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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368746 times)

RandomnessInc

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #495 on: June 05, 2017, 06:36:49 PM »

nexralin soon?
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Snrasha

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #496 on: June 06, 2017, 03:37:35 AM »

For Nexerelin, I need just than Histidine confirm.
But you can go on the first page of my Looters mod:
http://fractalsoftworks.com/forum/index.php?topic=10067.0
And put these files on Nexerelin folder.
The Corvus mode is disabled. And You have not for the moment Starsystem. I wait something for that.


Edit: The new version of Nexerelin include Nomads, now.
« Last Edit: June 06, 2017, 09:29:57 AM by Snrasha »
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sirboomalot

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #497 on: June 07, 2017, 03:52:23 PM »

Spoiler
4280459 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at src.data.scripts.campaign.Nomad_CampaignArmada.under_isRoyalC(Nomad_CampaignArmada.java:142)
   at src.data.scripts.campaign.Nomad_CampaignArmada.isEscortNull(Nomad_CampaignArmada.java:127)
   at src.data.scripts.campaign.Nomad_CampaignSpawnSpecialFleet.advance(Nomad_CampaignSpawnSpecialFleet.java:70)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had nexerelin and a bunch of other mods running and was just flying along when this happened
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Snrasha

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #498 on: June 07, 2017, 09:34:53 PM »

Sorry, missed.


Thank for the report, fixed.
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PokerChen

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #499 on: June 08, 2017, 12:35:47 AM »

Note: all ship lores have been added with the latest pull-request, but I have not checked whether the small version cuts each piece at appropriate sections. Some of them will probably need to be revised later for this.

On the plus side, the coming patch gives all ships some form of explicit continuity within the context of a space-borne faction, based on their existing stats and design:
Spoiler
  • Nomad fleets lack dedicated civilian vessels because the Oasis can only maintain so many ships. No Starliners, no Prometheuses, etc. It's fairly maxed out with the current fleet size, so every vessel has to do everything to some degree.
  • For transport and trade (if any), Komodo-Is have the largest cargo capacity and should be used. As an outdated destroyer design, it functions today as more similar to Mules.
  • Oasis's sprite size is big enough to build entire frigates and parts for larger ships (externally on its starboard gap). On the other hand it isn't station-sized and can't fit everyone, so half of the population end up living on other cruisers and capitals. Will considering adding civilians as a Nomad drop if Alex doesn't add them for mainline civilian transports.
  • There's definitely a ton of AI-cores on board the Oasis somewhere, given what it's supposed to know how to do: everything to maintain a civilization for thousands of years. ( PS: this isn't implemented. ;) Presumably, players want an Oasis for itself, not the parts onboard. )
  • The population redistribution means Gila Monsters are true civilian-military hybrid battleships with its large people/fuel/storage, and logistical efficiency. This also means it's slows as a rock and can't fight for very long with limited Doom Cannon support, meant only to kill the biggest threats to the fleet.
  • In other words, the Sandstorm is the largest military ship that people should be fearing.
  • Rattlesnake cruisers are the usual centerpieces, and have the only universal mounts in Nomad fleet. This is experimental integration of Domain tech, so expect future variants with sabots and torpedoes to make them truly deadly.
  • Other older experiments are all dedicated shipspecs like sniper frigates and missile destroyers. This is a by-product of the lack of universal mount technology.
[close]
...on the minus side, there are some lore-ific ship changes that are yet to be implemented. The Nomad's don't have a sensor or mining ship, although for the latter ships like the Death Blossom might be able to fill-in, and I'll give a Mining Pod-variant to the Flycatcher.
« Last Edit: June 08, 2017, 01:01:11 AM by PokerChen »
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Snrasha

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #500 on: June 08, 2017, 10:14:12 AM »

After have be accepted per Trylobot, for somes problem of update, except if Trylobot continue Nomads, this subject is depricated.

If bug, you can request here.
http://fractalsoftworks.com/forum/index.php?topic=12600.0
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Maelstrom

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #501 on: June 19, 2017, 01:45:52 PM »

quick question, is the oasis fleet implemented now? Or is it still non present and only the ships?
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Snrasha

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Re: [0.8a] The Nomads (v1.0 - Snrasha update [experimental])
« Reply #502 on: June 20, 2017, 02:38:22 AM »

quick question, is the oasis fleet implemented now? Or is it still non present and only the ships?

Sorry not see, well currently:
Implemented, but with private work, I cannot test more than than the normal. They are disabled with Nexerelin for that.

The market do not work when I kill the Oasis for the moment, but whatever, you can recover that very often than the normal.(Low cost to deploy -> so big change to can recover that)

After, the unique issue than I have with that, this is than the Oasis fleet disappears, but always exist, just invisible.
Because we can see Escort Nomads fleet around of the world.
If we can crash or others things which can happens because I have forgot a null pointer ^^.
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Trylobot

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Re: [0.8a] The Nomads (v1.0 - outdated)
« Reply #503 on: June 20, 2017, 09:25:56 AM »

Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.
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Snrasha

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Re: [0.8a] The Nomads (v1.0 - outdated)
« Reply #504 on: June 20, 2017, 09:46:26 AM »

Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.

Well, you can re-use your old code for Nomads fleet, my code is not very good. I need probably refactoring. Well, i can close my subject so.

Thank for your return.

This is PokerChen, for me, who have do the most.
« Last Edit: June 20, 2017, 09:49:02 AM by Snrasha »
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Reh

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Re: [0.8a] The Nomads (v1.0 - outdated)
« Reply #505 on: June 20, 2017, 05:25:54 PM »

Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.

