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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013883 times)

Snrasha

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1020 on: April 10, 2016, 11:39:16 AM »

Question: I have add a other faction(not playable) in my mod, then add faction.json and also in mod_factions.csv(i have put correct ) , but  in game, this faction have 0 planets, i think, this is a very simple problem to fix, but i do not found...  (i need add a thing for a not playable faction in rule.csv?)

Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.


Thank you.
« Last Edit: April 10, 2016, 11:44:59 AM by Snrasha »
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Blaze

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1021 on: April 10, 2016, 12:20:11 PM »

the modfaction.csv file is case sensitive, maybe you added/left out a capital letter somewhere?

Quote
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.

Did you remember to add starting ship options in your faction.json file?
Code
    "startShipsSolo":["exo_shinyo_a"],
    "startShipsSoloSSP":["exo_shinyo_a"],
    "startShipsCombatSmall":["exo_jukai_a", "exo_kaiten_a", "exo_shinyo_a"],
    "startShipsTradeSmall":["exo_ubasute_a", "exo_dozaemon_a", "exo_dozaemon_a"],
    "startShipsCombatLarge":["exo_aokigahara_a", "exo_fukuryu_s", "exo_kairyu_s"],
    "startShipsTradeLarge":["exo_yamikin_m", "exo_ubasute_a", "exo_ubasute_a"],
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Snrasha

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1022 on: April 10, 2016, 12:36:51 PM »

1) i have already put correct : colosses is the id of my faction and name of my file.
citadeldefenderscolossescrystanite
So, this is not that...

2)
This is not that. He do not finish read my file, i believe. (Because,  default ship is  in rule.csv)
Spoiler
{
    "uniqueModClassName":"data.scripts.world.artefactModPlugin", # String
    "playableFaction":true, # Boolean
    "corvusCompatible":true,

    "isPirateNeutral":"false", # Boolean
    "crewExpereinceLevelIncreaseChance":0.1, # Double, 0 - 1.0
    "baseFleetCostMultiplier":1.0, # Double
    "spawnPatrols":"true",
  
    "customRebelFaction":"", # String
    "customRebelFleetId":"", # String
    "rebelFleetSuffix":"Crazy", # String

    "positiveDiplomacyExtra":0, # Integer
    "negativeDiplomacyExtra":0, # Integer
    "factionsLiked":["Lte"], # String array
    "factionsDisliked":[], # String array
    
    "alignments":{
        "corporate":0.5,
        "technocratic":2.5,
        "militarist":1,
        "diplomatic":0, },

    "startShipsSolo":["Noir_Fantome_Fantoma"],
    "startShipsSoloSSP":["Noir_Fantome_Fantoma"],
    "startShipsCombatSmall":["Noir_Fantome_Fantome", "Noir_Fantome_Fantoma", "Noir_Soul_Soul"],
    "startShipsTradeSmall":["Noir_Ombre_Ambre", "Noir_Spectre_wing", "Noir_Soul_Saul"],
    "startShipsCombatLarge":["Noir_Ghast", "Noir_Farfadet_Farfadet", "Noir_Fantome_Fantome"],
    "startShipsTradeLarge":["Noir_Soul_Saul", "Noir_Soul_Soul", "Noir_Farfadet_Farfadot"],
}
[close]
He add faction "lte" like a friend (in file lte, i have not add, so he read this file)
And faction exist, with planets, etc. (Contrary to my first problem)

Thank you.
« Last Edit: April 10, 2016, 01:39:51 PM by Snrasha »
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1023 on: April 10, 2016, 06:01:11 PM »

citadeldefenderscolossescrystanite
If that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Anyway, non-playable factions don't get markets (except for independents, who are hardcoded). Maybe I'll add a config option for this, but no promises.

Quote
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.
Seems I forgot to change the rules.csv entry in Nexerelin. You can fix it by looking for

Code
NGCSetPlayerFaction "noir"
NGCAddShipAndComplement "Noir_Fantome_Fantoma"
AddText "Added Fantome-class frigate" textFriendColor
FireBest ExerelinNGCStep4

and changing it to

Code
NGCSetPlayerFaction "noir"
FireBest ExerelinNGCStep3
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Snrasha

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1024 on: April 11, 2016, 02:01:11 AM »

citadeldefenderscolossescrystanite
If that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Anyway, non-playable factions don't get markets (except for independents, who are hardcoded). Maybe I'll add a config option for this, but no promises.

