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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)  (Read 1773201 times)

JAL28

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4155 on: September 19, 2021, 12:52:51 AM »

A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.

I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
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bobbob

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4156 on: September 20, 2021, 11:16:41 AM »

Guys, I have a problem here, If I press the "Consider Military Opt."
The game Crash

Mods that I'm using
Trailer Moments
A new level of confidence
Adjustable skill threshold
Autosave
beyond the sector
captain log
combat chatter
Console commands
DIY planets
detailed combat result
Diable avionics
fluffy ship pack
furry portrait pack
Industrial evoulation
Nexerelin
oculian armada
oculian pirates
Planetary shield: access control
portrait pack
SAD
Scy Nation
Supply forge
Terraforming and station construction
transfer all items
unknown skies
unofficial new game plus
ZZ audio plus
ZZ graphic lib


Description
I moved to engage a pirates plant, there is no station around it, I destroyed the surrounding fleet, once I click consider military option, the game crash
planet type is a metallic moon.
the planet does not have any Industrial evolution building so I don't think it's the cause.
I tried attacking another colony which is a water world "Vanilla Type World", the game didn't crash
I tested that again by attacking another metallic-type planet "unknown skies world" and the game crashed.
the only mod I think that can change the military options is Nexerelin and the one that adds those planets is unknown skies, I think there is a conflict between them.
I noticed that Nexerelin added maps for ground battles in his newest update, I suspect that the problem is that Nexerelin is crashing the game once I attack a planet that was added by unknown skies.
I really want to play the game but this holds me back, as I'm already advanced in the game, and I can't remove unknown skies...
I'm trying to upload the 32Mb log to pastbin.com but the internet is so slow, going to edit once it's completed. edit. it said it was to long so here is the last lines
Spoiler
44899 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:377)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:140)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: Thanks to Histidine, Updating the game to the latest release solved the problem...

duo to the nature of this mod, This MOD needs the latest game version + MagicLib + LazyLib
« Last Edit: September 21, 2021, 01:54:47 AM by bobbob »
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4157 on: September 21, 2021, 07:26:41 AM »

A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.

I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
Hmm. I feel like the point of insurgency warfare is that the insurgents don't typically come out in the open where they're exposed to the full strength of the standing army, which is the sort of warfare the land battle minigame models. (And if rebellions worked this way, the player forces would probably pulp them easily in the minigame, either that or players start wondering why the rebels didn't appear during the actual invasion)

That said, I'm now imagining a concept where a ground battle is indeed the "climax" of a rebellion, where large numbers of rebel units spawn against a weakened planetary garrison, and the player has to intervene using their own forces to prevent them from taking over the colony. If the government wins here, the rebellion ends right away with some lingering unrest.

On the approval idea: Rebellions are already added tied to stability (low stability planets are likely to see rebellions, and low stability makes rebels stronger in an ongoing rebellion). I could add an effect from the atrocity counter, if I decided I want to punish people who sat bomb the core worlds into extinction. That'd be funny.
More generally, if I ever get around to doing faction social policies (like Civilization and such) that'd most likely influence rebellions.
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JAL28

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4158 on: September 21, 2021, 04:32:33 PM »

Regarding that, there are, in the real world, governments that got kicked out and still managed to eventually claw back their power through guerilla warfare(see contemporary affairs in the middle east), so it seems more likely than it seems. There are also governments that had their roots in rebellion movements.

More or less, it just seems quite unnatural that all rebellions flop immediately if the player doesn’t help them, and as well as the effort of helping rebellions massively overshadowing the effort needed to just retake the planet themselves.
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Zonk

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4159 on: September 23, 2021, 08:30:19 AM »

I love this mod so much! It has added so much to my current playthrough I'm not ever sure how I could have done without it.

My favorite current activity is sending maxed invasion fleet after fleet to Hegemony worlds and then giving them to the Independents after I seize them. It's nice that the Independents won't be the subject of invasions or wars. Thank you Independents for never raiding or invading my colonies!

I love how you can send colonies to other factions. It makes me feel like I'm freeing the sector from the Hegemony menace without saturation bombing them out of the history books or becoming a tyrant over these colonies myself.

Also, the "Special Task Groups" are such a cool idea, and are very scary before the endgame. I got a 3 S-mods Legion out of one after a brutal fight and it was the most amazing feeling. Another Special Task Group randomly managed to intercept and ruin an invasion fleet of mine just by pure chance. Emergent things like this make Nex such an awesome mod! Thanks for making it and sharing it with us!
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memeextremist

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4160 on: September 23, 2021, 04:54:36 PM »

Hey, Histidine. I'm getting a CTD when trying to invade a luddic church planet after deploying a unit. I haven't had any problems invading anyone else. If I don't deploy, the raid is cancelled.  Thank you, and everyone involved for all your hard work o>

here's the pastebin: https://pastebin.com/U0kZLFej
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Frosterus

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4161 on: September 24, 2021, 12:52:40 AM »

Has anyone been able to find operatives at the bar? I've been to like 50 different bars and haven't seen the prompt for a single one. Hurts a bit now that they can get rid of Luddic Cells in your colonies.

