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Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3446573 times)

Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5625 on: October 03, 2023, 05:51:38 PM »

Is this caused by the fatal of multiple mods?

4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
   at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?

Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?
Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.

Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in.  I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up.  Thanks in advance.
Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
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hidefreek

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5626 on: October 03, 2023, 09:36:51 PM »

Is this caused by the fatal of multiple mods?

4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
   at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?

Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?
Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.

Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in.  I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up.  Thanks in advance.
Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
thank man.
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Phenir

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5627 on: October 08, 2023, 11:45:31 AM »

Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
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projecttemp

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5628 on: October 08, 2023, 12:52:20 PM »

For the mission "Salvation" the game tells me to speak with a Tri-Tachyon executive, where is this executive? It is tagged in the map.
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ChocoMoo

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5629 on: October 08, 2023, 02:26:23 PM »

For the mission "Salvation" the game tells me to speak with a Tri-Tachyon executive, where is this executive? It is tagged in the map.
Go to the Tri-Tachyon station or planet in the select system that the mission wants you to goto then open the market, then open the comms directory which should be the first option and see if you can find the executive
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Kris_xK

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5630 on: October 10, 2023, 11:37:11 PM »

ArmaA hotfix .jar for ground battle crashes (place in Arma Armatura/jars)

Does anyone have an updated link for this fix? Doesn't appear to work anymore.
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XpanD

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5631 on: October 11, 2023, 03:53:48 AM »

ArmaA hotfix .jar for ground battle crashes (place in Arma Armatura/jars)

Does anyone have an updated link for this fix? Doesn't appear to work anymore.

Seems fine here, for what it's worth. Mirrored it here: https://we.tl/t-oHNR5K8VLA

(please use the original link if that works, though!)
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Kris_xK

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5632 on: October 11, 2023, 05:50:59 PM »

ArmaA hotfix .jar for ground battle crashes (place in Arma Armatura/jars)

Does anyone have an updated link for this fix? Doesn't appear to work anymore.

Seems fine here, for what it's worth. Mirrored it here: https://we.tl/t-oHNR5K8VLA

(please use the original link if that works, though!)

Thank you, I believe you are correct and it was just operator error.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5633 on: October 13, 2023, 06:11:40 PM »

Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.

(This is probably obvious enough, but: another thing to note that the garrison can shrink before the actual battle due to things like tactical bombardment)
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Phenir

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5634 on: October 13, 2023, 06:31:37 PM »

Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?
Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.

(This is probably obvious enough, but: another thing to note that the garrison can shrink before the actual battle due to things like tactical bombardment)
Perfect. Thanks.
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StariTV

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5635 on: October 14, 2023, 01:26:03 AM »

Hello, and here's a question about omega weapons. I went through the entire line of quests [REDACTED] and I don't understand either I messed up or you removed the opportunity to buy it.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5636 on: October 15, 2023, 06:08:24 PM »

Hello, and here's a question about omega weapons. I went through the entire line of quests [REDACTED] and I don't understand either I messed up or you removed the opportunity to buy it.
It's still there, but it's always been rare to show up.
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StariTV

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5637 on: October 15, 2023, 11:21:12 PM »

Understood. Is it impossible to get an omega core in your fashion?

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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5638 on: October 17, 2023, 04:51:47 AM »

Nex doesn't add any non-cheat method to get an omega core.

There's currently an exploit where you can
Spoiler
reassign the temporary merc from the fourth Remnant mission
[close]
but I forget if you get the actual core item, or indeed get to keep anything after the 2 cycle period.
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Kim

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5639 on: October 18, 2023, 09:53:59 AM »


80398 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [neutrino_blowtorch] not found!
java.lang.RuntimeException: Ship hull spec [neutrino_blowtorch] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


Does anyone know how to fix this issue?
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