So on the subject of "vanilla stuff that isn't quite playing nice with Nex 10.1c", I'm That Dork who actually wanted to do the Tutorial start with Nex for the "story immersion" (I am newish to the game but I have played the default game a fair bit, while some friends heavily recommend Nex as more or less being vital to the game overall). So I started up a new game with the tutorial start, and it turns out that consistently crashes the game - everything else is fine, number of mods doesn't matter, this is specifically a Nex issue. To reproduce, just try to start a new game with the tutorial start option under custom start. It should crash with a short "null: fatal" error asking you to consult the log file.
That said, it manages to save before the crash, so the game still appears to work... however, the game actually also forgets to advance the calendar to March 2nd! I'll have to play more to see if it breaks anything else, but it seems like the game otherwise works, it's just the tuto start that's a bit off. :V Here's the snippet of the crash log on my end, with the big obvious exception. (That is not a small number of zeroes. That is a lot of zeroes!) https://pastebin.com/Yvf7naEa
Yeah, it's an obscure bug somewhere in the vanilla code. I've reported to Alex, but don't know if it's being worked on.
(One odd workaround is to start at level 2, the crash only happens at level 1 for some reason)
Hey, i see there is a feature to trade bps, cool as hell.
i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it
Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder
The blueprint trader doesn't interact with submarkets at all, if you're wondering. I see you've already gotten help elsewhere though.
love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.
For opportunistic declarations of war (the "Declare War" diplomacy event), check the diplomacy profiles in intel; if the faction is able to opportunistically declare war on your faction, it'll say so near the top. A faction will do it if it smells an easy target, and relationships are low enough; most require inhospitable, but the Paranoid trait allows it at suspicious.
Other than that, random events can also push you into the hostile range.
Best thing I can suggest is build up a reputation buffer with the big boys before getting a colony, or get a commission with one of the said big boys as cover (that faction won't attack you, and others will be more likely to attack your commissioning faction's colonies than your own); can always resign it later.