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Messages - Histidine

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1
Okay that's fair, the Starsector wiki is/was not like Other Wikis.

2
Bug Reports & Support (modded) / Re: Launch Error: Need Help
« on: April 21, 2024, 07:57:37 PM »
TNP is Take No Prisoners

If you're running the mod do a clean reinstall of the version you have (dunno if you have the last public version if it got banned, the third-party rename that got released afterwards, or a copy from some other source, but shouldn't matter for the immediate purpose)
If you're not running TNP, I guess some other mod has it as an unstated dependency?

3
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.
(For now you'll just have to find the base yourself by going into the bar; or check the crisis intel or Pirates tab in intel in case the location is already known)

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'll note that the rules.csv row for that dialog option has ID lppHookResponseTroll, the presumed implication being that the player character is doing it to bother the novice when they haven't even said anything yet.

4
Early impression is we're probably not adding a Fandom-style comments section since people treat them like a comments section on, well, typical social media sites, which is to say the main purpose is to post funny or "funny" comments.

Currently anonymous users (i.e. not logged in) can't create a wiki Talk page (how 'normal' discussion of the page proper is intended to take place on MediaWiki), I'll submit a ticket for that if it turns out to be needed.

5
Bug Reports & Support (modded) / Re: Launch Error Message
« on: April 20, 2024, 09:36:55 PM »
AFAIK this message means vmparams got broken somehow. Replace with the original and re-implement your changes if you manually edited the vmparams, or if using a premade vmparams copy it back into the game folder.

6
Bug Reports & Support (modded) / Re: Crash on new game
« on: April 20, 2024, 09:34:34 PM »
I don't know what mod 'sex' is but it's not compatible with random sector.

7
I keep having random crashes, any idea what's causing this?

Spoiler
3916769 [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]
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.

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.
It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed  or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*

*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.

8
The station disruption code is the same as for vanilla raids, so not sure what might be happening here. Could it be from the station being still under construction at the time?

Maybe the issue will go away if you just reload and retry.

9
i was wondering how to edit the selection of ships when you the custom option when choosing your fleet
It'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.
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
Yeah, in next version having Midnight as a contact will block the Remnant part of the colony crisis.

I seem to face some sort of problem with invasions.

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.
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.
The TT one might be because they don't have any invadable enemies? Or... because the requirement is for having > the point requirement instead of >=, whoops, lemme fix that.

Quote
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.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.
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.

10
What industry is the station using? The last time I heard of this bug, it had TASC's Autonomous AI Battlestation.
(See if console kill command in campaign makes the station go away, or turn on devmode and remove the industry from the colony screen when docked)

11
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.
Although in this case one of the raids seems to be coming from a core worlds pirate planet, not sure what's with that (major faction strategic AI can do this, but it doesn't seem to be enabled here).

The Colony Crises intel will also generate pirates in your system, but luckily pirates (via Kanta) are the easiest faction to pay off in the game.

So slightly weird thing.
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.
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.

12
First off you're not going to get much help with a game version that's two major releases out of date.

Anyway the crash is from trying to generate a campaign-level station of a type that doesn't exist. The line right before the error will say what faction and type ("image" in the logging line) was trying to do this.

13
Bug Reports & Support (modded) / Re: What is this flaot ERROR? ???
« on: April 06, 2024, 08:01:24 PM »
Yeah looks like Legacy of Arkgnesis needs a rebuild for Starsector 0.97. For now, not trying to put an AI core on any industry it adds (notably Void Extraction) might be sufficient.

14
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.

15
Mods / Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« on: April 05, 2024, 09:37:17 PM »
Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
If you're playing on Starsector 0.97, the current versions of UAF and ArmaA already have the bug fixed.

For 0.96, update UAF to the latest release for that SS version; for ArmaA try this (or if you're starting a new save, see if the ArmaA beta had already been released for 0.96, that version will work)

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!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.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]
If this is a save from Starsector 0.96, it's not compatible with 0.97.

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)

For min relations, only way to remove the clamps is to call DiplomacyManager.setStartRelationsMode and set the mode to FLATTEN, which will unclamp relations for all factions.

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)?

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