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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3014106 times)

Takion Kasukedo

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« Reply #1845 on: January 07, 2019, 03:25:20 AM »

Spoiler
1617262 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at third_bogota_backwater, 10 total available
1625048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel.createSmallDescripti on(PersonBountyIntel.java:874)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
   at com.fs.starfarer.coreui.map.A.super(Unknown Source)
   at com.fs.starfarer.coreui.map.null.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.coreui.map.M$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.map.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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)
[close]
This error happened when I clicked on a Luddic Church bounty fleet. Likely will happen with other bounties too.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Histidine

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« Reply #1846 on: January 07, 2019, 04:22:30 AM »

Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
  • Added blueprint trader at Prism Freeport

On a scale of 1 to 10, how hard is it to just use this blueprint trader and not the entire mod?
Well, it's a 10 minute job to copy the code from Nex, should be almost entirely plug and play :) Requires someone to actually do it, though.

Don't know if this is a known issue or where I should be reporting this, but random generation crashes my client. Don't know if it's due to comparability or what.
Could you paste the error message from your log after getting the crash? (starsector-core/starsector.log, at the end)

I've selected enable random core systems but it's not doing so? Is there something else I have to do to change it all?
Nothing else is needed. Just make sure it's correctly enabled; if when the dialog option says "enable random core worlds" that means "click here to enable random core worlds" not "random core worlds are currently enabled".

(I may need to find a better way of conveying the information that doesn't result in either a confusing dialog option or confusing text in the upper-left text display)


@Takion Kasukedo: Bug with another mod probably, not Nexerelin.
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Histidine

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« Reply #1847 on: January 07, 2019, 05:17:14 AM »

Hey guys, can you tell the difference between 0 and 1? I can't

Hotfix for officers not gaining any XP in cruisers or capitals, and some crashes. Place in Nexerelin/jars.
Proper patch update coming later. Thanks to DrakonST for identifying the bug.
« Last Edit: January 07, 2019, 07:17:26 AM by Histidine »
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Bishi

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1848 on: January 07, 2019, 08:48:14 AM »

Thanks for your hard work Histidine, so excited that I can play Starsector again! (I don't really like to play without your mod because of no real win condition etc)
I really should contribute to some mods at some point, I do C# for my day job so I should be able to fumble around this Java ;)
« Last Edit: January 07, 2019, 08:50:17 AM by Bishi »
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Worachot

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1849 on: January 07, 2019, 09:19:53 AM »

what happens if i add a mod for a faction not supporting nexerlin mod?
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Shad

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1850 on: January 07, 2019, 12:48:41 PM »

How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?

BTW noticing the AI is really going hard at each other. 5 markets have become decivilised, including Eventide, from AI wars.
« Last Edit: January 07, 2019, 12:50:26 PM by Shad »
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grinningsphinx

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1851 on: January 07, 2019, 02:39:05 PM »

what happens if i add a mod for a faction not supporting nexerlin mod?


It very likely will not see the mod.
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instago

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1852 on: January 07, 2019, 09:58:04 PM »

I'm maybe 4 into my first character on Nexerelin 0.9 (v0.8.4y2 with Jan 7 hotfix). 8 markets have been decivilized, including Sindria. Tri Tachyon and the Sindria Diktat have both been eliminated. At this rate only a single faction will be left in another 4 hours.
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NightfallGemini

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« Reply #1853 on: January 08, 2019, 01:26:40 AM »

I'm getting notifications about personal bounties, but they don't seem to be showing up in the bounty list. Am I just checking the wrong intel slot or is this a bug?

E: Asked around and it might be related to Kadur? I've never touched its options file, could something in there be conflicting with Nex?

E2: Yep, set Kadur's bounty handling to BOTH and it's working again. Gonna leave this up as a heads up to anyone else encountering this. :) Shoutouts to GingaBomber on discord for giving me the tip.
« Last Edit: January 08, 2019, 02:03:44 AM by NightfallGemini »
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Histidine

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Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (release 2019-01-06)
« Reply #1854 on: January 08, 2019, 05:33:16 AM »

Update with fixes and some changes. The decivilization trend might be less runaway now, although I can't guarantee anything.

Nexerelin v0.8.4z
Download

Changelog
Code
v0.8.4z
* NPC invasion fleets don't bombard target before invading
* Player faction can launch NPC invasions
* Faction cooldown before next invasion is longer if the last invasion fleet was large
* Invasion strength can't partly negate opponent's strength when calculating damage
* Blueprint trader stock uses rarity mult
* Unassign player admin if a player market is captured (unless it's an AI core)
* Hide faction respawn options (currently do nothing)
* Many bugfixes:
    * Fix officers not gaining XP in cruisers or capitals
    * Fix crash on trying to trade with a captured-from-player market that has military base
    * Fix a crash with Follow Me command
    * Fix level 1 orbital stations not spawning in random sector
    * Fix procurement missions for old agents/saboteurs sometimes appearing

Notes (reminder):
  • Update your Console Commands and Dassault-Mikoyan Engineering mods or it'll crash on startup!
  • Some mod factions won't be properly balanced for random sector till they are updated
  • Save early, save often, please report bugs

How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?
Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.

what happens if i add a mod for a faction not supporting nexerlin mod?
It won't appear in the random sector; its planets and stations will be there in normal sector but it won't participate in things like invasions.
« Last Edit: January 09, 2019, 04:15:50 AM by Histidine »
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Shad

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Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« Reply #1855 on: January 08, 2019, 01:47:08 PM »

Bug.

Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.

1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
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ROFLtheWAFL

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Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« Reply #1856 on: January 08, 2019, 07:27:03 PM »

Is there any way to directly improve relations between the faction you're commissioned with and another faction? I remember Agents having that ability in .8 Nex but I can't seem to find any now.
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Dostya

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Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« Reply #1857 on: January 08, 2019, 07:29:38 PM »

Bug.

Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.

1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
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Alphascrub

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Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« Reply #1858 on: January 08, 2019, 08:50:09 PM »

Bug.

Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.

1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.

Some of the new Vanilla behaviors are shite. I've just decided a general state of war with factions that hate AI core usage is agreeable. Hem slipping in and trying to steal my cores because I missed a alert aint gonna happen no more lol, besides I've always liked Corvus, nice place to setup shop. 
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Lutor27

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Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« Reply #1859 on: January 08, 2019, 09:33:00 PM »

Question: How do I know which mods are compatible with Nexerelin? (especially the faction mods that are currently 0.9a)
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