Edit: Found one after about 60 planets visited. Just bad luck, maybe?
« Last Edit: September 24, 2021, 12:56:12 AM by Frosterus »
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McTrigger

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4162 on: September 24, 2021, 01:23:32 AM »

Is there a way to disable Academy storyline (so I start with gate tech) without enabling random core worlds?
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PureDesire

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4163 on: September 24, 2021, 03:34:15 AM »

hello,may I put this mod on fossic.org(this it a Chinese community for Starsactor) to let more Chinese know it?
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4164 on: September 24, 2021, 03:56:00 AM »

I love this mod so much! It has added so much to my current playthrough I'm not ever sure how I could have done without it.

My favorite current activity is sending maxed invasion fleet after fleet to Hegemony worlds and then giving them to the Independents after I seize them. It's nice that the Independents won't be the subject of invasions or wars. Thank you Independents for never raiding or invading my colonies!

I love how you can send colonies to other factions. It makes me feel like I'm freeing the sector from the Hegemony menace without saturation bombing them out of the history books or becoming a tyrant over these colonies myself.

Also, the "Special Task Groups" are such a cool idea, and are very scary before the endgame. I got a 3 S-mods Legion out of one after a brutal fight and it was the most amazing feeling. Another Special Task Group randomly managed to intercept and ruin an invasion fleet of mine just by pure chance. Emergent things like this make Nex such an awesome mod! Thanks for making it and sharing it with us!
Glad you enjoy :D

Hey, Histidine. I'm getting a CTD when trying to invade a luddic church planet after deploying a unit. I haven't had any problems invading anyone else. If I don't deploy, the raid is cancelled.  Thank you, and everyone involved for all your hard work o>

here's the pastebin: https://pastebin.com/U0kZLFej
Looks I missed the Church plugin when I fixed the issue elsewhere. This should fix it (download and place in Nexerelin/jars).

Is there a way to disable Academy storyline (so I start with gate tech) without enabling random core worlds?
Use the skip story option, it's in the "other options" menu in the new game dialog (random sector must be turned off).

hello,may I put this mod on fossic.org(this it a Chinese community for Starsactor) to let more Chinese know it?
Oh, is it not already on Fossic? Well, you don't really need my permission since Nexerelin is open source, but sure, go ahead :)
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memeextremist

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4165 on: September 24, 2021, 03:51:25 PM »

Thank you! That did the trick  8)
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JAL28

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4166 on: September 24, 2021, 08:31:31 PM »

A suggestion:
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.

I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
On the approval idea: Rebellions are already added tied to stability (low stability planets are likely to see rebellions, and low stability makes rebels stronger in an ongoing rebellion). I could add an effect from the atrocity counter, if I decided I want to punish people who sat bomb the core worlds into extinction. That'd be funny.
More generally, if I ever get around to doing faction social policies (like Civilization and such) that'd most likely influence rebellions.

On this: It doesn’t actually affect anything at all. With how rebellions are structured, I’d be more concerned about the profit drop-off of a Low-stability planet than 30 rebellions popping up because every one of them will be crushed by 13 capital suppression fleets coming in every other month or so. It should be a real risk of losing your planet to rebellions if you have Low stability, rather than spamming many failed rebellions that die on impact instantly. Quality over quantity basically.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4167 on: September 29, 2021, 03:17:30 PM »

Possibly Nex-related question as I try to fix something:

I went into Galatia.java in the base game's data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines.
However, when starting a new game in Nexerelin with default settings, the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) spawn instead of the newly specified ones from the modified Galatia.java file.

Am I correct to assume that it is Nex that overrides those settings somewhere? If so, can they be changed easily?
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geminitiger

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4168 on: September 29, 2021, 11:51:48 PM »

I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem.  I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4169 on: September 30, 2021, 04:00:18 AM »

I might give rebellion handling another look when I return to Nex work.

Possibly Nex-related question as I try to fix something:

I went into Galatia.java in the base game's data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines.
However, when starting a new game in Nexerelin with default settings, the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) spawn instead of the newly specified ones from the modified Galatia.java file.

Am I correct to assume that it is Nex that overrides those settings somewhere? If so, can they be changed easily?
Current versions of Nex use the vanilla system generator files (mod used to include its own copies), so I don't know why the changes aren't applying, sorry. Could try making other changes to the star system (or a different system like Corvus) and see if they appear correctly.

I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem.  I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.
If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.
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