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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3042938 times)

Histidine

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2490 on: September 10, 2019, 05:40:09 AM »

No, it uses the global new-NPC-colony count (shared between all factions).
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2491 on: September 10, 2019, 08:36:44 AM »

Yo, thank you very much for the invasion toggle I requested, looking forward to running a new game with this update
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Agile

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2492 on: September 10, 2019, 09:22:47 AM »

So I found a bug, or at least, I think it might be a bug.

Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
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Shad

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2493 on: September 10, 2019, 10:02:27 AM »

Brilliant changes in 0.9.4 as always!

*The diplo screen brings a lot previously opaque info to light, making it easier to see the logic behind AI faction actions.
*Outposts are a neat thing to have on places where accessibility is limited.
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Alpha AI Core

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2494 on: September 10, 2019, 10:04:09 AM »

Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
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Tartiflette

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2495 on: September 10, 2019, 10:11:15 AM »

It is compatible with Ships and Weapons Pack.
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lollypopalopicus

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2496 on: September 10, 2019, 11:24:00 PM »

I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
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MachoNatchoMan

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2497 on: September 11, 2019, 01:40:07 AM »

any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2498 on: September 11, 2019, 05:41:59 AM »

Quick fix update.

Nexerelin v0.9.4c
Download

Changelog
Spoiler
v0.9.4c
* GUI
    * Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
    * Show distance of potential agent travel destinations
    * Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations
[close]

So I found a bug, or at least, I think it might be a bug.

Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Was there a pirate raid/activity intel item? If so, I'll keep an eye out.

Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?

I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
Yeah player_npc is no longer used, you'll want to modify player.faction.

any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
I had that before, but it was an undesirable amount of work to maintain/curate.
All the famous up-to-date mods and most new ones can be expected to be compatible, at least.
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Agile

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2499 on: September 11, 2019, 08:22:09 AM »

Quick fix update.

Nexerelin v0.9.4c
Download

Changelog
Spoiler
v0.9.4c
* GUI
    * Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
    * Show distance of potential agent travel destinations
    * Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations
[close]

So I found a bug, or at least, I think it might be a bug.

Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Was there a pirate raid/activity intel item? If so, I'll keep an eye out.

Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.
As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?

I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?
Yeah player_npc is no longer used, you'll want to modify player.faction.

any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.
I had that before, but it was an undesirable amount of work to maintain/curate.
All the famous up-to-date mods and most new ones can be expected to be compatible, at least.

Yeah, I got a intel warning of a pirate raid against Faction: player (I didn't have any colonies yet so it defaulted to player as my faction) by pirates, and they ended up chilling out at my hyperspace point (where I subsequently curb stomped them with my 2 capital 4 cruiser fleet).

So yeah outposts can get raided by pirates.
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Snipy

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2500 on: September 11, 2019, 08:26:48 AM »

Hello everyone! (First post on here!)

I am running into an error and CTD after updating Nexerelin to v0.9.4c from the previous version (I removed it completely by deleting the mod folder for it and replacing it with the new version).  With everything I update in this game I purge my saves and start over (Always fun going from start with a different view! :) ) However when I begin a new game, it'll go through its three month simulation but crash to desktop with the error message saying check the Starsector log. I leafed through it found this at the end (I'll put it in spoilers)

Spoiler
161885 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [NEW_BEGINNINGS_OPTIONS.ini]
161887 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Game load
161888 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
161888 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
161888 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
162332 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
   at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I am good enough at debugging things to know I am not good with debugging things.  As far as I know these are all up to date (to a degree, I do not use mods outside of the Mod Index page), but here is my mod load order if its needed.   
Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "ai_flag_tool",
  "anotherportraitpack",
  "raccoonarms",
  "artefact",
  "lw_autosave",
  "blackrock_driveyards",
  "sd_boardable_unboardables_vanilla",
  "Celestial Mount Circle",
  "CombatAnalytics",
  "chatter",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "ExLaneUnion",
  "foundation",
  "FDS",
  "GKSec",
  "gs",
  "Grand Sector",
  "GMDA",
  "HMI",
  "HA",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "dk_mis_09",
  "sun_new_beginnings",
  "nexerelin",
  "ORA",
  "wyv_planetaryShieldAccessControl",
  "sun_ruthless_sector",
  "sad",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Sylphon_RnD",
  "tahlan",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "audio_plus",
  "shaderLib"
]}
[close]

Sorry if I am being a bother.  :-X

Edit:  Rolling back to 0.9.4b fixed the issue.  I double checked my mods to see if any were out of date (The ones outside of version checker, and version checker itself) and they seemed okay.
« Last Edit: September 11, 2019, 08:51:48 AM by Snipy »
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Peanut Man

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2501 on: September 11, 2019, 10:42:01 AM »

Hallo! I hate to bother. but I seem to be running into an error with the recent update! v0.94c.
It states it is unable to initialize class exerelin.campaign.submarket.PrismMarket

The following would be the the log!

94733 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
   at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Thank you for your time. And sorry for the bother!
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Freor

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2502 on: September 11, 2019, 12:57:06 PM »

I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it.
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Dwarden

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2503 on: September 11, 2019, 04:14:07 PM »

crash on generation of new random custom sector game

Spoiler
466897 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
   at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

and at custom game non random

Spoiler
399826 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
   at exerelin.plugins.ExerelinModPlugin.onGameLoad(ExerelinModPlugin.java:250)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

reverted to 0.9.4.b as that one seems to work 'fine' with "?" :)
« Last Edit: September 11, 2019, 04:54:03 PM by Dwarden »
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RedlineGoblin

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2504 on: September 11, 2019, 07:11:57 PM »

Getting the same problems as the ones above about the PrismMarket.
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