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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3014751 times)

Madbadger2

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4260 on: December 11, 2021, 09:26:10 PM »

Okay weird core sector planet generation error - verified it does not happen in Vanilla, then activated the 2 libs and Nex, used the same seed, and it happens again - several core gas giants (The one I check is Typhon in Samarra, right near Sphinx) lost all attributes except Volitles deposit - both high gravity and toxic atmosphere were gone, leaving the hazard at 100%.  I only noticed because the mining hazard dropped 8-)

Not an urgent priority and no clue what might be doing this, but thought you might want to put it on the list 8-)
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Anonyium

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4261 on: December 13, 2021, 04:35:19 PM »

Im having a crash related to the vulturefleetAI
Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
   at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
   at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
   at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
   at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Modlist:
Quote
"pantera_ANewLevel40",
  "automatedcommands",
  "lw_autosave",
  "bsgportraitspack",
  "better_deserving_smods",
  "beyondthesector",
  "capturecrew",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics_arctic",
  "diableavionics",
  "forge_production",
  "sun_fuel_siphoning",
  "GrandColonies",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "MagicLib",
  "Mayasuran Navy",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "wisp_perseanchronicles",
  "tahlan_scalartech",
  "stelnet",
  "superweapons",
  "tahlan",
  "vic",
  "audio_plus",
  "shaderLib"

New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
ran into the same error as this guy, I hope a bugfix for this is available soon  :(
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Histidine

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4262 on: December 13, 2021, 05:02:59 PM »

The fix is on this very page...

Okay weird core sector planet generation error - verified it does not happen in Vanilla, then activated the 2 libs and Nex, used the same seed, and it happens again - several core gas giants (The one I check is Typhon in Samarra, right near Sphinx) lost all attributes except Volitles deposit - both high gravity and toxic atmosphere were gone, leaving the hazard at 100%.  I only noticed because the mining hazard dropped 8-)

Not an urgent priority and no clue what might be doing this, but thought you might want to put it on the list 8-)
Thanks for the report!
Typhon does have high gravity in my current game (while most of the other core system giants I checked didn't, but did have extreme weather or toxic atmosphere), so it's not just a matter of yeeting the negative conditions. But I feel like Nex shouldn't be changing seed results on its own (barring random sector) as much as possible, so I'll see if I can make it stop. Hopefully it's just in the one place I've found.
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Madbadger2

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4264 on: December 13, 2021, 08:28:16 PM »

Generation is touchy enough that simply having DevMode on will drastically alter what a given seed produces.

I did wonder about that (given the earlier dev mode on for jump points issue), but the same seed with no other changes in vanilla had the high gravity - It might have been gone elsewhere and I was just unlucky with Typhon, though. It could be a Vanilla problem that just manifested differently in Nex for this particular seed.  Hmm. Might do a random seed or two, do a survey and reveal all, sort the plantet list by type and take a look at the general poulation of gas giants - they *should* all have high gravity, it was unavoidable before, but might be worth looking at the stats.

Thanks 8-)
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Killsode

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4265 on: December 13, 2021, 08:37:46 PM »

i'm sure this probably has already been reported but version 0.10.3g of nex stops hyperspace slipstreams from spawning
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Histidine

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4266 on: December 14, 2021, 05:15:05 AM »

Update: The attempt to quick-fix seed consistency failed, perhaps spawning Prism Freeport at all breaks the RNG sequence. Welp.

i'm sure this probably has already been reported but version 0.10.3g of nex stops hyperspace slipstreams from spawning
Use the v0.10.3g3 alpha release for 0.95.1a, that's what it's for.
(Official release later this week)
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nathanebht

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4267 on: December 16, 2021, 01:08:51 AM »

Was using 10.3g and got the VultureFleetAI crash. Was able to reproduce this crash from my last save. Switched to the 10.3g3 version and it solved the crash. Been playing some hours and so far have had no problems with 10.3g3.

Note that 10.3g3 is on Nexerelin and not on github.
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AdmiralRem

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4268 on: December 16, 2021, 03:20:59 AM »

So when I go to invade a planet, it takes me to "intel" not sure why. Then when I quit the menu to in-system I can see the battle happening then it just says "canceled" and nothing happens, no losses on either side. What am I doing wrong? Is this a Nex change or a 9.5a change? It's been a few months but it used to be straight forward.

