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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3035257 times)

Bungee_man

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5715 on: December 21, 2023, 12:20:55 AM »

I'm not sure if it's this mod or PAGSM, but, when Sindria captured Gilead, their shrine became inaccessible.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5716 on: December 21, 2023, 04:58:01 PM »

Started playing again after awhile, did Nexerelin change the "ship sale" from millitary contacts and/or "gaudy" person ship sale to be much more restrictive. It used to be pretty broad like destroyers, cruisers, and capitals. Now it is restricted many times to manufacturers like ED shipyards or JYD lowtech.  Also when I buy ships from millitary contacts if I have the missile ships overhaul it is always a missle cruiser for sale. Wondering if anyone else experienced it. Not sure if this is the right place to ask this question.
The rules for ship sale to contacts have been tightened, yeah. It should basically always use the design type rule now, to avoid cases where the contact asks for something that's available on open market.

For buying a surplus ship from a contact, that mission is vanilla, but in any case it might be an issue in how ship availability in the missile ships overhaul is set. Check if the missile cruiser(s) are similarly used near-exclusively in the fleets and the open/military markets.

I'm not sure if it's this mod or PAGSM, but, when Sindria captured Gilead, their shrine became inaccessible.
I think this is how the shrines are coded in vanilla actually!
(Maybe next time I'll override the relevant rules in Nex)

Hello, been playing with Nex and Arma together for years and just came back again. I just used the Arma Hotfix and now it wouldn't let me enter the main menu and shows an Error, here's the log:

61570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.MechaModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

I check both the mechamodplugins inside the jar It seems both the same or I might have missed something. For now i'll put back the old jar before the hotfix so I could play but without checking if the ground war crash would occur.  :'(
Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?
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Artyom_Dreizehn

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5717 on: December 22, 2023, 06:42:45 AM »

Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?

I was using the latest ArmaA then add in the ArmaA.jar Hotfix for groundbattle crash by replacing the old .jar, after that those error shows up and wouldn't even let me in the main menu. Was the Hotfix now irrelevant since it was included in a new patch? cause I had troubleshooted it till Nex and ArmaA with Hotfix mod are left and that crash still shows up and gone after I disabled ArmaA(with Hotfix). Sorry If this was already done was not keeping up with the discussion.
« Last Edit: December 23, 2023, 09:07:00 AM by Artyom_Dreizehn »
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Tank Hunter Silas

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5718 on: December 22, 2023, 04:24:15 PM »

Hi, Does the Spacer obligation ever go away?
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RASTIL

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5719 on: December 24, 2023, 04:12:11 AM »

I've recently found the option to make my officers killable, and now I enjoy this mod even more than before! Finally i am free from wondering what the hell do i find those level 5 officers in space once i hit my cap, now they patiently wait for their turn in the meatgrinder. Killing off weaklings makes our sector better.
Hi, Does the Spacer obligation ever go away?

I think it only ever grows
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Bungee_man

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5720 on: December 24, 2023, 01:53:36 PM »

Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.
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power12359

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5721 on: December 25, 2023, 10:37:04 PM »

The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.
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Bungee_man

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5722 on: December 26, 2023, 01:41:33 AM »

The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.

I believe that scales with your ground defense stat. Ground defenses, military base/patrol hub/high command, planetary shield, and other defensive buffs all help with that.

That said, the general strategy is to destroy the enemy before they make landfall. A star fortress will generally let you break any faction's invasion force before it meets your ground defenses.
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Warnoise

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5723 on: December 27, 2023, 08:12:58 PM »

Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.

I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
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LordKhorne

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5724 on: December 28, 2023, 11:28:48 AM »

hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it


mod download link: https://fractalsoftworks.com/forum/index.php?topic=28121.msg417946#msg417946
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5725 on: December 29, 2023, 03:27:19 AM »

Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.
Fixed for next version, thanks!

Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.

I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
You probably want to try brawl mode; look for nex_brawlMode in Nexerelin/data/config/settings.json.

hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it
Took a look and it turns out your faction config was messed up in a bunch of ways. Here's a fixed version:
Spoiler
Code: json
{
    "playableFaction":true,
    "corvusCompatible":true,
    "startingFaction": true,
    "rebelFleetSuffix":"Traitors",
   
    "marketSpawnWeight":2,
    "difficultyString":"hard",

    #"startRelationships":{
"tritachyon": -0.72,
"persean":-0.66,
"sindrian_diktat": -0.69,
"hegemony": 0.9,
#"ironshell": 0.75,
#"battlefleets_imperium": -0.54,
#"sevencorp": -0.5,
#"xlu": -0.75,