Ok, but if i want see ship (in merc fleet or pirate fleet) of this non-playable faction, i need add a other option except put false in playable or not?  (I talk this option: "spawnPiratesAndMercs":false,  this is that?)
After, i have the linebreak with a good copy/paste here:
Spoiler
faction
citadeldefenderscolosses
crystanite
[close]
But after repair, i have always no planets, like you say.

For noir, this is that, thank you.

I can suggest you for add a option "maxStartPlanet":3 #Integer , optional  ?  Or a other thing(a percentage, maybe) for limit number of planets... because Looters who is a small pirate faction, have more planets than pirates or vanilla faction... (this is not logic for me). After, i see that only if i play with very low many mods, so maybe useless.


After, this is not very important for this faction colosses, i can just put corvus : false. Thank you



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Rathorn

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1025 on: April 11, 2016, 08:17:06 AM »

Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1026 on: April 11, 2016, 08:29:45 AM »

Ok, but if i want see ship (in merc fleet or pirate fleet) of this non-playable faction, i need add a other option except put false in playable or not?
Without SS+: add the ships to the .faction ship role lists; Hiigarans does this for its pirate ships
With SS+: probably not gonna happen

Quote
I can suggest you for add a option "maxStartPlanet":3 #Integer , optional  ?  Or a other thing(a percentage, maybe) for limit number of planets... because Looters who is a small pirate faction, have more planets than pirates or vanilla faction... (this is not logic for me). After, i see that only if i play with very low many mods, so maybe useless.
I might see about adding a config for this. (I'll need to work out a revision to the code that assigns a faction to each market first)

Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)

What settings in particular are you using? I've found I can usually expect sub-100 prices for supplies at the start of the game within 1-2 restarts, in a "typical" Sector (6-8 systems, default planet/station count, some mod factions but not more than six or seven).
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Rathorn

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1027 on: April 11, 2016, 08:37:37 AM »

Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.
You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)

What settings in particular are you using? I've found I can usually expect sub-100 prices for supplies at the start of the game within 1-2 restarts, in a "typical" Sector (6-8 systems, default planet/station count, some mod factions but not more than six or seven).
[/quote]


    Thanks :) I'm currently running nexerilin, blackrock, diable, and interstellar imperium. 6 systems, no empties, max 12 planets/6 stations per system. omni and prism enabled. playing as bdy, our main station in exerilin is stability 7 with plenty of supplies, but they cost over 600 creds after tarrif. :/ kinda stuck, I can't make enough money mining to cover the crew/supplies to keep mining, or afford fuel to outrun pirates.
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1028 on: April 13, 2016, 05:18:46 AM »

Oops, just re-noticed that Nexerelin has its own copy of commodities.csv with an entry for supplies (and fuel). Also it'd be easier to just set the variability column to 0 (this is supposed to make the price ignore supply/demand).
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Nanao-kun

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1029 on: April 15, 2016, 12:36:32 PM »

Code
209807 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(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)

I'm not sure where the cause is from, but am I correct in assuming that the game's trying to find a non-existent hullmod while trying to generate the map?
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Venatos

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1030 on: April 15, 2016, 01:18:35 PM »

if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
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Nanao-kun

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1031 on: April 15, 2016, 01:29:00 PM »

if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.

I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.

EDIT: Oh, NGO has variants that use SS+ hullmods. Hmm.
« Last Edit: April 15, 2016, 01:31:14 PM by Nanao-kun »
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Midnight Kitsune

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1032 on: April 15, 2016, 01:31:13 PM »

if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.

I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+
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Nanao-kun

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1033 on: April 15, 2016, 01:31:43 PM »

if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.

I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+

Yeah, just noticed while looking through the variants.
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Nanao-kun

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1034 on: April 16, 2016, 01:38:30 PM »

By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
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