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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3481695 times)

ArbuzBudesh

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5790 on: February 04, 2024, 02:53:19 PM »

Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.

Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart

this is iron shell invasion points vs 9th


At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
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Histidine

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5791 on: February 05, 2024, 05:45:09 PM »

Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?

Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
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Matheld

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5792 on: February 06, 2024, 04:33:57 PM »

I had a bit of a crash on my freshest install of the game, on my newest of saves (installed it all today). Somehow I was even able to get two errors in the same log. Which hasn't happened to me before so hey, new things.
So far it has happened 3 times within short succession, and I got a save just shortly before it happens so.. Reproducible. And turning invasions off in the settings stops the game from crashing.

It could very well be a compatibility update, since it mentions at least 3 other mods right before the crash. SS-Armaa, MoreCombatTerrainEffects and UAF
So maybe the issue lies with them? (maybe I should also post the issue there..?)

Spoiler
223536 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning invasion fleet for Hegemony; source Eventide; target Garnir
223540 [Thread-3] INFO  exerelin.campaign.intel.invasion.InvasionIntel  - Creating invasion intel
223549 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-3.0.3 (data/config/exerelin/groundBattleDefs.json)]
223549 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release (data/config/exerelin/groundBattleDefs.json)]
223550 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
223551 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF (data/config/exerelin/groundBattleDefs.json)]
223567 [Thread-3] ERROR exerelin.utilities.NexUtils  - Class load-by-name failure: niko.MCTE.nexerelin.groundBattleTerrainScanner
java.lang.ClassNotFoundException: niko.MCTE.nexerelin.groundBattleTerrainScanner
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:416)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.initPlugins(GroundBattleIntel.java:220)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:297)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:209)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:128)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:863)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:794)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:523)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1075)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1489)
   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(Unknown Source)
223582 [Thread-7] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
223652 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
223652 [Thread-10] INFO  sound.OooO  - Playing music with id [campaign_music_part_2_v28.ogg]
223831 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addOtherPlugin(GroundBattleIntel.java:233)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.initPlugins(GroundBattleIntel.java:221)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:297)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:139)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:209)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:128)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:863)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:794)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:523)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1075)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1489)
   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(Unknown Source)
[close]

Maybe it was foolish of me to return to the game and cram in as many mods as possible when the new update just arrived and half the mods aren't technically updated  :D
« Last Edit: February 06, 2024, 04:58:07 PM by Matheld »
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Histidine

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5793 on: February 07, 2024, 05:30:45 PM »

MoreCombatTerrainEffects has a Nex crash; the 1.3.2 update released ~11 hours ago fixes it.
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robepriority

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5794 on: February 07, 2024, 07:47:09 PM »

Wondering how Colony Crises will be integrated into invasion systems.

Ragnarok101

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5795 on: February 08, 2024, 08:07:42 AM »

NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.

Plus, everyone going to war at the drop of a hat was weird.
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CompMakarov

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5796 on: February 08, 2024, 12:17:53 PM »

NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.

Plus, everyone going to war at the drop of a hat was weird.
Ngl I too am interested to see how OP is going to go forward with this mod. The new update and the Crisis system has now seriously encroached on a lot of what made Nex unique and for the longest time, basically mandatory to run. Very high chance the devs took significant inspiration from this mod considering how long its been here and how many people use it by default; I straight up forgot that 90% of the stuff in this mod came from this mod and not vanilla starsector. This mod is the literal definition of suffering from success lol.
« Last Edit: February 08, 2024, 12:20:16 PM by CompMakarov »
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Wyvern

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5797 on: February 08, 2024, 12:26:10 PM »

Eh. There's a vast difference between "a set of pre-scripted crises that can be permanently dealt with" and "make Starsector into a 4x game"; people who want the latter will still need Nex.

(I usually don't want to turn Starsector into a 4x game, but do still want the rest of what Nex offers- but that's easily dealt with by turning off invasions. And bombardment fleets. And AI colonization fleets.)
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Helldiver

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5798 on: February 08, 2024, 02:59:42 PM »

I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.
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pwhk

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5799 on: February 09, 2024, 02:01:15 AM »

I loaded up my game with SCV/E and found that Silverlight variants have OP left, since the new version has reduced OP costs of some weapons.
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ArbuzBudesh

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5800 on: February 09, 2024, 03:21:07 AM »

Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?

Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
IXBG i think took 2 systems with 5planets\stations and was working on 3rd one so they were pr big by the time of the screenshot.

IXBG already had no friends and fighting everyone same time. I might have to not include them in my future runs.

Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.
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Ragnarok101

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5801 on: February 09, 2024, 06:08:08 AM »

I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.

True, but I was never really looking for a 4x experience in Starsector, just enough 'life' to respond to my colonies and such. Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.
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Helldiver

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5802 on: February 09, 2024, 07:00:38 AM »

Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.

I haven't seen vanilla factions in Nex sat-bombing each other much in years, although you can disable that in settings. You can also adjust how common major wars/invasions are, so that they remain an exceptional thing, which is what I do. Much of what makes Nex great to me is how much can be customized.
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n3xuiz

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5803 on: February 09, 2024, 09:23:46 AM »

i've two questions:

is there a way for the only raid type allowed to be satbomb? i've invasions disabled but lots of the attacks are raids as opposed to satbomb only.

recently i've seen a option to make a settlement on planets. is this a nex feature? if so what does it do? if not anyone know what mod (if any) its from?
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robepriority

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Re: [0.96a+] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5804 on: February 09, 2024, 09:30:52 AM »

recently i've seen a option to make a settlement on planets. is this a nex feature? if so what does it do? if not anyone know what mod (if any) its from?

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