    "maxRelationships":{ "remnant":-0.51,"luddic_path":-0.7,"luddic_church": -0.35},
    "diplomacyPositiveChance":{
"tritachyon":1.2,
"hegemony":0.8
 },
    "diplomacyNegativeChance":{
"tritachyon":0.8,
"hegemony":1.2
},
    "dispositions":{
        "persean": -80,
        "sindrian_diktat": -69,
        #"hegemony": 80,
#"tritachyon": -72,
    },
   
    "alignments":{
        "technocratic":-0.5,
        "hierarchical":1,
        "militarist":1,
        "diplomatic":-0.5,
        "ideological":-0.5,
    },
    "diplomacyTraits":["selfrighteous", "irredentist", "foreverwar","paranoid"],
    # chance of the faction being picked to send a colony expedition. Default 0 (disabled)
    "colonyExpeditionChance":1.2, # baseline expansion behaviour
    "colonyTargetValuator":"exerelin.campaign.colony.IndustrialColonyTargetValuator",
   
    "groundBattleSettings":{
        "moraleDamageTakenMult":1.3,
    },
   
    "specialForcesNamerClass":"exerelin.campaign.intel.specialforces.namer.PlanetNamer",
    #"specialForcesFlagshipVariants":{ "paragon_Elite":1, "astral_Strike":0.5 },
   
    "startShipsSolo":[
  ["wasa_domain"],
  ["christian_domain"]
],
    "startShipsCombatSmall":[
      ["Brig_domain", "hosho_domain", "Geobukseon_domain"],
      ["Brig_domain", "hosho_domain", "Z23_domain"]
    ],
    "startShipsTradeSmall":[["liberty_domain", "hosho_domain", "Virginia_domain"]],
    "startShipsCombatLarge":[
      ["Furious_domain", "christian_domain", "Wichita_domain"],
      ["yorktown_domain", "wasa_domain", "indianopolis_domain"]
    ],
    "startShipsTradeLarge":[["christian_domain", "hosho_domain", "gearing_domain"]],
    "startShipsExplorerLarge":[["christian_domain", "wasa_domain", "Brig_domain"]],
    "startShipsCarrierSmall":[["condor_Attack", "lasher_Standard", "hound_hegemony_Standard"]],
    "startShipsCarrierLarge":[["mora_Assault", "enforcer_Escort", "lasher_Strike"]],
# "startShipsGrandFleet":[["yamato_domain"], ["Ford_domain"]],
   
    "startSpecialItems":[
        [["DR_package", null]],
    ],
   
    "defenceStations":[
        {"ids":["orbitalstation", "battlestation", "starfortress"]},
        {"ids":["comet_Keep", "moonCastle", "DR_starFortress"], "weight":0.9},
    ],
   
    #"industrySeeds":[
        #{"id":""heavyindustry"", "mult":0.9},
        #{"id":"fuelprod", "mult":0.1},
        #{"id":"heavyindustry", "mult":0.1},
    #],
   
    "bonusSeeds":[
        #{"id":"population_upsize", "count":1},
        {"id":"nanoforge_corrupted", "count":1},
        #{"id":"synchrotron", "count":1},
    ],
    "invasionStrengthBonusDefend":1.5,
    "maxColonyDistance": 40,
    "invasionPointMult":1.125,
    "invasionFleetSizeMod":1.2,
    "responseFleetSizeMod": 1.6,
    "morality":"amoral",

    # Number of entries must equal number of vengeance tiers (0-3)
    "vengeanceLevelNames":["restoration", "retribution", "extermination"],
    "vengeanceFleetNames":["Restoration", "Retribution", "Extermination"],
    "vengeanceFleetNamesSingle":["a Restoration fleet", "a Retribution Fleet", "an Extermination Armada"],
    "vengeanceFleetSizeMult":2.0,

"specialForcesSizeMult":1.2,
"specialForcesPointMult": 1,

}
[close]
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matt1

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5726 on: December 31, 2023, 10:54:57 AM »

Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?

Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5727 on: January 02, 2024, 05:20:56 PM »

Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?

Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
Nexerelin/data/config/agentConfig.json
set eventFrequency to a large number
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RoboticManiac

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5728 on: January 04, 2024, 05:30:07 AM »

Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
It actually does still work, the only difference is the AI can now raid systems with original colonies + it tends to settle systems with pre-existing colonies.
« Last Edit: January 08, 2024, 02:59:06 AM by RoboticManiac »
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majk

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5729 on: January 05, 2024, 06:56:59 AM »

With random sector enabled, factions are too weak.
Planets with pristine nanoforges are pretty much begging to be raided.
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