
I guess the Dipl. profiles in intel isn't that place since all claims are also there? It just doesn't give me any valuable information but slightly annoys me every time I dock with the gem of my faction and see this "Bill was here" kinda thing.
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Apparently its a Nex issue i'm told, if so could I ask is it possible to have wars end when a faction is eliminated, so that if they are restored (by giving a colony etc.. to them in order to restart the faction) that they are not just instantly ganked by the faction they were at war with when they died initially before they ever get a chance to reestablish. Or maybe e a x amount of months clemency before they can be attacked by non-npc factions on restoration kind of thing?
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I've been doing some testing for a game run I want to do where I destroy every planet, and I figured out you've got to skip a lot of quests to destroy every planet. But I noticed that some places--like Chalcedon and Kanta's den--can't be destroyed even if I skip every single quest. Is there a way to make them vulnerable either through completing a quest or editing a file?
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I guess the Dipl. profiles in intel isn't that place since all claims are also there? It just doesn't give me any valuable information but slightly annoys me every time I dock with the gem of my faction and see this "Bill was here" kinda thing.
Just remembered that you can turn it off user-side by #commenting out the row nex_marketOpenNotOriginalOwner in the mod's data/campaign/rules.csv file. I could add a settings.json option for this later.
Apparently its a Nex issue i'm told, if so could I ask is it possible to have wars end when a faction is eliminated, so that if they are restored (by giving a colony etc.. to them in order to restart the faction) that they are not just instantly ganked by the faction they were at war with when they died initially before they ever get a chance to reestablish. Or maybe e a x amount of months clemency before they can be attacked by non-npc factions on restoration kind of thing?
I might see if I can make the faction ceasefire with enemies on faction elimination without breaking things like the faction respawn invasions.
Though in general, avoiding the logical consequence of a one-planet faction opposing a normal faction is going to require player intervention, potentially prolonged.
I've been doing some testing for a game run I want to do where I destroy every planet, and I figured out you've got to skip a lot of quests to destroy every planet. But I noticed that some places--like Chalcedon and Kanta's den--can't be destroyed even if I skip every single quest. Is there a way to make them vulnerable either through completing a quest or editing a file?
Sounds like some quest isn't remembering to set its relevant markets as non-story-critical when it completes (or perhaps when that quest is skipped in Nex; also found that Kanta's Den is always protected).
Copy-paste this into Console Commands console to find and remove:
runcode import com.fs.starfarer.api.campaign.rules.*;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (Misc.isStoryCritical(market)) {
MemoryAPI mem = market.getMemoryWithoutUpdate();
Console.showMessage(String.format("%s is story-critical, displaying reasons and unprotecting", market.getName()));
for (String reason : mem.getRequired(MemFlags.STORY_CRITICAL)) {
Console.showMessage(" - " + reason);
}
mem.set(MemFlags.STORY_CRITICAL, false);
}
}
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I've noticed since 0.98 that I don't seem to get remnant raids. Is there a way to turn them back on? I couldn't find anything in the settings.
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They're probably just plain bugged right now; I'll run a debugger the next time I'm doing a playtest.
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Sounds like some quest isn't remembering to set its relevant markets as non-story-critical when it completes (or perhaps when that quest is skipped in Nex; also found that Kanta's Den is always protected).
Copy-paste this into Console Commands console to find and remove:
runcode import com.fs.starfarer.api.campaign.rules.*;
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (Misc.isStoryCritical(market)) {
MemoryAPI mem = market.getMemoryWithoutUpdate();
Console.showMessage(String.format("%s is story-critical, displaying reasons and unprotecting", market.getName()));
for (String reason : mem.getRequired(MemFlags.STORY_CRITICAL)) {
Console.showMessage(" - " + reason);
}
mem.set(MemFlags.STORY_CRITICAL, false);
}
}
In case you were wondering, here's what I got after using all the quest skip options:
Imperial Embassy: ii_no_invade (modded, so not super relevent)
Kanta's Den: gaATG (should be at the gates) and pkl (no idea, maybe pirate crisis?)
Tartessus: bffi (false idols quest)
Hesperus: lpp (pilgrim's path?) and bffi
Gilead: lpp, lke (knight errant?) and bffi
Asher: bffi
Kazeron: gaATG, bffi
Chalcedon: lke, bffi
Olinadu: bffi
So it looks like there might be some problem in False Idols, Pilgrim's Path, Knight Errant, At the Gates, and whatever pkl is. I don't know if the problems persist if you complete the quests normally, I only used the new story skip configuration at the start.
