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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3015139 times)

Midnight Kitsune

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Nevermind!!! I switched to RC8 and it works now... sorry bout that.

Spoiler
Hello Nexerelin mod creator, I have encountered a crash while trying to attack a pirate fleet in a randomly generated sector.

Spoiler
34958 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
   at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I'm also running RC5.
[close]
If you are running mods, I would suggest Version Checker as it will tell you if a mod is out of date and it installs like any other mod
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TrashMan

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I'm unclear how system generation works. In normal mode all is randomly generated, but aren't systems fixed in Corvus mode?

I was under impression that custom fixed systems cannot be dynamically added during game generation and that several mods that each have their own sectorgen would conflict.
Yet I see this mod having references (in corvus mode, spawnpoints and capitals to systems that seem to be added by specific mods). How does that work? How can multiple mods add fixed systems?
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xenoargh

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Mods can all run custom SectorGens through the ModPlugin.
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TrashMan

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Mods can all run custom SectorGens through the ModPlugin.

What about conflicts? They are all editing the same sector
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TrashMan

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I'm trying to get my mod compatible with Nexerelin, however, I'm getting an [id] error when it tries to load my .csv


Is my rules file OK? (note, there's no Sectorgen and custom systems)

Code
ExerelinNGCListVNS,ExerelinNGCListFactions4,,,,exerelinNGCJoinVNS:Vaynar Nation States,
ExerelinNGCListISA,ExerelinNGCListFactions4,,,,exerelinNGCJoinISA:Interstellar States of America,
ExerelinNGCListRSF,ExerelinNGCListFactions4,,,,exerelinNGCJoinRSF:Russian Stellar Federation,
ExerelinNGCListUIN,ExerelinNGCListFactions4,,,,exerelinNGCJoinUIN:United Interstellar Nations,
ExerelinNGCListXLE,ExerelinNGCListFactions4,,,,exerelinNGCJoinXLE:Xiao-Lin Empire,
ExerelinNGCListFFS,ExerelinNGCListFactions4,,,,exerelinNGCJoinFFS:Federation of Free States,
,,,,,,
ExerelinNGCJoinVNS,NewGameOptionSelected,$option == exerelinNGCJoinVNS,"$playerFaction = VNS
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinISA,NewGameOptionSelected,$option == exerelinNGCJoinISA,"$playerFaction = ISA
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinRSF,NewGameOptionSelected,$option == exerelinNGCJoinRSF,"$playerFaction = RSF
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinUIN,NewGameOptionSelected,$option == exerelinNGCJoinUIN,"$playerFaction = UIN
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinXLE,NewGameOptionSelected,$option == exerelinNGCJoinXLE,"$playerFaction = XLE
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinFFS,NewGameOptionSelected,$option == exerelinNGCJoinFFS,"$playerFaction = FFS
FireBest ExerelinNGCJoinFaction",,,
,,,,,,
ExerelinFactionDirectoryListVNS,ExerelinFactionDirectoryList2,$directoryFactions:VNS,,,exerelinFactionDirectoryGetVNS:Vaynar Nation States,
ExerelinFactionDirectoryListISA,ExerelinFactionDirectoryList2,$directoryFactions:ISA,,,exerelinFactionDirectoryGetISA:Interstellar States of America,
ExerelinFactionDirectoryListRSF,ExerelinFactionDirectoryList2,$directoryFactions:RSF,,,exerelinFactionDirectoryGetRSF:Russian Stellar Federation,
ExerelinFactionDirectoryListUIN,ExerelinFactionDirectoryList2,$directoryFactions:UIN,,,exerelinFactionDirectoryGetUIN:United Interstellar Nations,
ExerelinFactionDirectoryListXLE,ExerelinFactionDirectoryList2,$directoryFactions:XLE,,,exerelinFactionDirectoryGetXLE:Xiao-Lin Empire,
ExerelinFactionDirectoryListFFS,ExerelinFactionDirectoryList2,$directoryFactions:FFS,,,exerelinFactionDirectoryGetFFS:Federation of Free States,
,,,,,,
ExerelinFactionDirectoryGetVNS,DialogOptionSelected,$option == exerelinFactionDirectoryGetVNS,"$_directoryFaction = VNS 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetISA,DialogOptionSelected,$option == exerelinFactionDirectoryGetISA,"$_directoryFaction = ISA 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetRSF,DialogOptionSelected,$option == exerelinFactionDirectoryGetRSF,"$_directoryFaction = RSF 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetUIN,DialogOptionSelected,$option == exerelinFactionDirectoryGetUIN,"$_directoryFaction = UIN 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetXLE,DialogOptionSelected,$option == exerelinFactionDirectoryGetXLE,"$_directoryFaction = XLE 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetFFS,DialogOptionSelected,$option == exerelinFactionDirectoryGetFFS,"$_directoryFaction = FFS 0
FireBest ExerelinFactionDirectorySubmit",,,
,,,,,,

Also, if my mod contains pirate-like factions that I don't plan to "use" in Nexerelin (so never made any entries for them, tough they sill exist in my world/factions), would that cause problems?
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Histidine

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At a guess, your rules.csv is missing the header row with the id,trigger,conditions,script,text,options,notes columns.

