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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3517564 times)

itsANHonor

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6330 on: January 27, 2025, 12:38:57 PM »

description unclear, have downloaded it with like fifteen others because if I don't understand what I am doing then I might as well make it worse. if things break then I will either make it work or uninstall mods until it does. knowing me, it really depends on my hubris which option it shall be. (this mod could really do with a more in depth description, I am sure there is one somewhere in the 422 pages, but I can't find it and I don't have an extra five days of sitting around to go digging.) I would say seems like fun, but I honestly have no idea. either way, great job, have a nice day.

Nex is arguably one of the biggest gameplay change mods and is basically a fundamental overhaul of the game. I'd recommend installing Nex first and testing it works before other mods.
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ZippyZop

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6331 on: January 27, 2025, 07:38:00 PM »

Long-time lurker, first time poster, also first-time Nex user. Unsual question: Is there a setting/file/script that overrides the starsector-core SectorGen.java file? I usually edit the "float minRadius = plugin.getTileSize() * 2f;" setting to reduce space storm density, particularly in the core worlds, when I play vanilla. Something with Nex installed overrides this and I'm lost as to what does it. And yes, I've made that number stupid big with both installed and with Nex it defaults to vanilla default setting spacestorm density.
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Avesynt

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6332 on: January 28, 2025, 04:51:39 PM »

Hello! Enjoying my first modded playthrough, but noticed something unusual:

https://imgur.com/a/sv4gkUs
https://imgur.com/a/JnobT2k

     During the Usurpers questline, you have to interact with (and potentially fight) two large Sindrian fleets "Lion's Guard Grand Armada" and "Askonia System Defense Armada". Normally these fleets consists of Executors, cruisers, destroyers, etc. However 5~8 wars in the last 7 cycles have greatly depleted these fleets (war frequency is another issue I have but I know you're trying to address this next patch). I believe this behavior exists in vanilla with pirate fleets but this seems to be exacerbated in Nexerelin due to strong invasions by Perseans/Luddic Church/Hegemony. I think these fleets will respawn if completely wiped out(?) but it seems like they won't reinforce otherwise. The Askonia Defense Armada has been depleted for at least 1 cycle, maybe more

Wasn't sure if I should post this in the vanilla bug reports forum or here, but thanks for your time.

Mods installed
https://imgur.com/a/mChkdrR

Here is all the discussion I could find about it, unsure which people have Nexerelin installed:
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6333 on: January 28, 2025, 05:52:55 PM »

Hello and welcome, hope you're enjoying the game!

Unsual question: Is there a setting/file/script that overrides the starsector-core SectorGen.java file? I usually edit the "float minRadius = plugin.getTileSize() * 2f;" setting to reduce space storm density, particularly in the core worlds, when I play vanilla. Something with Nex installed overrides this and I'm lost as to what does it. And yes, I've made that number stupid big with both installed and with Nex it defaults to vanilla default setting spacestorm density.
Yeah, Nex overrides that class with its own ExerelinNewGameSetup (which is a compiled class and thus requires more than a text editor to change).

Here's a quick Console Commands runcode you can run on game start to achieve a similar effect (not exactly the same since it also affects mod factions' star systems, but you may find that desirable).
Change the third line to your desired multiplier and copypaste into the ingame console.
Code: java
		runcode import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
float radiusMult = 6;
Set systems = new HashSet();
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
try {
if (market.isHidden()) continue;
if (market.getStarSystem() == null) continue;
systems.add(market.getStarSystem());
} catch (Exception ex) {
Global.getLogger(Console.class).error("Failed to process market " + market, ex);
}
}

HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * radiusMult;
for (Object sysObj : systems) {
StarSystemAPI system = (StarSystemAPI) sysObj;
try {
SectorEntityToken entity = system.getHyperspaceAnchor();
float radius = system.getMaxRadiusInHyperspace();
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
} catch (Exception ex) {
Global.getLogger(Console.class).error("Failed to process system " + system, ex);
}
}

Hello! Enjoying my first modded playthrough, but noticed something unusual:

https://imgur.com/a/sv4gkUs
https://imgur.com/a/JnobT2k

     During the Usurpers questline, you have to interact with (and potentially fight) two large Sindrian fleets "Lion's Guard Grand Armada" and "Askonia System Defense Armada". Normally these fleets consists of Executors, cruisers, destroyers, etc. However 5~8 wars in the last 7 cycles have greatly depleted these fleets (war frequency is another issue I have but I know you're trying to address this next patch). I believe this behavior exists in vanilla with pirate fleets but this seems to be exacerbated in Nexerelin due to strong invasions by Perseans/Luddic Church/Hegemony. I think these fleets will respawn if completely wiped out(?) but it seems like they won't reinforce otherwise. The Askonia Defense Armada has been depleted for at least 1 cycle, maybe more

Wasn't sure if I should post this in the vanilla bug reports forum or here, but thanks for your time.
Yeah, vanilla's personal fleet script doesn't do anything to reinforce or respawn damaged fleets (they will come back if completely wiped). Technically a vanilla-side problem, but since this is rare in vanilla and the quest still technically works I dunno if Alex wants to code handling for this. Doesn't hurt to ask him, at least :)
« Last Edit: January 29, 2025, 06:12:44 AM by Histidine »
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ZippyZop

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6334 on: January 28, 2025, 06:56:09 PM »