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I love this mod, it's a must-have for my playthroughs.
Quick question though, do you plan on expanding alliances in the future?
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I haven't started a fresh Starsector campaign since the Colony Crisis system was implemented, so I'm not up to date on how Nexerelin currently interacts with it. Is there any extra functionality concerning the Remnants? I always loved the mod plotline that allowed you to take missions from their contact and eventually make peace with them, so I've been wondering if the vanilla crisis system has been touched up in any way to accomodate playthroughs where that happens? Because the Wiki is pretty clear on the only option to permanently deal with the crisis being the destruction of any Nexus that shares a system with your colonies. I don't want that!
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How can I reverse the nerf to tarrifs that this mod adds?
(is that even the right word? I guess technically, its a buff? Reduction ???)
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When playing a Derelict empire start, should the derelict "faction" really be generating exploration missions? This seems like a bug.
Prism in hyperspace seems to work just fine as long as you never "Examine your TriPad." That event chain brings up the crash ever so often. When you never do it, or just tell the AI to bugger off, hours of playing with multiple visits to Prism go off without a hitch.
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I haven't started a fresh Starsector campaign since the Colony Crisis system was implemented, so I'm not up to date on how Nexerelin currently interacts with it. Is there any extra functionality concerning the Remnants? I always loved the mod plotline that allowed you to take missions from their contact and eventually make peace with them, so I've been wondering if the vanilla crisis system has been touched up in any way to accomodate playthroughs where that happens? Because the Wiki is pretty clear on the only option to permanently deal with the crisis being the destruction of any Nexus that shares a system with your colonies. I don't want that!
Having the Remnant contact will stop the Remnant crisis from progressing :)
How can I reverse the nerf to tarrifs that this mod adds?
(is that even the right word? I guess technically, its a buff? Reduction ???)
If you have LunaLib running, it'll be in Nex mod settings menu (General tab -> Miscellaneous section); else look in exerelin_config.json in the Nex folder.
When playing a Derelict empire start, should the derelict "faction" really be generating exploration missions? This seems like a bug.
Prism in hyperspace seems to work just fine as long as you never "Examine your TriPad." That event chain brings up the crash ever so often. When you never do it, or just tell the AI to bugger off, hours of playing with multiple visits to Prism go off without a hitch.
Can't stop the survey mission creator from doing this, although I could replace the creator entirely if I ever feel like it.
Odd that doing the Remnant quests affects Prism crashing. Well, any error logs from that might be helpful (though also potentially unfixable...)
Quick question though, do you plan on expanding alliances in the future?
No real plans, unless someone submits a suggestion that I like. I do at some point want to make alliance votes possible to do before a war/peace event instead of after.
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Having the Remnant contact will stop the Remnant crisis from progressing :)
Thank you for the quick reply! That does dispell all worries I had in that regard!
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Version: 0.98a-RC8
Modlist:
anotherportraitpack
Cryo_but_better
aotd_qol
aod_vos
aotd_vok
armaa
ashlib
bmo
chatter
Diktat Enhancement
hte
IndEvo
Imperium
timid_xiv
knights_of_ludd
lw_lazylib
lunalib
MagicLib
nexerelin
assortment_of_things
RetroLib
roider
second_in_command
secretsofthefrontier
swp
stelnet
alcoholism
tahlan
Terraforming & Station Construction
TTE
TTSC
underworld
US
vic
shaderLib
Context:
Went independent when i had a league commission which started the independent colony threat mechanic which sends fleets from the commissioner to retake the planets you took with you when you started it, issue is if a invasion fleet from nexelin takes one of them before one of the actual fleets from the quest spawns or arrives, it causes a hard crash, but that might not be whats happening.
Relevant crash log:
3296337 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at kaysaar.aotd_question_of_loyalty.data.intel.secession.eventfactors.HoldoutEvent Factor.getProgress(HoldoutEventFactor.java:47)
at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.getMonthlyProgre ss(BaseEventIntel.java:855)
at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.reportEconomyTic k(BaseEventIntel.java:872)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:122)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
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Version: 0.98a-RC11
rc11 you sure your on 98a ? or even the latest version of nexerelin?
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Version: 0.98a-RC11
rc11 you sure your on 98a ? or even the latest version of nexerelin?
Ah sorry, fixed, meant RC8
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The crash is from the holdout factor in AotD Question of Loyalty's secession event, check if you can get a (save-compatible) update and post on Kaysaar's thread if not.
