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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3435653 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5205 on: April 11, 2023, 06:03:04 PM »

After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
See this post

(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)
Spoiler
Copypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.
Code: java
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
Clear the log. Talk with Midnight when trying to end the mission, with nex_remFragments_return_start still having a PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.
[close]
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Smoq2

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5206 on: April 12, 2023, 02:24:49 AM »

I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
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Zordiark Darkeater

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5207 on: April 12, 2023, 02:30:56 AM »

I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?

You need to leave the commission. Or every planet you conquer will go to your commissioned faction.

Only planets you colonize will stay yours.

This is from my personal experince atleast.
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EnceladusMine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5208 on: April 12, 2023, 08:40:51 AM »

Don't know why I can't invade now. After defeating the station and fleet, the invade option didn't appear and it's still a greyed "engage the defenders". Any clues?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5209 on: April 12, 2023, 06:05:08 PM »

I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
Look in the ground battle intel after winning, there's buttons to take control or buy governorship.

Don't know why I can't invade now. After defeating the station and fleet, the invade option didn't appear and it's still a greyed "engage the defenders". Any clues?
It looks like the Nex dialog isn't even running, that's the vanilla dialog or something that looks like it. Some other mod might be overriding it, though hard to tell which one.

If you're using Crew Replacer, try updating the mod, and/or leaving and re-entering the menu. Otherwise, it may be possible to find the mod causing the problem:

- Find in Files with Notepad++ or similar, for "marketHostileSel" in the mods/ folder (looking only in files named rules.csv)
- See if any mod other than Nex has one of these. If the mod isn't configured for compatibility, it may override Nex's own copy of the rule when it shouldn't.

Example from my modlist (although both Interstellar Imperium and Starship Legends should work fine, they do in my own playing):
Search "marketHostileSel" (3 hits in 3 files of 113 searched)
  H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Imperium\data\campaign\rules.csv (1 hit)
   Line 108: IIMarketHostileSel,DialogOptionSelected,"$option == marketConsiderHostile
  H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin\data\campaign\rules.csv (1 hit)
   Line  274: marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile,Nex_MarketCMD showDefenses,,,
  H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Starship Legends-2.2.2\data\campaign\rules.csv (1 hit)
   Line 14: sun_sl_marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile score:1001,SL_ShowMarketDefenses showDefenses,,,
« Last Edit: April 12, 2023, 06:07:51 PM by Histidine »
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EnceladusMine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5210 on: April 12, 2023, 06:47:44 PM »

Thanks, it's ATDD+ new Drones that caused this issue. I've told the author.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5211 on: April 13, 2023, 01:28:11 AM »

After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
See this post

(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)
Spoiler
Copypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.
Code: java
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
Clear the log. Talk with Midnight when trying to end the mission, with nex_remFragments_return_start still having a PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.
[close]
Update: OverKill on Discord got me a debug log, (at least one instance of) the issue seems to be with FSF Military Corporation.

Hypothetical fix: In that mod's aEP_researcher_stage3_contact_greeting row in data/campaign/rules.csv, conditions column
remove the score:1000 and add a line $isaEP_Researcher to the same cell.
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Kh0rnet

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5212 on: April 13, 2023, 02:05:12 PM »

I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
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nacochip

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5213 on: April 13, 2023, 10:52:49 PM »

Can someone tell me how to send out a suppression fleet? I've got a rebellion taking place on one of my planets but I can't seem to find any 'suppression' mission type under special actions->request fleet-> mission.

Also, is there any other way to take care of a rebellion besides the above and dumping resources at the administrator?
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SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5214 on: April 14, 2023, 04:12:09 AM »

For the player, you are the suppression fleet. Deliver marines, supplies or weapons to your rebellious holding. You can speak to a local admin, station commander or secretary to do so.
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nacochip

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5215 on: April 14, 2023, 06:09:50 AM »

For the player, you are the suppression fleet. Deliver marines, supplies or weapons to your rebellious holding. You can speak to a local admin, station commander or secretary to do so.

Got it, thanks! Really wish there was a guide that explained all these mechanics though...
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Hexxod

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5216 on: April 15, 2023, 08:23:25 AM »

Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5217 on: April 15, 2023, 06:54:14 PM »

Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?
Thinking about it, the dialog system for the current mining tools display is probably clunky enough (for both dev and user) that I'd prefer to do an entire 'modern' GUI panel for it (Stelnet's various intel items would be a good idea of the concept). Might not do this in the near future though!

I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
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Kh0rnet

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5218 on: April 17, 2023, 07:37:59 AM »

I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
Hmm, I DO have Vayra's Sector 3.2.1 but I was unaware it also might be responsible for the AI colonization mechanics. I'm afraid I'm unable to confirm or deny which method was used, as I simply noticed the issue after taking the planet.
The colony in question where I noticed the issue myself was invaded/conquered from the Legio Infernalis, which is added through Tahlan Shipworks (a "bootleg" build for compatibility with the latest game version, no less), but I'm not sure if Tahlan  influences the AI colonization mechanics in any way itself.
The planet was also one of the randomly generated non-core, fringe worlds, and it was initially unsurveyed by me before the colonization, if any of this might matter.
« Last Edit: April 17, 2023, 07:39:50 AM by Kh0rnet »
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FreonRu

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5219 on: April 19, 2023, 11:04:04 AM »

Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.

Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
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