Here's a quick Console Commands runcode you can run on game start to achieve a similar effect (not exactly the same since it also affects mod factions' star systems, but you may find that desirable).
Change the third line to your desired multiplier and copypaste into the ingame console.
Code: java
		runcode import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
float radiusMult = 6;
Set systems = new HashSet();
for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.isHidden()) continue;
if (market.getStarSystem() == null) continue;
systems.add(market.getStarSystem());
}

HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
NebulaEditor editor = new NebulaEditor(plugin);
float minRadius = plugin.getTileSize() * radiusMult;
for (Object sysObj : systems) {
StarSystemAPI system = (StarSystemAPI)sysObj;
SectorEntityToken entity = system.getHyperspaceAnchor();
float radius = system.getMaxRadiusInHyperspace();
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
editor.clearArc(entity.getLocation().x, entity.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
}


Hmm, getting a java.lang.NullPointerException error and my java-fu is nonexistant.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6335 on: January 29, 2025, 06:14:40 AM »

Hmmmm.
I've edited the code in the post so it'll write any broken star systems to log and then skip them instead of stopping; you can check starsector.log to confirm what the error was (although if it's the one I'm thinking of, will probably go away on its own), or just leave it alone assuming the hyperspace clearing works as intended.
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Reshy

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6336 on: January 29, 2025, 11:29:04 PM »

I got a good example of the War Weariness system not functioning at all.  I'm commissioned with a faction and I'm exploring at the moment so none of my actions influence what's going on here, but in this case VIC and Gensoukyou declare war against my alliance (JYD/Auroran/Oculian) despite being too war weary to seek out new wars and despite having high disposition and non-hostility between the alliances.  This isn't due to an operative either, this just happened randomly, likely due to the "Predatory" flag that VIC has, and Gensoukyou has the "Helps Allies" trait so it also votes yes.  Neither of these factions should be able to initiate a war vote to begin with due to their war weariness mechanic, but the traits take higher priority than the war weariness which invalidates the mechanic entirely. 

Before:
Spoiler
[close]

After:
Spoiler
[close]

I feel like this is a pretty major bug that has yet to be fixed in Nexelin, and due to that basically everyone has Forever War because war weariness is overwritten by Traits and by Operative actions.  War Weariness really needs to be stronger as most factions end up with unbelievably high amounts of war weariness.  Most of the factions will very quickly rack up 6 digits of war weariness pretty consistently, and it's rare to find a faction that doesn't have 5 or more.
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RoboticManiac

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6337 on: January 30, 2025, 09:18:40 AM »

Is there a means to edit the selection of a starting system? Like only in systems with X amount of planets, or only on worlds with the Habitable trait etc.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6338 on: January 30, 2025, 05:36:58 PM »

Predatory trait can't force a yes vote; the only things that can are Helps Allies*, being the vote initiator (as in party to the relationship change over the -50 threshold that triggered an alliance vote), or already being at war/peace (depending on vote type). Other than that, 200k war weariness should easily swamp all other considerations.**

The bigger problem is probably diplomacy events dragging factions into wars they don't intend, but I'm also not sure the outcomes are actually bad in practice; Sector might be too static otherwise. Maybe they could be less frequent, at least; I see that with strategic AI off the mod allows intentional negative events if war weariness is above the no-war threshold, gonna change that.

Otherwise, TBH this is the kind of problem I'm more likely to fix by just changing the weariness number. 

*I don't presently intend to change this; my current position is that traits should do what they say on the tin barring a compelling reason otherwise
**WEARINESS_MULT is 0.005f, so 200k weariness gives 1,000 points towards preferring peace (while the requirement for a yes vote is 100 points). The partial calculation is printed to starsector.log for any faction that hasn't been forced to a yes/no vote by other factors.

Is there a means to edit the selection of a starting system? Like only in systems with X amount of planets, or only on worlds with the Habitable trait etc.
Not at present; Kaysaar was working on a feature for a fully customizable starting star system, but has been busy lately.
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TheMeInTeam

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6339 on: February 02, 2025, 04:05:11 PM »

I found a bug: I was invading a SD planet, and thus at war with them.  Independents were not at war with me.  I was not attempting to scavenge anything; I was invading a planet.

However, when SD fleet attacked me, it did so "with allies"...nearby indy scavengers, who were ostensibly neutral.  I was blocked from disengaging, yet given a prompt that fighting would result in war with the independents.

That prompt was accurate.  Winning that fight resulted in war with the independents, which makes no sense.  Neutral factions should not join outright attacks against the player (or otherwise).  If they do, it makes zero sense to treat the fleet being barred from disengaging as the attacker.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6340 on: February 02, 2025, 05:47:04 PM »

Oh dear. That's bad, and I have a guess on what causes it even (although it still surprises me that the independents chose to side against player).
I think I've got a workaround figured out, at least.
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TheMeInTeam

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6341 on: February 03, 2025, 08:27:51 AM »

I THINK they were the type of scavengers that will fight you if you scavenge near them.  I didn't get an opportunity to check that, but it struck me as odd because I wasn't trying to scavenge, instead waiting out the timer to fire more ground support.

It only slowed me down a little, as it dropped my income from colonies (which isn't so great when you capture/gut/grant autonomy to planets en masse).  I eventually prisoner spammed them back to neutral.  Only 5 planets decivilized from changing hands too frequently!
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alp7292

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6342 on: February 04, 2025, 11:53:15 AM »

Would it be possible to choose faction weights in random sector including derelicts in a future update? That way you would basically have scenario editor.
« Last Edit: February 04, 2025, 11:56:53 AM by alp7292 »
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