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I'm having an issue with one of IBB bounty fleets. I can enter combat with Elias Megas just fine, but when the Leviathan Modded super freighter enters line of sight/exits fog of war, the game freezes and CTDT. It gives no error message. Is this something anyone has run into?
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IBB is from ship and weapon pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0)
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That said, if you need to diagnose a freeze try the instructions here (https://starsector.wiki.gg/wiki/VisualVM)
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Do Alliances stop Investigators from said allies?
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Alliances don't, currently, have any effect on the colony crises (including Investigators, Enforcers and other such harassment fleets)
(I could fix this next update but I'm honestly hoping for Alex to first add an API function that lets me easily block a faction's crisis contribution without overwriting the whole faction factor)
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So first off: Great mod, thank you :-)
I seem to have ran into a bug: I am doing the Tri Tachion crisis, and I need to find the capital planet to discuss the matter with Rayan Arroyo and solve it. A lady showed up (seeing the Battleship from the abys in tow) to give me directions. But it statet " not found" . I checked all Tri-worlds and Rayan Arroyo is no where to be found.
Is there a way to cheat/command the Tri mision completion? Is this a known bug? Something I can do? I am new to this game and after many tries I Finally got far :-)
I cannot load olders saves as Iam an Iron man dumy.
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Thanks!
Arroyo appears on Eochu Bres as part of the game's Galatia Academy quest chain, so you need to do the quests up to Kallichore Archive (or skip it in Nex start settings).
You don't need him to resolve the crisis though, just reach 300 points on the Tri-Tachyon Commerce Raiding event and they'll stop. Only need Arroyo or another High/Very High TT contact to collect the completion reward, the +accessibility agreement.
(If your problem is that the commerce raiding event isn't progressing, see here (https://fractalsoftworks.com/forum/index.php?topic=28914.msg482320#msg482320))
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Ah great, thank you! I tried solving it for 4 hours :-P Eochu Bre does not seem to exist in my game though :-P
I think I ll just ignore Tri then, further :-)
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Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.
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if i had 5 planet in one system and i colonize 2 of them.
can the ai colonize the rest of it?
did they use expedition or war to me?
did ai need i to be commission?
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Just downloaded this mod a week ago and I'm loving it. I've had no issues with it thus far expect for the fact that I can't seem to find Atmospheric Ammunition anywhere. I feel like I've checked most markets but still came up zilch. Is there something I'm missing, can they not be found in market places or have I just had rotten luck with finding them?
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Just downloaded this mod a week ago and I'm loving it. I've had no issues with it thus far expect for the fact that I can't seem to find Atmospheric Ammunition anywhere. I feel like I've checked most markets but still came up zilch. Is there something I'm missing, can they not be found in market places or have I just had rotten luck with finding them?
I believe its a hullmod some of the troop transports have
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Just downloaded this mod a week ago and I'm loving it. I've had no issues with it thus far expect for the fact that I can't seem to find Atmospheric Ammunition anywhere. I feel like I've checked most markets but still came up zilch. Is there something I'm missing, can they not be found in market places or have I just had rotten luck with finding them?
Atmospheric Ammunition or Atmospheric Munitions? if the prior, no idea, if the latter then that is from the Auroran Federation faction mod and you get them from their markets in their systems only. Be aware they are illegal everywhere else so if you get custom checked they will take them and give you the rep hit.
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Just downloaded this mod a week ago and I'm loving it. I've had no issues with it thus far expect for the fact that I can't seem to find Atmospheric Ammunition anywhere. I feel like I've checked most markets but still came up zilch. Is there something I'm missing, can they not be found in market places or have I just had rotten luck with finding them?
Atmospheric Ammunition or Atmospheric Munitions? if the prior, no idea, if the latter then that is from the Auroran Federation faction mod and you get them from their markets in their systems only. Be aware they are illegal everywhere else so if you get custom checked they will take them and give you the rep hit.
Found it! It was Atmospheric Munitions, and it was on Lunamun in the UAF. I checked New Aurora earlier but failed to check its neighbor. Thanks for the help!
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Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.
Sounds like a mod conflict, if anyone ever manages to identify a specific mod causing it (do any change the spaceport/megaport building series?) that'd be really convenient, else I'll just keep an eye out for now.
if i had 5 planet in one system and i colonize 2 of them.
can the ai colonize the rest of it?
did they use expedition or war to me?
did ai need i to be commission?