On sector generation: Each mod runs its sector generation in a certain order (I think it's based on mod ID), so in principle later mods could do things that affect the systems that earlier mods generate. But nobody actually directly modifies other mods' star systems (they do sometimes add space stations to the vanilla systems). The most common failure is star systems that happen to overlap.
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TrashMan

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Some observations:

1) non-vanilla faction don't create bounties...ever

2) Taking over a planet/station seems too easy. I'd expect a lot more marines to be needed.
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Originem

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Although ApproLight's English version hasn't been published but I have released Chinese demo version. And find the bug.
Texture [rings1] from catogory not found

Well, the chaos crack generation has some problems. Just change the texture to "rings_dust0" or any others.
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TrashMan

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Tested it a few times and can confirm.

Custom factions don't get bounties. It doesn't seem to work in EZFaction either. Something in core code is broken.
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Takion Kasukedo

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Re: [0.8.1a] Nexerelin v0.8.1c "Apple Pie from Scratch" (fixes/compat 2017-07-15)
« Reply #1524 on: September 02, 2017, 06:36:56 AM »

Nexerelin won't generate sectors on new playthoughs, just tested it with the Libs and 3 present factions in random sectors.

Gives me a null error -
Spoiler
381734 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at java.util.ArrayList.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.getStarSystems(Unknown Source)
   at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:295)
   at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
   at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
   at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
   at exerelin.world.ExerelinProcGen.getCoreSystems(ExerelinProcGen.java:308)
[close]

EDIT - Testing if it is to do with Sector Generation, I wanted a smaller max size, but I don't know if the SectorGenWidth/Height have anything to do with it, I will inform if it does have something to do with it, unless otherwise.

EDIT #2 - Indeed it does, it's working fine (damn, if it indeed is the sector gen that has the whole thing big or medium size with no small option then I dunno what to do really...)
« Last Edit: September 02, 2017, 10:09:00 AM by Takion Kasukedo »
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blaa

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Re: [0.8.1a] Nexerelin v0.8.1c "Apple Pie from Scratch" (fixes/compat 2017-07-15)
« Reply #1525 on: September 10, 2017, 09:46:31 AM »

edit: nvm
« Last Edit: September 10, 2017, 09:54:37 AM by blaa »
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ThatSwoleGuy

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Re: [0.8.1a] Nexerelin v0.8.1c "Apple Pie from Scratch" (fixes/compat 2017-07-15)
« Reply #1526 on: September 12, 2017, 11:48:44 AM »

Hey guys, I had a question I could not find using the search feature.

Is it possible to increase the garrison in an owned location, planet, military or otherwise by storing your own marines at the location?

If not how may I increase my defenses?
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Histidine

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Re: [0.8.1a] Nexerelin v0.8.1c "Apple Pie from Scratch" (fixes/compat 2017-07-15)
« Reply #1527 on: September 13, 2017, 07:09:32 AM »

There isn't really a way for the player to increase invasion defence at present. Marine defence (and response fleet accumulation rate) increase with stability, but that's hard to influence positively.

Although the "put marines in storage" idea sounds interesting, I may implement it in a future version.
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ThatSwoleGuy

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Re: [0.8.1a] Nexerelin v0.8.1c "Apple Pie from Scratch" (fixes/compat 2017-07-15)
« Reply #1528 on: September 15, 2017, 04:51:17 PM »

You know I have no idea how it would work under the hood but I think it would be a great addition. The ability to build a patrol fleet would be cool too.

If someone takes a vase from me and I take it back will I still have my items in storage?
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Histidine

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Re: [0.8.1a] Nexerelin v0.8.2 "Pillage, then Burn" (update 2017-09-16)
« Reply #1529 on: September 16, 2017, 08:13:13 AM »

This adds some new features, and fixes a bunch of really horrifying bugs. Have fun!


Changelog
Code
v0.8.2b
* Amount of commodities destroyed in a raid depends on raid success level
* Fix old saves crashing on new vengeance mechanic
* Fix sometimes going to wrong dialog (invasion/raid) after beating defenders

v0.8.2
* Add looting feature
    * After successfully invading a market, player gets 5% of stockpiled commodities as loot
    * Player can raid a market to loot it without capturing it
* Response fleets (and the new raid defense fleets) are fought within a dialog encounter, similar to derelict defenses
* Add vengeance fleets from SS+
* IBB ships recovered after battle count as already bought from Prism
* Ship loss insurance mult 0.5 -> 0.6
* Fixes
    * Fix other factions never launching invasions against player
    * Fix faction join/leave behavior
    * Fix a couple of crashes
    * Fix Styx (Underworld) sometimes having other markets in random mode
    * Fix market condition icon overflow on some random mode markets
* At start of game, give player's ships random names from starting faction
* Approlight compatibility update
« Last Edit: September 16, 2017, 07:39:45 PM by Histidine »
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