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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013991 times)

Histidine

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1395 on: June 12, 2017, 03:01:09 AM »

i'm confused about the whole random mode thing.
How does it work, basically? Does this only randomizes the core world part of the map and leaves the fringes to vanilla generation? Will it use the same hyperspace map or will it use random generation to place the hyperspace clouds? will the placement of the systems totally random now or will they be set in a certain location? Because seriously, thw exploration thing is really cool so i hope the random mode preserves the exploration part.
It replaces all the handcrafted (vanilla or mod) core world systems in the middle of the map with procgen planets (in the same style as vanilla), and puts markets on those. Some markets may also be in the outer procgen area, if needed.
The outer, non-core procgen area is otherwise unchanged.

EDIT: Oh yeah, I should also note that it probably won't work properly with Unknown Skies (not enough planets with farming activity, as they haven't been coded into Nex). Sorry :(
« Last Edit: June 12, 2017, 03:11:29 AM by Histidine »
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dk1332

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1396 on: June 12, 2017, 03:48:08 AM »

Not sure if someone already reported this, I found a bug on where capturing your first station/planet on free mode/own faction, you get two mission doodads (what ever you call them, the one where you choose to do commissions or "quests" in that station) on all the station/planets in that system. It only duplicates the mission selection thingy, the "quests" are the same but not doubled. Forgot to take a screenshot sorry.

I can try to take a screenshot and upload one later before I try to update Nex.
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Remmon

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1397 on: June 12, 2017, 04:37:51 AM »

Tried to start a random sector campaign as GKsec, crashed out after setting skillpoints. Using the same modset and Corvus mode the game works correctly.

Code
3844414 [Thread-4] INFO  data.scripts.campaign.fleets.DS_FleetInjector  - Using seed -1105829375
3844620 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Mods:
Dynasector
Blackrock
Common radar
Dassault Mikoyan engineering
Diable Avionics
GKSec (Faction I chose)
Interstellar Imperium
LazyLib
Leading pip
Neutrino Corp.
Nexerelin
Scy nation
Ship/weapon pack
Steiner foundation
Underworld
Version checker
Audio plus
Graphics lib
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Shyguy

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1398 on: June 12, 2017, 07:57:56 AM »

Code
585810 [Thread-4] INFO  data.scripts.campaign.fleets.DS_FleetInjector  - Using seed -1893664465
586279 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Mod loadout is effectively the same as Remmon barring PRV Starworks and Arsenal Expansion, I was also using the random sector generator.
« Last Edit: June 12, 2017, 08:02:34 AM by Shyguy »
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peperoni_playboy

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1399 on: June 12, 2017, 08:54:01 AM »

I'm getting the same crash as these other guys, except I was playing as my own faction. it seems like the crash is completely to do with random nexerelin sector generation, as corvus mode still works just fine.
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Dark.Revenant

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1400 on: June 12, 2017, 09:19:33 AM »

It's probably those mods' fault, rather than Nexerelin's.  It even crashes in some GKS code.
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CaptainWinky

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1401 on: June 12, 2017, 12:12:08 PM »

Does GKS include this Nexerelin check in its sector generation code?

http://fractalsoftworks.com/forum/index.php?topic=9175.msg209937#msg209937
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AttObl

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1402 on: June 12, 2017, 07:24:03 PM »

Code
19567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
... 8 more

I wanted to try the random sector campaign, but I got this crash.

Mods:
Dynasector
Blackrock
Combat Chatter
Common Radar
Diable Avionics
GKSec
Interstellar Imperium
LazyLib
Leading Pip
Neutrino Corporation
Nexerelin
Omnifactory
Outer Rim Alliance
Portrait Pack
Save Transfer
Scy Nation
Ship/Weapon Pack
Simulation Overhaul
Steiner Foundation
Knights Templar
Underworld
Version Checker
ZZ GraphicsLib

EDIT: Turning off GKSec makes the mod combo work.
« Last Edit: June 12, 2017, 10:46:59 PM by AttObl »
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peperoni_playboy

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1403 on: June 12, 2017, 07:51:32 PM »

the current versions of GKsec and Snrasha's Nomads reboot are crashing on sector generation with corvus mode off. you'll have to either disable those mods or wait for them to be updated if you want to start a nexerelin game with corvus mode off.
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Snrasha

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1404 on: June 12, 2017, 09:47:41 PM »

the current versions of GKsec and Snrasha's Nomads reboot are crashing on sector generation with corvus mode off. you'll have to either disable those mods or wait for them to be updated if you want to start a nexerelin game with corvus mode off.

Where i answer you, i have fix for Nomads reboot. ^^
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I am pretty bad on english. So, sorry in advance.

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Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

King Alfonzo

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1405 on: June 13, 2017, 05:07:52 AM »

Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.

It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.

Histidine

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1406 on: June 13, 2017, 05:54:23 AM »

Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.

It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.

Do you think accident rates are also too high in general?
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Allectus

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1407 on: June 13, 2017, 06:45:53 AM »

Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.

It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.

Do you think accident rates are also too high in general?

I agree, the machinery requirements have made mining essentially non-viable.  I used to use it as a safe fallback for my ironman games, but now it burns through machinery so fast that its simply not sustainable.  I'm not opposed to having machinery as a requirement in principle--more mechanical uses for  the various goods is quite welcome in fact--but its burning at like 4 or 5x the rate that would cause me to actually consider mining worthwhile.  This is further compounded if you have a super hostile start where even physically getting enough machinery in friendly systems can be a challenge, much less paying for it.
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garfu

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1408 on: June 13, 2017, 01:22:50 PM »

# to make factions not appear, set them to unplayable in their faction config

Can you specify exactly what this custom setting is?
unplayable:true?


I couldn't find an example anywhere, thanks.

edit: I'm trying to make my end-game faction not spawn patrols. I have noPatrols:true in their faction file but nexelerin overrides that or something.


edit2: Nevermind I think I figured it out, I can create a faction config in the nexelerin configs and set it to unplayable. I thought it was in my base faction config, sorry!

edit3: Nevermind again, that didn't do it.

edit4: looks like I was able to do it by setting the fleet cost multiplier to 500 in the faction config that I created.

edit5: ok last edit. That didn't actually work so I'll just hold off and wait for an answer :P
« Last Edit: June 13, 2017, 03:00:24 PM by garfu »
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Histidine

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Re: [0.8.1a] Nexerelin v0.8.1 "Apple Pie from Scratch" (update 2017-06-12)
« Reply #1409 on: June 13, 2017, 05:58:19 PM »

playableFaction means the faction can invade and be invaded, etc. It indeed goes in the Nexerelin config.

To make it not spawn patrols you'll have to set "spawnPatrols":false in the Nexerelin config; true (the default) means it overrides the noPatrols tag in the .faction file. Next version it'll default to false.
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