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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 105537 times)

Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #180 on: November 08, 2024, 10:02:40 AM »

Good day, another report: got this crash randomly playing with bunch of mods and SL("randomly" meaning I was in abyss from RAT minding my own business), but I suppose that connected with Star Lords.

Code
18091053 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
at exerelin.campaign.intel.groundbattle.IndustryForBattle.<init>(IndustryForBattle.java:59) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addIndustry(GroundBattleIntel.java:362) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:290) ~[?:?]
at starlords.ai.LordAI.chooseNewOffensiveType(LordAI.java:1135) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:830) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:96) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Thanks for the report, I haven't seen this one before. This seems to be some other interaction between starlords and nex, I'll take look.


Hi, I'm trying to create a couple of lords for custom factions and made two for the Apex Design Collective mod, but after trying to create one for the Roider Union mod I'm running into an error. After validating bounties it crashes at saving I think. Once I delete the segment for the roider lord it goes away. Bellow is the beginning of it.

Hey, I can think of a couple of possible issues. Firstly, "aggressive" is spelled wrong. Secondly, if you try to add/remove lords in an existing save, it may cause crashes, so make sure you aren't do that. Lastly, make sure that all the variants you specified in flagship/shippref are valid variants.

Important question; does this mod override any custom Nex settings?

Like say when you've blocked the AI from ever using saturation bombardment? Because I just got back to Sindria and it's been sat bombed down a size category and was about to deciv. Heck I've have 5 other core worlds decivilized so far and usually that's only an issue for pirate planets like Garnir.

Is there something I need to change in the settings?

Lords will occasionally perform saturation bombardment as part of campaigns, but it's quite rare. There's currently no setting to disable that. The more likely cause of decivs is that this mod does increase the amount of raiding going on (since there are pirate/pather lords who are constantly raiding). I've already greatly reduced the impact of lord raiding and haven't seen much deciving in recent games, but stability will be a bit lower on average in ai markets with this mod installed.
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PFleur

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #181 on: November 08, 2024, 03:08:53 PM »

Hi, I'm trying to create a couple of lords for custom factions and made two for the Apex Design Collective mod, but after trying to create one for the Roider Union mod I'm running into an error. After validating bounties it crashes at saving I think. Once I delete the segment for the roider lord it goes away. Bellow is the beginning of it.

Hey, I can think of a couple of possible issues. Firstly, "aggressive" is spelled wrong. Secondly, if you try to add/remove lords in an existing save, it may cause crashes, so make sure you aren't do that. Lastly, make sure that all the variants you specified in flagship/shippref are valid variants.
That was the problem, no idea how I missed that but thank you for catching it.
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Def16

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #182 on: November 09, 2024, 03:56:54 PM »

Lords will occasionally perform saturation bombardment as part of campaigns, but it's quite rare. There's currently no setting to disable that. The more likely cause of decivs is that this mod does increase the amount of raiding going on (since there are pirate/pather lords who are constantly raiding). I've already greatly reduced the impact of lord raiding and haven't seen much deciving in recent games, but stability will be a bit lower on average in ai markets with this mod installed.

Yeah I'm definitely seeing a difference. I stabilized Sindria, got it built back up then left on an exploration tour. While I was gone it got conquered by the Heg then decivilized inside of a month. Lost Astropolis was hit by something because I suddenly got a notification that it was destroyed.

I think if I play this in the future I'll have to massively bump the rate at which new colonies are founded. Heg re-settled Raesvelg after it decived so that works at least. Maybe a Lord re-established it?

There's so much I still want to learn about this mod but putting out fires is taking up time.
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lee_z101

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #183 on: November 09, 2024, 07:27:03 PM »

Hello, I get a null error on the same day (Nov 18 I believe) every time I have run a particular save. Below will be the section of code that I believe is relevant.

114851 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at starlords.ai.LordAI.progressAssignment(LordAI.java:515)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   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)

 I run mods with the save, I'll attach the enabled_mods file as well.

Let me know if you need any more information, and if my formatting for reporting bugs is correct. Thanks  8)
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Def16

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #184 on: November 11, 2024, 05:57:38 PM »

Minor bug occasionally when given tasks from a Lord.

"Error: could not get mission description."

If clicking accept button the mission will fail to appear.
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vicegrip

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #185 on: November 13, 2024, 05:19:30 PM »

Hey, I am thinking about adding cross-mod content for Star Lords, and I had a question. Can a lord of one faction start off holding the world of another faction as their fief, or will that cause issues? In one of my mods there is a main faction and client faction, and I was thinking of having all the lords be from the main faction but for some of them to hold territory in the client state. Would that work or would it be better to split them up?

some guy

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #186 on: November 13, 2024, 08:21:13 PM »

enjoying the mod so far noticed a potental design flaw. the lords LOVE capitol spam k fine but the problem in question is the invictus. i noticed 5 of em parked on a luddic church world with an orbital station along with a large ish fleet. this looks like it could make having to deal with the luddic church for whatever reason a slog if they can summon a garrison like that at will. if it goes 10 invictus it might not be possable to be before everyone of your ships run out of cr.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #187 on: November 14, 2024, 11:53:46 AM »

Hello, I get a null error on the same day (Nov 18 I believe) every time I have run a particular save. Below will be the section of code that I believe is relevant.