They won't send colony expeditions to a system that Nex considers owned by someone else, there's currently no special logic like commissions in it.
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It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
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Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
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Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
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It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
It's a good idea, but no plans to do anything yet.
Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
Hmm, IME they show up reasonably quickly when bar-hopping across the core worlds, and I didn't want to make it annoying.
Adding a new game option to start with one does seem like a good solution.
Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
This also might be good to have; added to the todo list.
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Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
They really aren't that uncommon, if you fly around and visit a bunch of planets you will find them easy enough. That said though if you are having issues finding any after the first, keep in mind every operative can "Recruit Operative" as an operative assignment ;)
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It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
It's a good idea, but no plans to do anything yet.
Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
Hmm, IME they show up reasonably quickly when bar-hopping across the core worlds, and I didn't want to make it annoying.
Adding a new game option to start with one does seem like a good solution.
Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
This also might be good to have; added to the todo list.
So I have higher chances to find one in the core worlds?
Thanks for the info dude.
PS: Agreeing with you on the option to start a new game with one already at your service. So very much. Those Luddic Cells are giving me a headache...
PS2: Also came up with a nifty idea for a building. A Faction Operation Center that would speed up the movement and mission completion of operatives by 20%, as well as a 10% speed up to operative recruitment if you order one of your operative to recruit a new one (as well giving a +1% per level to recruitment speed per operative level). Would be one per faction, can be constructed anywhere, and would require additional Domain Tech as upkeep due to all the advanced equipment used to plan out an operative's priorities more efficiently. Would be unlocked after recruiting 5 operatives.
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38507 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/zagan.json)]
38511 [Thread-2] INFO com.fs.starfarer.campaign.econ.A - Loading star system: thule.json
38511 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/thule.json)]
38516 [Thread-2] INFO com.fs.starfarer.campaign.econ.A - Loading star system: algebbar.json
38516 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/algebbar.json)]
38518 [Thread-2] INFO com.fs.starfarer.campaign.econ.A - Loading star system: kumarikandam.json
38519 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/kumarikandam.json)]
38522 [Thread-2] INFO com.fs.starfarer.campaign.econ.A - Loading star system: isirah.json
38522 [Thread-2] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/isirah.json)]
38725 [Thread-6] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
38816 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
I tried to generate random core world and the game crashed mid way in loading
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Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.
Are you playing with a bootleg update of Vayra's mods? I've got the same thing and that's the only other mod I've got that messes around with colonization. For reference, this was a bug Vayra's had too for a while so I'd bet it's Vayra's. I've just been tracking down new colonies and console commanding them basic industry on the grounds that having a bootleg mod means taking your chances. AotD's also got the issue that their new T1 industry doesn't get upgraded to vanilla versions, but neither of these are Nex's fault.
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I tried to generate random core world and the game crashed mid way in loading
I'll need the full error message to be sure, but strongly suspect this is a bug in an older release candidate of Starsector 0.98a; get RC8 from the Announcements thread or the website's Buy page.
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I tried to generate random core world and the game crashed mid way in loading
I'll need the full error message to be sure, but strongly suspect this is a bug in an older release candidate of Starsector 0.98a; get RC8 from the Announcements thread or the website's Buy page.
Yep, that fixed problem, thanks
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I'm quite confused.
In previous versions, when I colonised a planet while under commission with a faction, I went through the faction creation window, created my own faction and then owned the planet, showing my faction as owner, but now I still get asked to make my faction but it immediately switches ownership over to the faction i'm commissioned with showing "Previously owned by: My Faction".
My fleet doctrines don't apply to the market, and I don't even get any colony crisis despite being able to build and develop it normally, while keeping income and such all to myself.
Is this intentional and is there a way to "tell" my commissioned faction to "GTFO" and leave my stuff alone? I'm trying to roleplay as my own sub-faction here.
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That's the Question of Loyalty submod of Ashes of the Domain.
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Is there an option to send a Suppression Fleet to my own system plagued with a rebellion? Feels weird that every other faction can do it and only the player can't.
Am I the Suppression and Relief Fleet? That'd be silly. I'm a faction leader, not an errant boy. You don't see freaking Daud or Hanan scurrying out of their villas ferrying marines and supplies to every worlds they own.
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Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.
Sounds like a mod conflict, if anyone ever manages to identify a specific mod causing it (do any change the spaceport/megaport building series?) that'd be really convenient, else I'll just keep an eye out for now.
if i had 5 planet in one system and i colonize 2 of them.
can the ai colonize the rest of it?
did they use expedition or war to me?
did ai need i to be commission?
