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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3907564 times)

Jaime-wolf

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4725 on: July 04, 2022, 12:32:25 AM »

Is Nex responsible for the random rep loss from other factions because your friendly with their enemies? if so is there a way to turn it off? Because how is that fair when you spend time working on everyone's reps to be friendly with them all. Seems like its a complete waste of time to even try and makes the game more grindy.
« Last Edit: July 04, 2022, 12:35:49 AM by Jaime-wolf »
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Mira Lendin

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4726 on: July 04, 2022, 02:14:45 AM »

Hello
i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.
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^^

Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4727 on: July 04, 2022, 06:03:34 AM »

Is Nex responsible for the random rep loss from other factions because your friendly with their enemies? if so is there a way to turn it off?
Looks like it's from Ruthless Sector. You can turn it off in that mod's options .ini, if you're on the latest version.

Hello
i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.
Do this in vmparams, or use Java 8 (or just run fewer mods).
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Jaime-wolf

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4728 on: July 04, 2022, 07:32:57 AM »

Thank you so much! I feel bad now thinking it your your mod. again thanks a bunch!
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Wholesomeburn

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4729 on: July 05, 2022, 12:54:45 PM »

Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
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Leoricdiez

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4730 on: July 07, 2022, 06:43:41 AM »

Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4731 on: July 07, 2022, 05:44:44 PM »

Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.

Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?

If it's the former, that's a bug in non-independent special task group AI. It might fix itself when the fleet finds a more high-priority task, or you can give in and just make it independent; else the beta version I plan to release tomorrow will fix it.
If the latter, dunno. If you have a save that doesn't have too many mods (preferably <50) I could debug it.
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Leoricdiez

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4732 on: July 07, 2022, 09:11:45 PM »

Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.
In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.

Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?
Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?

If it's the former, that's a bug in non-independent special task group AI. It might fix itself when the fleet finds a more high-priority task, or you can give in and just make it independent; else the beta version I plan to release tomorrow will fix it.
If the latter, dunno. If you have a save that doesn't have too many mods (preferably <50) I could debug it.

It's the former, so there's a chance they'll fix themselves eventually huh, thanks for the info. I was worried they'd be stuck in a single system since I burned a bunch of credits buying capital ships for them that would be wasted if they can't get out of a system and defend my other colonies.
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qinta

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4733 on: July 08, 2022, 03:35:20 PM »

how do relations of alliance members work? In my playthrough, the declare war alliance diplomatic event has happened, and both factions vote yes, but only one faction ends up being hostile to the defending faction. Also, when two factions join together, they don't carry over their wars to the other alliance member, so if I as a player am commissioned in a faction that is part of an alliance, and I am by an allied planet/station that is being attacked, but my faction is not at war with the attacking faction, I can not defend the allied base without damaging my relation with my commissioned faction for attacking a "neutral" fleet.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4734 on: July 08, 2022, 08:12:19 PM »

Beta for next version. There's a couple of changes I wanted to do but got lazy (minimum raid strength to inflict unrest, and one other thing I forgot), maybe next version.

Download
Changelog

how do relations of alliance members work? In my playthrough, the declare war alliance diplomatic event has happened, and both factions vote yes, but only one faction ends up being hostile to the defending faction.
Mostly alliance relations (with factions outside the alliance) just work through the vote system: if war/peace state of one member changes, the alliance votes on whether everyone should do the same.

If both members vote yes on war but only one is hostile afterwards, the possibilities that come to mind are:
- One member has minimum relationship above -50 with the enemy, so it doesn't become hostile (but it should have automatically voted no in that case, so that sounds like a bug)
- Some other mod is resetting relationships between the affected factions following the vote

If #2 is the case, it's starting to be frequent enough that I'd like to get a repro case and track it down.

Quote
Also, when two factions join together, they don't carry over their wars to the other alliance member, so if I as a player am commissioned in a faction that is part of an alliance, and I am by an allied planet/station that is being attacked, but my faction is not at war with the attacking faction, I can not defend the allied base without damaging my relation with my commissioned faction for attacking a "neutral" fleet.
The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?
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speeder

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4735 on: July 08, 2022, 08:36:53 PM »

I saw funny war states happening because hegemony inspection.

My alliance was at peace with hegemony alliance.

Hegemony declares inspection that gets resisted.

this triggers a sequence of war and peace between both alliances, and relations go all over the place.
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speeder

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4736 on: July 09, 2022, 10:44:26 AM »

Testing "ruler" mode:

So far things I noticed:
1. when you found a colony you create your own faction automatically, you have to give the colony back to the comissioner to fix it.
2. colonies don't show on the colonies screen, so you can't administrate them remotely, and most interestingly, they don't count against administrator limits in any form, in fact it feels op, you can administrate infinite colonies and get +1 stability from management bonus, also you have no limits on administrators.
3. you can purchase governorship of colonies you already "own", feels silly, maybe this option shouldn't show up at all in ruler mode.
4. the colonies get a market even without commerce industry, this can be OP, but at same time might be useful. But you don't get access to "resources" screen. (since to me that screen is useless, I never found what it is actually useful for, I prefer it  this way, w ould want even if vanilla did this).

good things that I noticed:
1. you are default administrator of that faction colonies, as expected.
2. you can form factions :) this is biggest feature I wanted out of this actually, I believed it was impossible, found out with this feature it is possible, this is awesome. would use this even if just a workaround: enable feature, form faction, disable feature again.
3. IFF seemly works correctly.
4. faction diplomacy seemly works correctly too, other factions wanting peace for example show to you the peace screen correctly.

EDIT:
maybe governorship is necessary after all... got zero income from colonies.
« Last Edit: July 09, 2022, 12:42:21 PM by speeder »
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JKL Blacksun

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4737 on: July 09, 2022, 10:45:26 AM »

"Can turn in AI cores to Remnant contact"

thank you so much for this !!!  :)
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qinta

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4738 on: July 09, 2022, 12:16:58 PM »


The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?

So, when I first got the game, I remember attacking an independent fleet when I was commissioned into the persean league, and my rep with the persean league dropping. I assumed this would happen every time after that, and so never tried it until I got into the situation I described at the end of my previous comment, and the popup happened for attacking a neutral party, I didn't end up attacking since I thought I would lose rep with my faction. I did a new game and did the same thing, and no change with my commission happened, so I  assume either this was changed from a previous version of StarSector, or my brain completely made up the situation, and I have been behaving in game on a false memory...
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ApolloStarsector

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4739 on: July 09, 2022, 06:05:43 PM »

Does nex_expeditionDelayPerExistingColony in /nexerelin/data/config/settings.json apply seperately to each faction? I.e., does it make the faction that controls more colonies take longer before launching expeditions? Or does it make all factions take equally longer by the total number of colonies? If it is the latter, I think that a variable that allows us to slow down the winner would be interesting!
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