Ah now I see it says go to "military tab" on intel screen but there is nothing there.
« Last Edit: December 16, 2021, 03:27:33 AM by AdmiralRem »
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Histidine

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4269 on: December 16, 2021, 05:31:26 PM »

You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg
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AdmiralRem

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Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (0.95.1a alpha 2021-12-11)
« Reply #4270 on: December 17, 2021, 02:57:18 AM »

You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg

Interesting. When I initiate it, it would bring me to the "factions" part of the intel screen. Soooo i'll have to try again and see if that works.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.3i "SpaceLand Battle" (update 2021-12-17)
« Reply #4271 on: December 17, 2021, 03:09:29 AM »

Okay, official release for 0.95.1a is out.
TBH I wasn't expecting Starsector to update when it did, but at least that means you get some fixes to Nex earlier than would have happened otherwise.

Nexerelin v0.10.3i
Download

Changelog
Spoiler
## v0.10.3i ##
* Electronic Warfare ground battle ability's base cost 40 -> 30
* Fleets currently in a space battle can't support ground battles
* Agents give an estimate of ground battle unit drop costs
* Fix ground battle allies using the player's abilities for them

## v0.10.3h (private beta only) ##
Update for Starsector 0.95.1a

### Gameplay
* After player is targeted by an invasion or military raid, don't target player again for 60 days
    * Disabled in Starfarer mode
* Don't spawn post-invasion rebellions if conqueror is ally of original owner
* Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
* Bonus XP from hiring an AIM mercenary company 25% -> 75%
* More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
* Story skip sets flag needed for new 0.95.1a secret quest
* enableInvasions setting no longer affects player's direct invasions

### GUI
* Update some contact missions to use the map display feature
* Faction directory allows showing preview map for specified market
* When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
* Don't mark ground battle intel as important when it involves commissioning faction
    * Only player-initiated battles are important now
* Skip story option adds a fleet log intel with the Alpha Site's location
* Bonus picker in own faction start has larger window

### Text
* Player can rename alliances they are a member of
* Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
* Fix typo in Omega surprise dialog
* Remove tutorial start bug warning (no longer needed)
* Tweak ally victory texts
* Add a new tip

### Fixes
* Fix requested invasion fleets not obeying marine count setting
* Fix a crash when loading Nex into an existing save
* Fix Remnant raids always failing due to having no crew space
* Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
* Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
* Fix ordering of dead officer lists

### Modding
* Colony expeditions don't go to `THEME_UNSAFE` systems, unless already inhabited
* Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
* Fix remaining cases of non-externalized strings
[close]
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SonnaBanana

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Re: [0.95.1a] Nexerelin v0.10.3i "SpaceLand Battle" (update 2021-12-17)
« Reply #4272 on: December 17, 2021, 04:57:47 AM »

Afraid it might become off-topic in the 0.95a.1 thread, here's my old posts about your question to Alex.
https://fractalsoftworks.com/forum/index.php?topic=22515.msg338721#msg338721
https://fractalsoftworks.com/forum/index.php?topic=22918.msg345633#msg345633
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I'm not going to check but you should feel bad :( - Alex

Histidine

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Re: [0.95.1a] Nexerelin v0.10.3i "SpaceLand Battle" (update 2021-12-17)
« Reply #4273 on: December 17, 2021, 05:49:02 AM »

Wow I forgot all about those posts! Thanks.

(I recently thought of ground defense bonus from Tactical Drills because with Andrada and Daud losing their Ground Operations, their planets might have become rather easier to take than I wanted, and Phil already has Tactical Drills in his character creation. Then things went from there...)
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SonnaBanana

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Re: [0.95.1a] Nexerelin v0.10.3i "SpaceLand Battle" (update 2021-12-17)
« Reply #4274 on: December 17, 2021, 05:59:27 AM »

Don't be discouraged, you might convince him if you try  :P
Jokes aside, feel free to use any idea from the suggestion thread.
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