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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013332 times)

Canaris

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3330 on: October 22, 2020, 02:18:28 PM »

Any ideas what may cause this bug?

Code
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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)
My game refuses to even start..
Modlist in the attachment

[attachment deleted by admin]
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Alphascrub

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3331 on: October 22, 2020, 05:26:03 PM »

Any ideas what may cause this bug?

Code
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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)
My game refuses to even start..
Modlist in the attachment

From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0
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Canaris

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3332 on: October 22, 2020, 10:02:17 PM »

Quote
Code
[quote author=Alphascrub link=topic=9175.msg300798#msg300798 date=1603412763]
[quote author=Canaris link=topic=9175.msg300783#msg300783 date=1603401508]
Any ideas what may cause this bug?

My game refuses to even start..
Modlist in the attachment


From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0

How the *** did i missed that one, i thought i got them all... The perils of mass modding i guess..

Thanks brah.
« Last Edit: October 22, 2020, 11:07:45 PM by Canaris »
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3333 on: October 26, 2020, 10:55:41 AM »

Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?
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shoi

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3334 on: October 26, 2020, 03:49:57 PM »

Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?

They basically go around helping other fleets with raids/invasions and with the system defense of their faction or allies. Histi can probably correct me if I missed something
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3335 on: October 26, 2020, 03:51:42 PM »

I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.
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Arcagnello

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3336 on: October 27, 2020, 02:55:37 AM »

I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.

Also be aware of Kill Fleets. Those spawn when you've got a vengeance fleet on you and they WILL find you no matter what if they jump into a solar system with you in it.

P.S: They'll also attack you if you're near an allied battlestation, try and use that if you think it's necessary!
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3337 on: October 27, 2020, 10:10:22 AM »

Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.
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Diktat Admiral:"What do we have here ? A dissident ? A pirate ? Or maybe a degenerate ?"

Me:"Yes, I'm all of those."

Arcagnello

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3338 on: October 27, 2020, 04:25:58 PM »

Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.

True that. Having Three max size bounty hunters four-way you the moment you come out of a jump point has more or less become a meme to me at this point. It is a very necessary mechanic tough, and I am under the opinion something like that could even find it's way into vanilla in the future.

So many things you can do go unpunished without mods, while Nex just shoots your bounty straight up the moment you start raiding planets or raiding convoys or dealing with invasions/raids yourself. That is probably the thing I like most about this mod, besides buying governance for allied colonies and having the AI babysit them for me of course.
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AcaMetis

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3339 on: October 28, 2020, 06:03:51 AM »

  • Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
  • If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3340 on: October 28, 2020, 09:55:02 AM »

  • Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
  • If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
1) The size limit itself is currently hardcoded, but you can disable the size/relationship check completely in Nexerelin/data/campaign/rules.csv.
(comment out the nex_buyColonyOptionDisable row with a #)

2) Governed colonies don't get expeditions (turned that off in 0.9.7b since the force-hostile-regardless-of-relations logic won't work properly)
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Arcagnello

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3341 on: October 28, 2020, 10:03:12 AM »

  • Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
  • If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?

1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.

2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.

Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?

Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?
« Last Edit: October 28, 2020, 10:10:29 AM by Arcagnello »
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DancingMonkey

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3342 on: October 28, 2020, 02:39:49 PM »

Is it possible to turn off the insurance thing? It completely ruins the mod for me. Very easy to get very rich very fast with little work not very fun.
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AcaMetis

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3343 on: October 29, 2020, 07:41:05 AM »

Observing some strange behaviour that I don't think is intended. I captured Mairaath from the Persean League a while ago and gave it to my commissioned faction, the Pirates. The Luddic Church later invaded and captured it, but I supplied the resulting rebellion with enough marines and guns to retake the planet before the first suppression fleet could even arrive.

Problem is that every time the game processes that the planet was "captured" a random faction decides to invade another Pirate planet that I captured from another faction earlier. Even when the response makes no logical sense whatsoever, like a completely unrelated faction deciding that a completely different planet that once belonged to another unrelated faction must be invaded. Or in one particularly strange instance, the Tri-Tachyon decided to launch a sat bombardment fleet against Olinadu "as an act of vengeance in response to the vile hostile actions of the hated [my character]".

Supporting an anti-Luddic Church rebellion on a planet they took from my commissioned faction that I captured from the Persean League earlier and gifted to the Pirates = vile hostile actions that the Tri-Tachyon, long-time enemies of the Luddic Church and neutral faction to the Persean League, must respond to with saturation bombarding a former Persean League planet currently occupied by pirates? What ???? Am I missing a few pages from the Persean rules of engagement? I do not comprehend how this is supposed to make sense, logically or in terms of coding. Something seems broken here...
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Echonian

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3344 on: October 29, 2020, 09:19:39 PM »

Hello,

I'm making this post because I have an issue with the mod balance that I would like to figure out.

Right now I'm using the mod with a lot of other mods, so those obviously affect the balance. In particular I am using the Terraforming and Station Construction mod - which obviously makes forming your own colonies easier (especially when I can get AI cores more easily eventually via my own production).

Yet in my current game, my issue is: the AI factions do not found new colonies nearly often enough.

I am 4-5 years into my game, and am the largest faction in the game, with a total size of about 100 in my colonies. All of which I founded on my own (about 16-20 colonies in total). Most of them run with an Alpha Core, and despite the Hegemony sending occasional AI inspections it is trivial to bribe them (or I could trivially defeat their forces, but that's a combat balance thing).

In that time, the AI have formed a grand total of around 6-8 new colonies, with only 3 of the factions bothering to do so. So every single AI faction "put together" founds about 1-2 colonies "per year," which is an enormous amount of time given how easily you can farm money with bounties or other things and form your own colonies.

Effectively: does anyone know how I could fix this, and what options I should tweak if so? I want the AI to actually expand their empires among the stars (I have a larger size for my galaxy as well), so they can provide a credible threat to me for longer rather than being trivialized the moment I am able to hold onto a handful of colonies.

I think there also needs to be some limitation on using Alpha Cores to run your empire far past the normal size limitations, or else the AI needs to actually be able to pose a credible threat to you if you start doing that, but that's another matter which would probably require other balancing fixes.

Right now the fact that the AI seems to barely found new colonies, and also barely seems to go after your colonies with any actually dangerous forces, seems to make the game trivial once you are able to actually build your own stuff. Seems to me that moving into the 4x aspect and forming your own colonies should expose you to much greater risks, but I'm not seeing them.
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