Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.
Those mad dogs are literally everywhere.
Yeah, looks like I'll have to override the patrol spawning scripts. Guess that's one thing I'll be working on this weekend to the next...
(In the meantime, you can set "spawnPatrols":false in the Templar faction config, but this will probably stop working the moment the Templars capture a market)
Is this bug already on it's way to being fixed?
Spoiler
699672 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It happens everytime it hits July during my playthrough.
EDIT 01# It happened again...
Spoiler
8171363 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I can't imagine anything in Nexerelin or any compatible faction mods that would do this. What mods are you using? (For that matter, the log line right before should say which faction is sending a fleet from where to where.)
Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it/
[...]
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
Where are you looking? I didn't test during the interval where the dissident bug was a thing, but outside of that I don't think I've ever seen a faction HQ or a system capital below stability 5 (or very maybe 4). Pretty hard to drop lower, considering they get at least +4 stability from mandatory market conditions alone and are all sizes 6-7. Meanwhile, Prism Freeport is basically never below 10.
also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...
If you're not a member of any faction, you don't have to take any commission.
If you're with a faction, you automatically become hostile to all their enemies anyway. This was always the case.
Okay found the problem! it seems like nexerelin litterally makes the market condition freeze, no matter how much stuff happens to it it doesn't get affected or doesn't gain any stability from sales altho it does get affected by smuglers...
Nexerelin doesn't "freeze" market conditions or stability; the notion of "freezing" a market condition is basically meaningless anyway, and I have no idea how to clamp a market's stability (without resorting to certain market condition hacks, at any rate) even if I wanted to.
Nor does it touch how selling/buying stuff alters market stability. I assume it can be done in vanilla in principle, but that depends on factors like the commodities involved and the size of the transactions and the market involved.
I'm not sure you actually know enough to diagnose any particular problem here.
There a one things I want to suggest you......
The Wolf(F) is better than Siege when we choose the Fleaden, Siege is so strong and cargo is so small.
And now the Fleaden have Anti_Fleaden factions, Can you make the Anti_Fleaden faction become a chooseable faction?
Will take a look later.
EDIT: Actually under the circumstances, it'll probably be better if I just remove the Fleaden mod handling from my end and you can implement the stuff in your own mod (look at the .csvs for how to do it).