Thank you so much. I can't wait to be able to play it.
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c0nr4d1c4l

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Re: [0.6.2a] The Nomads (v1.0 - outdated)
« Reply #506 on: June 20, 2017, 07:39:44 PM »

It'll be nice to see it up and running again! Godspeed Trylo!
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Trylobot

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Re: [0.8.1a (pre)] The Nomads
« Reply #507 on: June 21, 2017, 10:35:39 PM »

Important Note: the current release (1.1.0-alpha-2) has only partial campaign support and will crash. But, you can play the missions again, and I'm actively working on the campaign code to bring it up to snuff with the new Starsector 0.8.1 features and data requirements for new factions, and I'm very excited to be doing so.
« Last Edit: June 25, 2017, 11:22:14 PM by Trylobot »
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Trylobot

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Re: [0.8.1a] The Nomads
« Reply #508 on: June 22, 2017, 01:29:18 AM »

In this latest (still unfinished) 1.1.0-alpha-4 release, I've re-enabled code supporting the (famous?) Colony Fleet with its orbiting escort fleets, and their waystation in the binary system of Nur. I've made it available for download at the Github project page / releases, link on OP.

I've also figured out an exception that I was getting when trying to open comms with one of these new Nomad fleets:
Spoiler
235968 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Looking for best match
235969 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Memory:
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Found 13 rules for trigger [BeginFleetEncounter]
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dialogHegRelayInterference_start
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$sniffer_didAlready $respondingToCommRelayInterference score:100 $global.csInProgress
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $respondingToCommRelayInterference score:100
235971 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dialogHegRelayInterference_cancelledAndRan
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$sniffer_didAlready $respondingToCommRelayInterference score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $respondingToCommRelayInterference score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: LPTitheCheck
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $faction.id == luddic_path score:100 RepIsAtWorst $faction.id HOSTILE !$LP_tithePaid !$LP_titheAskedFor $relativeStrength >= 0 LPTitheCalc
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $faction.id == luddic_path score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: customsInspectionScan
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: customsInspectionWaitFinished
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $doingCustomsInspection score:100 $global.ciFinished
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $doingCustomsInspection score:100
235972 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: mpm_pirateEncounter
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $mpm_isSpawnedByMPM !$ignorePlayerCommRequests
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $mpm_isSpawnedByMPM
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: tOffPatrolBegin
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: CaresAboutTransponder !$tOff_didAlready !$isHostile !$faction.c:allowsTransponderOffTrade !$sourceMarket.mc:free_market $isPatrol $sawPlayerTransponderOff score:100
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: CaresAboutTransponder
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: tOffPatrolBeginNoTalk
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: CaresAboutTransponder !$tOff_didAlready !$isHostile !$faction.c:allowsTransponderOffTrade !$sourceMarket.mc:free_market $isPatrol $sawPlayerTransponderOff score:100 $sawPlayerWithTOffCount > 1 score:100
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: CaresAboutTransponder
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: cargoScanInitial
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$cargoScan_didAlready !$isHostile $pursuePlayer_smugglingScan score:50
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $pursuePlayer_smugglingScan score:50
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: remnantStationFleetOpenDefault
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $isStation $faction.id == remnant !$printedDesc
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $isStation
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: remnantStationFleetOpenDamaged
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: $isStation $damagedStation $faction.id == remnant !$printedDesc
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $isStation
235973 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dstr_normalStart
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$isHostile $distress score:1000 !$distressNoHail
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $distress score:1000
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Checking rule: dcall_normalStart
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Conditions: !$isHostile $distressResponse score:1000 !$distressNoHail
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Failed condition: $distressResponse score:1000
235974 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - No matches
235977 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
236026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
  at com.fs.starfarer.ooOO.J.ö00000(Unknown Source)
  at com.fs.starfarer.ooOO.J.o00000(Unknown Source)
  at com.fs.starfarer.ooOO.E.o00000(Unknown Source)
  at com.fs.starfarer.ooOO.E.Ó00000(Unknown Source)
  at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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$1.run(Unknown Source)
  at java.lang.Thread.run(Unknown Source)
[close]

The output from Rules makes it obvious, though, now that I'm armed with a bit of understanding on Alex's new Rules-based scripting/event/UI/dialog system. The game is trying to figure out what to do; it's triggered an event BeginFleetEncounter, but none of the rules provided by the system-defined rules.csv, nor the mod-provided one, have a rule whose condition passes for this trigger.

I am currently working on adding some appropriate dialog for this, but first I will provide the minimum amount of data to prevent an exception, and then come back to it after I've had a chance to talk to PokerChen. I have a feeling, based on his already generous contributions that he might have some creative ideas for a dialog tree, or perhaps some special actions that could take place with the Colony Fleet. I know I've had a few ideas already, and it's very exciting to have such a powerful scripting language at my fingertips now (thanks Alex!).

- T
« Last Edit: June 25, 2017, 11:21:29 PM by Trylobot »
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Snrasha

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Re: [0.8.1a] The Nomads
« Reply #509 on: June 22, 2017, 01:46:47 AM »

For know, their ships are weak on combat, no?


With the 0.6a to 0.8a, 0 nomads ships can win against anythings a low-tech of vanilla ship of the same size.

So, i request for know if this is normal.

Except maybe the Flycatcher.
« Last Edit: June 22, 2017, 01:48:36 AM by Snrasha »
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