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Messages - Histidine

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1
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.

2
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.

3
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)

4
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.

5
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.

6
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.

7
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.

8
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)?

9
I can get a fully working Scathach ingame (once I change the sprite and remove the deco weapon since I don't have those), so I don't know what to say except that you're screwing up the copypaste somewhere. Also are you actually following the instructions for running Mikohime?

I've spent enough time on this. Here's all the files I'm using (not zipped by directory).

10
Bug Reports & Support (modded) / Re: CTD- Adversary, AOTD, Nex?
« on: April 04, 2024, 06:06:25 PM »
Log looks purely like an Adversary issue, although without looking at the code I couldn't say why; easiest to ask Tranquility about it.

11
Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.

Is there anything happening to being friend with remnants?
Next version having Midnight as a contact will prevent the Remnant component of colony crises. No other changes planned.

Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
Nyet
(could add it back with a console runcode I'm not typing out right now)

I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating raid intel
387924 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Looks like a patrol trying to build an objective type that doesn't exist on a stable location, and crashing as a result. I couldn't tell you which mod is causing the problem though.

12
Check the columns of the Scathach's row in ship_data.csv. I had to fiddle a bit trying to paste the line; after I did I noticed that '666' was in the travel drive column instead of the number column.

13
Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Markets will only decivilize their stability is at zero for extended periods of time (at least 16 months), which should only happen when someone is actively raiding or otherwise disrupting the place. Are the pirate markets being regularly raided (although this shouldn't happen unless the pirate invasions setting is enabled)?

You can check the tooltips for the stability bar and the recent unrest to see what's causing their stability loss.

API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
Sure, I'll add a getter later :)

Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
It'll apply midgame, like with most other settings.

14
The Arkgneisis faction is IIRC a no-invade faction, which works with its non-random sector configuration but not here.
UAF does invade but has a low invasion point mult (0.3 IIRC).
You can change this in the respective mod's Nex faction configs (data/config/exerelinFactionConfig).

Not sure about the other two factions but you may want to check their configs as well.

15
Moved the page to https://starsector.wiki.gg/wiki/Starsector_log_file

A bunch of pages (but not all, curiously) with file extensions were affected, e.g. ".ship_File_Overview"
Unfortunately the Cloudflare block applies to the original page even though it's just a redirect now, so people will have to find the new URL manually. :(

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