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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 80697 times)

Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #30 on: August 27, 2024, 08:11:45 AM »

348687 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\games\Starsector\starsector-core\..\mods\Starlords-0.1.0 (data/lords/lords.json)]
348713 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
349047 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
349050 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
349139 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at person.Lord.<init>(Lord.java:208)
   at controllers.LordController.loadLords(LordController.java:104)
   at plugins.LordsModPlugin.onGameLoad(LordsModPlugin.java:38)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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)

This looks like the same error that others were having. Did you try updating to the hotfixed version?
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AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #31 on: August 27, 2024, 08:58:33 AM »

I'm really enjoying the mod so far. One issue I've noticed that I wanted to point out to you is that when one faction is on campaign (like the Hegemony) and they have a stack of ten lords raiding a planet, enemies would go in and engage the stack one by one or two at a time (Persean League). Naturally, the Persean lords were all defeated.

This was a bit odd to me. The Persean lords should have recognized the strength of the stack and not engage, or at least wait for other reinforcements to come with them before attacking.

One solution could be to maybe "merge" all lord fleets into one while they are on campaign? The intel event can list the fleets currently inside the "campaign fleet".

Similar to Mount&Blade when they merge into a single army, you can merge them into a single fleet and split them back out when the campaign is over.
« Last Edit: August 27, 2024, 02:50:06 PM by AdamLegend »
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Bungee_man

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #32 on: August 27, 2024, 01:14:02 PM »

I'm really enjoying the mod so far. One issue I've noticed that I wanted to point out to you is that when one faction is on campaign (like the Hegemony) and they have a stack of ten lords raiding a planet, enemies would go in and engage the stack one by one or two at a time (Persean League). Naturally, the Persean lords were all defeated.

This was a bit odd to me. The Persean lords should have recognized the strength of the stack and not engage, or at least wait for other reinforcements to come with them before attacking. One solution could be to maybe "merge" all lord fleets into one while they are on campaign?

Similar to Mount&Blade when they merge into a single army, you can merge them into a single fleet and split them back out when the campaign is over.

I like this idea. It'd also fix a bit of the jank we see when the engine is dealing with more little fleet bubbles than it was designed around.
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Plurpo

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #33 on: August 28, 2024, 03:29:23 PM »


CTD with this at the end of starsector.log (I do have a number of faction mods enabled if that is a concern):

java.lang.IllegalArgumentException: bound must be positive
   at java.base/java.util.Random.nextInt(Random.java:557) ~[?:?]
   at util.Utils.weightedSample(Utils.java:209) ~[?:?]
   at controllers.PoliticsController.getPreferredLordTarget(PoliticsController.java:1341) ~[?:?]
   at controllers.PoliticsController.createNewProposal(PoliticsController.java:260) ~[?:?]
   at controllers.PoliticsController.advance(PoliticsController.java:130) ~[?:?]
   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, this is fixed in the latest release.


Unfortunately while playing the most recent version I got a CTD with the same error in the log:

java.lang.IllegalArgumentException: bound must be positive
        at java.base/java.util.Random.nextInt(Random.java:557) ~[?:?]
        at util.Utils.weightedSample(Utils.java:209) ~[?:?]
        at controllers.PoliticsController.getPreferredLordTarget(PoliticsController.java:1341) ~[?:?]
        at controllers.PoliticsController.createNewProposal(PoliticsController.java:260) ~[?:?]
        at controllers.PoliticsController.advance(PoliticsController.java:130) ~[?:?]
        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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Phenir

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #34 on: August 28, 2024, 05:31:37 PM »

Are there plans to support mod factions somehow besides lords defecting to them? Like generate lords with random personality for each market the faction owns at game start? I suppose the fleet composition would be difficult unless you used something like archetypes, like carrier heavy, tall, wide, X ship only, Y class ship only. The bio would just be empty or some generic description based on the combo of their fleet composition and personality.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #35 on: August 28, 2024, 08:34:50 PM »

I'm really enjoying the mod so far. One issue I've noticed that I wanted to point out to you is that when one faction is on campaign (like the Hegemony) and they have a stack of ten lords raiding a planet, enemies would go in and engage the stack one by one or two at a time (Persean League). Naturally, the Persean lords were all defeated.

This was a bit odd to me. The Persean lords should have recognized the strength of the stack and not engage, or at least wait for other reinforcements to come with them before attacking.

One solution could be to maybe "merge" all lord fleets into one while they are on campaign? The intel event can list the fleets currently inside the "campaign fleet".

Similar to Mount&Blade when they merge into a single army, you can merge them into a single fleet and split them back out when the campaign is over.

Thanks, this feedback is really useful. One question, were the Persean lords on a campaign of their own, or were they individually deciding to defend the planet? That part of the AI should be unchanged from base game; I had hoped that the AI would have a bit more self-preservation, but I've noticed them suiciding too.

Unfortunately while playing the most recent version I got a CTD with the same error in the log:

Weird, those line numbers suggest that the code hasn't changed. It's possible that I didn't update the jar correctly? I did another rebuild just in case. I don't want to make a new release for individual bugs, but you can download the latest jar yourself and replace it here

Are there plans to support mod factions somehow besides lords defecting to them? Like generate lords with random personality for each market the faction owns at game start? I suppose the fleet composition would be difficult unless you used something like archetypes, like carrier heavy, tall, wide, X ship only, Y class ship only. The bio would just be empty or some generic description based on the combo of their fleet composition and personality.