They won't send colony expeditions to a system that Nex considers owned by someone else, there's currently no special logic like commissions in it.
thankyou for answer, what happen if i colonize the rest 3 planet and give it to other faction?
if i did not commission but friendly reputation, will they war with me because we had same system?
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That's the Question of Loyalty submod of Ashes of the Domain.
Thank you very much for letting me know, and I'm so sorry for wasting your time!
It's been quite a while since I last installed Star Sector and played with mods—so many new mods and changes.
It's overwhelming, yet exciting, seeing how much the game and the mods are progressing in feature scope.
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thankyou for answer, what happen if i colonize the rest 3 planet and give it to other faction?
if i did not commission but friendly reputation, will they war with me because we had same system?
If you give someone else the biggest military market (or biggest market period if there isn't a military base in system) they'll be considered the system owner. This enables the tribute demands and sat bomb expeditions against colonies belonging to non-commissioned player in the same system (but colonies of size 5 and larger won't be targeted by this).
Sharing a star system otherwise doesn't affect diplomacy, although colonies in the same system will be priority targets for strategic AI if war does break out.
Is there an option to send a Suppression Fleet to my own system plagued with a rebellion? Feels weird that every other faction can do it and only the player can't.
Am I the Suppression and Relief Fleet? That'd be silly. I'm a faction leader, not an errant boy. You don't see freaking Daud or Hanan scurrying out of their villas ferrying marines and supplies to every worlds they own.
I should add an option to pay for a suppression fleet, yeah.
For relief fleets, the intent is that player uses the (expensive, vanilla) Stabilize button in the colony screen.
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java.lang.NullPointerException: Cannot invoke "java.util.List.size()" because the return value of "com.fs.starfarer.api.campaign.BattleAPI.getPlayerSide()" is null
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2191)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1511)
at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
Mods: Diable, Indies expansion pack, lazylib, magiclib, nexerrellin, rtsassist, speedup and graphics lib.
Tried to a help a luddic path picket defeat a hedgemony mercenary convoy. Accendently tapped space literally as I clicked the hedgemony convoy and then crash. Goodluck!!
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thankyou for answer, what happen if i colonize the rest 3 planet and give it to other faction?
if i did not commission but friendly reputation, will they war with me because we had same system?
If you give someone else the biggest military market (or biggest market period if there isn't a military base in system) they'll be considered the system owner. This enables the tribute demands and sat bomb expeditions against colonies belonging to non-commissioned player in the same system (but colonies of size 5 and larger won't be targeted by this).
Sharing a star system otherwise doesn't affect diplomacy, although colonies in the same system will be priority targets for strategic AI if war does break out.
Is there an option to send a Suppression Fleet to my own system plagued with a rebellion? Feels weird that every other faction can do it and only the player can't.
Am I the Suppression and Relief Fleet? That'd be silly. I'm a faction leader, not an errant boy. You don't see freaking Daud or Hanan scurrying out of their villas ferrying marines and supplies to every worlds they own.
I should add an option to pay for a suppression fleet, yeah.
For relief fleets, the intent is that player uses the (expensive, vanilla) Stabilize button in the colony screen.
Maybe you could balance relief fleets in a way that makes them more expensive than the vanilla stabilize button? This would make the player use that more often during peace times or in early/mid game, while in late game it would be more convenient for relief fleets to be sent. Mabe like an option on the colony screen that says "send relief fleet" or custom created fleets that act as relief fleets, and it is very expensive. I noticed that during war, especially on high difficulties, i can't micro manage my colonies and with all the enemy agents causing unrest, i sometimes lose colonies just because i have to constantly be on the frontlines while they cause massive unrest on my planets.
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What exactly determines which faction claims which system in the Core? I got the one in a thousand run where Penelope's Star has some actaully useful resource distribution but then saw that of all the people in the game, the Luddic Church claims it, despite not having any actual presence there.
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I noticed something that feels a little off and may or may not be a bug. When fighting large fleets and forcing them to retreat with a considerable amount of their fleet left, instead of fleeing, they will force another engagement. I think this happens when the enemy fleet has more fleet points than deployment points, instead of sending in their fleet via reinforcement, they just leave and then attack you again instantly. I just had a situation where i had to fight an invasion fleet 4 times at a starport and in the last engagement, they only had 2 ships left and a lot of tankers/freighters. After defeating the two ships, nothing happened and i got stuck having to retreat myself and then reengage the remaining freighters and tankers.