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General Discussion / Re: [completed] Migrating the unofficial wiki from Fandom to wiki.gg
« on: April 22, 2024, 06:30:19 PM »
Okay that's fair, the Starsector wiki is/was not like Other Wikis.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Ah, thanks for the reply. What I mean is the faction list when you press F3 and go to the faction tab. In my game it currently shows the factions I have enabled, with info on known allies, known enemies, and reputation level between the factions. I was wondering when the player creates a colony and chooses a faction name and flag, is there a way for the player faction to also show up on this list. It's more an immersion thing and not really a big deal, but was just curious.Copypaste into console, should do the trick: runcode Global.getSector().getPlayerFaction().setShowInIntelTab(true);
I'm encountering an issue with "find pirate base" - I've had operatives complete the operation many times, but it always finishes with no notification, and no intel. I can then have them immediately "find pirate base" again - it's as if the operation doesn't complete for some reason. Any insight?Is this with a base near a player colony generating Colony Crises contribution? That case might be buggy, I'll try to test.
I've noticed that when visiting a Luddic Shrine, if a novice approaches me and I select the "I'm a strong supporter of AI rights" option, Nexerelin increments the Sarcastic ethos by 1 (found in the "Personal info" panel). Shouldn't this instead increment the Pro-AI ethos?Well that's a question for David; the vanilla dialog sets the ethos, Nex just displays them in a neat table
I keep having random crashes, any idea what's causing this?Does it happen after fighting a specific fleet? The crash seems to be from the dialog either not having a battle, or the battle not having a player side (using the Java 23 mod will give a more detailed error message). Not sure why it would happen.Spoiler3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.I could make faction income do things at some point, but don't have any plans to right now.
i was wondering how to edit the selection of ships when you the custom option when choosing your fleetIt's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.
Hey you need to update the mod to account for the new Colony Crises system.Yeah, in next version having Midnight as a contact will block the Remnant part of the colony crisis.
Specifically the Remnants.
The Colony Crises system makes Remnants saturation bombard your colonies near their Nexus. The only way to stop this is to kill the nexus. I hope its understandable why that is a problem if you do the Midnight Dissonance quests
I seem to face some sort of problem with invasions.Factions are allowed to overdraw invasion points if a larger force is needed for the target, but they'll need to pay back the deficit before the next invasion/raid.
In my game, the Hegemony does not seem to respect the Invasion point need to launch an invasion fleet, typically launching fleets at about 30k points, and then getting into the negative invasion points.
Furthermore Tri-Tachyon have been unable to launch an invasion fleet despite sitting at their cap of 27k for a few cycles now.
Auto resolve also looks to have some odd results sometimes, with fleets with green D-mods (I assume these are inbuilt mods?) seemingly reducing everything to rubble, with the most egregrious example being when the Hegemony Special Fleet destroyed another fleet with 4 Invictus class ships in it without losing a single ship.Yeah, special task groups have an autoresolve bonus which might be excessive now that (0.97) the base game takes S-mods into account for autoresolve. I'll put that on the todo list for checking.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.
hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?Autoresolve doesn't check weapons IIRC, although I'd have to look at the autoresolve plugin again to be sure. Of course, if you ever have to actually fight alongside the fleet in an actual battle...
is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.Pirate raids (of the kind in the screenshot) come if a base is targeting your system; kill the base and they'll stop, or maybe if you wait long enough they'll target someone else instead.
So slightly weird thing.Yeah, that's a bug. Not sure what would cause that; if anyone else reports it I could see if it's a mod conflict or something.
Does this now make it so that you inherit the faction relations of whatever planet you start on as a free start?
Cuz that's what happened in my latest game and the only mods I can think of that would cause it are either this or maybe Ruthless Sector?
Either way it's weird.
after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?It's vanilla (but doesn't normally come up since you can't become non-hostile to Remnants), the normal Remnant fleets in beacon systems will always know who you are.
Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? ThanksIf you're playing on Starsector 0.97, the current versions of UAF and ArmaA already have the bug fixed.
Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!If this is a save from Starsector 0.96, it's not compatible with 0.97.
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.Spoilerjava.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?You can increase max relations with the faction by using DiplomacyManager.modifyMaxRelationshipMod (max relation modifiers are stored as a HashMap in faction memory, so if you don't want Nex as a library in your project you can modify the map directly)
I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.Hmm, if the Church isn't in the crisis meter any more then the fleets should also stop spawning (vanilla code). Do the Knights come back after being killed (in combat, using console, or any other way)?