I feel like any kind of lord autogeneration is a bit risky since it feels like messing with other people's work. Some mod factions may want lords, on others it might not make any sense. It's actually pretty easy to add your own lords if this mod becomes established enough that others want to integrate with it, but for now there's no plans to support modded factions.
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AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #36 on: August 29, 2024, 02:58:45 PM »

Thanks, this feedback is really useful. One question, were the Persean lords on a campaign of their own, or were they individually deciding to defend the planet? That part of the AI should be unchanged from base game; I had hoped that the AI would have a bit more self-preservation, but I've noticed them suiciding too.

The Persean lords were not on campaign, but they came in waves of 1 or 2 lords at a time (about eight in total) to attack the Hegemony campaigning lords that were raiding the planet. They did not reinforce each other (except the waves of 2 lords going together) or wait for each other, unfortunately.
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Sandor057

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #37 on: August 29, 2024, 09:54:24 PM »

Woah, seems like it's almost harvesting season.

Belligerent drunk events in taverns when? :D
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FunnyScope

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #38 on: August 30, 2024, 05:53:33 AM »

This mod looks awesome, definitely going to try it out. It's almost harvesting season, after all!
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Bastion.Systems

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #39 on: August 30, 2024, 06:58:06 AM »

Very cool idea to make the game more dynamic and character focused.

Although I don't think they should be called lords depending on the faction.

Dictat: High Generals (Strategic Conference)
Hegemony: Admirals (Admiralty Board Meeting)
Tri-Tach: Board Directors (Board Meeting)
League: Electors (Congress)

Can't think good ones for church, pirates & path right now. Probably crusader order terminology for church.
« Last Edit: August 30, 2024, 07:10:10 AM by Bastion.Systems »
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StrikeEcho

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #40 on: August 30, 2024, 07:51:32 AM »

Very cool idea to make the game more dynamic and character focused.

Although I don't think they should be called lords depending on the faction.

Dictat: High Generals (Strategic Conference)
Hegemony: Admirals (Admiralty Board Meeting)
Tri-Tach: Board Directors (Board Meeting)
League: Electors (Congress)

Can't think good ones for church, pirates & path right now. Probably crusader order terminology for church.

For the Church, Grand Masters would fit, knightly orders and all. The pirate can have Pirate Lords or Warlords, while the Path could be Brother/Sister like with Brother Cotton.
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #41 on: August 30, 2024, 10:32:05 AM »

It's actually pretty easy to add your own lords if this mod becomes established enough that others want to integrate with it, but for now there's no plans to support modded factions.
would you be willing to create a short tutorial showing how we would go about adding lords to our own mods?
it does not need to be anything fancy. just creating a big block of text explaining how to create one will do. (and maybe explain whatever more complicated options exist for such things)?
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Great Wound

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #42 on: August 30, 2024, 11:43:41 AM »

It's actually pretty easy to add your own lords if this mod becomes established enough that others want to integrate with it, but for now there's no plans to support modded factions.

Surprisingly easy, I already added one ;D Thanks for making your work easy to read.
I know it's a big ask, but do you best to keep this dependency-free, its a very strong aspect for me.

 

Phenir

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #43 on: August 30, 2024, 04:02:14 PM »

Are there plans to support mod factions somehow besides lords defecting to them? Like generate lords with random personality for each market the faction owns at game start? I suppose the fleet composition would be difficult unless you used something like archetypes, like carrier heavy, tall, wide, X ship only, Y class ship only. The bio would just be empty or some generic description based on the combo of their fleet composition and personality.

I feel like any kind of lord autogeneration is a bit risky since it feels like messing with other people's work. Some mod factions may want lords, on others it might not make any sense. It's actually pretty easy to add your own lords if this mod becomes established enough that others want to integrate with it, but for now there's no plans to support modded factions.
That's a shame. I don't expect every mod faction out there will add their own lords so it feels like if I am using factions that don't, I don't want to use this mod or if I am using this mod, I don't want those factions. Even if lords can migrate to those factions (will they do this on their own or do I have to join that faction and bring them over?), at the start of a game it will greatly tip faction balance in favor of any factions that start with lords.
I get what you are saying though. Is there no way to make a compromise, like a config setting on game creation or a check to only generate for mods that didn't make their own lords?
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #44 on: August 31, 2024, 10:10:20 AM »

would you be willing to create a short tutorial showing how we would go about adding lords to our own mods?
it does not need to be anything fancy. just creating a big block of text explaining how to create one will do. (and maybe explain whatever more complicated options exist for such things)?

Sure, I added a new section in the readme. Let me know if anything is unclear.

That's a shame. I don't expect every mod faction out there will add their own lords so it feels like if I am using factions that don't, I don't want to use this mod or if I am using this mod, I don't want those factions. Even if lords can migrate to those factions (will they do this on their own or do I have to join that faction and bring them over?), at the start of a game it will greatly tip faction balance in favor of any factions that start with lords.
I get what you are saying though. Is there no way to make a compromise, like a config setting on game creation or a check to only generate for mods that didn't make their own lords?

Lords are able to defect to any faction if their loyalty drops enough (and are biased to joining factions with lots of open fiefs, so probably a modded faction), though in the current version, it seems like loyalty doesn't drop much unless you're specifically targeting someone. I do see what you're saying as well with the power imbalance. Lord autogeneration isn't off the table, but there are other features that I would consider higher priority for now. What do you think about this- lords can be restricted to only launching campaigns against other factions with lords, so that lordless factions don't get run over. The player can choose when to opt-in to all the lord mechanics via recruiting their first lord.
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