114851 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at starlords.ai.LordAI.progressAssignment(LordAI.java:515)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   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)

 I run mods with the save, I'll attach the enabled_mods file as well.

Let me know if you need any more information, and if my formatting for reporting bugs is correct. Thanks  8)

Thanks for the report, this seems to be due some custom market added by another mod. I'll see if it can be resolved.


Minor bug occasionally when given tasks from a Lord.

"Error: could not get mission description."

If clicking accept button the mission will fail to appear.


Thanks for the report, this is a known issue which happens when the quest generator creates a quest that is incompatible with the lord in some way. Since it doesn't crash the game, it likely won't be resolved for a while.


Hey, I am thinking about adding cross-mod content for Star Lords, and I had a question. Can a lord of one faction start off holding the world of another faction as their fief, or will that cause issues? In one of my mods there is a main faction and client faction, and I was thinking of having all the lords be from the main faction but for some of them to hold territory in the client state. Would that work or would it be better to split them up?

Currently super/subfaction relations aren't modeled at all, so it would be safe to place them in separate factions, Technically there's no check that a lord's fiefs must be in their faction to be assigned so you might be able to get away with it, but the behavior there is undefined.


enjoying the mod so far noticed a potental design flaw. the lords LOVE capitol spam k fine but the problem in question is the invictus. i noticed 5 of em parked on a luddic church world with an orbital station along with a large ish fleet. this looks like it could make having to deal with the luddic church for whatever reason a slog if they can summon a garrison like that at will. if it goes 10 invictus it might not be possable to be before everyone of your ships run out of cr.

There's a 600 DP cap on fleet/garrison sizes that a lord can recruit, so 10 invictuses isn't possible (though to be fair, it's close). Lords collect taxes from fiefs and use them to purchase+upkeep fleets/garrisons/marines, so if you keep them at war, they shouldn't be able to save enough to build up large garrisons. If you let a lord get to max strength, it's expected that you should work with allied lords to take them down, and that your own fleet may not have to CR to face them alone.
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vicegrip

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #188 on: November 15, 2024, 01:10:57 PM »

I've encountered a few weird bugs when testing out Star Lords. First one was meeting two lords and getting an assignment offer from each. The spysat mission type offered was the same but I can't remember if the location was the same. In any case, cancelling one assignment ended up removing both from the offer list.

The second one is stranger. Immediately after starting a game as a Hegemony officer, I talked to a star lord spawning at the same planet. Doing so caused him and the surrounding fleets to then attack my fleet, despite being a commissioned officer with friendly relations. The "combat" also took place entirely on the campaign layer with the player fleet being treated like an NPC one. As you can see from the screenshot, attempting to initiate combat layer battle displays "your fleet" and "player player fleet" as literal copies of the same fleet, although starting the actual battle will cause the phantom player fleet to disappear. Strangely enough this behavior is not always possible to replicate, and sometimes the conversation goes fine. In both cases the only mods running were Star Lords and Nex.

Also, how do the shipPref variants work? Instead of going up to 10 they seem to go up to 30. What is the scaling here?

Spoiler
[close]
« Last Edit: November 15, 2024, 01:16:05 PM by vicegrip »
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Zygorg

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #189 on: November 17, 2024, 05:49:31 AM »

Got a crash, just when i didnt save D: (Still, here's the crash report)

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because "market" is null
        at starlords.controllers.EventController.getMilitaryOpWeight(EventController.java:531) ~[?:?]
        at starlords.controllers.EventController.getPreferredRaidAttack(EventController.java:296) ~[?:?]
        at starlords.ai.LordAI.progressAssignment(LordAI.java:586) ~[?:?]
        at starlords.ai.LordAI.advance(LordAI.java:96) ~[?:?]
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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McTrigger

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #190 on: November 19, 2024, 03:30:25 AM »

Code
[Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.ai.LordAI.beginAssignment(LordAI.java:336) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Unavoidable CTD. Suspiciously happened after Hegemony elimitated Sindria from game
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Cirind

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #191 on: November 20, 2024, 08:41:31 AM »

Love the mod alto ran into weird issue.
On intel page "Lords" tab completly vanished. Politics tab still exists but it on laws it only says "please join or create faction..." despite faction already being created.

Sadly can't tell when problem exactly happened because I've noticed it quite late. And can't really tell what may be causing it due to how bloated modpack is.
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KarlianaVonMauser

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #192 on: November 23, 2024, 01:03:29 PM »

Will there be a plan for maybe promoting our own officers as a lord ourselves for our own faction, instead of constantly trying to get the lords of other faction to join you?
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Rzabat

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #193 on: November 30, 2024, 01:03:50 PM »

I don't seem to be able to see the Lords overview tab that lists out all the different characters in game.
Also, is there a limit to how many lords you can hold prisoner at any one time? It seems that my old prisoners get replaced by new prisoners if I don't release/ransom them beforehand.
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AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #194 on: November 30, 2024, 04:30:51 PM »

Keep up the good work :)
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