Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 328 329 [330] 331 332 ... 424

Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3522812 times)

TerranEmpire

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4935 on: October 20, 2022, 08:12:05 AM »

Do you have any plans for diplomacy rework?
If so, when would it happen?
What do you plan to change and how?
Logged

bobcards

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4936 on: October 22, 2022, 10:35:51 AM »

Sorry, first time poster on the starsector forums but I've been getting a CTD as I win my invasion on a station-habitat
Please forgive/correct me on any formatting errors in my post
Quote
638997 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 333
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 387
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 442
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
   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(Thread.java:748)
Logged

bobcards

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4937 on: October 22, 2022, 10:42:57 AM »

This is the modlist, just incase that would be needed
Quote
{"enabledMods": [
  "armaa",
  "lw_autosave",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "gundam_uc",
  "IndEvo",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "mag_protect",
  "MagicLib",
  "nexerelin",
  "OcuA",
  "ORA",
  "sun_starship_legends",
  "Terraforming & Station Construction",
  "underworld",
  "vic",
  "shaderLib"
]}
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4952
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4938 on: October 22, 2022, 07:21:42 PM »

Do you have any plans for diplomacy rework?
If so, when would it happen?
What do you plan to change and how?
It might happen in the next major update (finally!)

The concept is still at an early stage of work, but I want to unify a bunch of separate systems (including invasions, operative use and industry construction, among others). Each faction will have a strategy AI that decides what problems it has and then decides what action it should take to solve those problems.

Sorry, first time poster on the starsector forums but I've been getting a CTD as I win my invasion on a station-habitat
Please forgive/correct me on any formatting errors in my post
Quote
638997 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 333
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 387
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Disbanded personnel count: 442
638999 [Thread-3] INFO  exerelin.campaign.intel.groundbattle.GroundUnit  - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
   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(Thread.java:748)
This happens when the market you're fighting on doesn't have a storage on it (though this normally shouldn't happen). Workaround: Type addsubmarket storage in console while docked with the station, you can remove it afterwards with a removesubmarket command if you like.
Logged

Unex

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4939 on: October 23, 2022, 05:50:51 AM »

I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.

Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."
« Last Edit: October 23, 2022, 08:08:00 AM by Unex »
Logged

Modo44

  • Commander
  • ***
  • Posts: 153
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4940 on: October 23, 2022, 10:41:35 AM »

Is there a way to teach the scavengers how to properly compare fleet strength? They often force battles where their mainly freighters plus some escorts ram themselves into my small-but-deadly, highly upgraded battle fleets. I am using about 150% larger battle size and max fleet size than vanilla. Could that be causing the issue? Pics because it did happen:
https://i.imgur.com/OWbIDdR.png
https://i.imgur.com/nVQsRLY.png
« Last Edit: October 23, 2022, 10:44:00 AM by Modo44 »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4952
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4941 on: October 24, 2022, 06:19:10 AM »

I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.

Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."
Well, after you proposed it in Discord I bumped the range up to 500 :)

Is there a way to teach the scavengers how to properly compare fleet strength? They often force battles where their mainly freighters plus some escorts ram themselves into my small-but-deadly, highly upgraded battle fleets. I am using about 150% larger battle size and max fleet size than vanilla. Could that be causing the issue? Pics because it did happen:
https://i.imgur.com/OWbIDdR.png
https://i.imgur.com/nVQsRLY.png
That encounter (with scavengers turning from independent to pirate) is vanilla. Anyway the pirate faction is very aggressive in general; I think it's the engageWhenEvenStrength setting in the .faction file.
Logged

TerranEmpire

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4942 on: October 25, 2022, 10:44:17 AM »

@Histidine

And do you have a detailed concept for the rework?

Would you mind sharing it with us? Maybe some of us can add some ideas worth considering :)
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4952
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4943 on: October 27, 2022, 05:42:06 PM »

@Histidine

And do you have a detailed concept for the rework?

Would you mind sharing it with us? Maybe some of us can add some ideas worth considering :)
Brief excerpt from my scribbled dev notes for the feature:

== General concept ==
Each faction is presented with a list of `concerns`, categorized into economic, military and diplomatic (e.g. 'we have an enemy colony in one of our systems')
Each concern has a 'menu' of `actions` to deal with it (e.g. if we have an economic competitor we could build our own industry further, raid them, or sabotage them with operatives)
Concept: Other factions may also have `responses` to our actions, e.g. respond to our provocations or our diplomatic overtures?

Which concerns a faction cares about more, and which actions it is more likely to take, depend on its personality

Strategic actions can have states: presented, ongoing, failed
each faction can do X actions of a given type (econ, mil, diplo) every N months?

On every strategic AI iteration:
   Review all existing concerns, check if still relevant
      If yes, gradually increase priority?
      If not, remove
   Add new concerns
   
   If we have actions available, take an action on the highest priority concern of that type
      Once we decide to action a concern, generate list of possible actions and pick the most favored one

Screenshot of the current debug intel (I haven't even started on implementing actions yet). A player-facing intel similar to this will probably be in the completed version, so players will have some idea what the AI is thinking of.
Spoiler
[close]
Logged

Ballagarraidh

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4944 on: October 29, 2022, 12:15:57 AM »

Hello there!

Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!
Logged

GemAye

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4945 on: October 29, 2022, 12:26:31 AM »

Hello, thank you for this great mod!
I have a small problem though.
With the current amounts of diplomacy points randomly added and subtracted its very hard to keep the levels of diplomacy where I want them.
For example, I need to put in lots of effort into growing a diplomatic relation from 0 to 15 by doing certain bounties, certain missions and donating prisoners.
But then the random diplo-engine decides that some marriage goes wrong (guy walking off or something) with a whooping -17 on my relations as punishment.
And that's just not right.

Is it possible to lower the influence of these random diplomatic changes to a level I as a player can cope with?
I'm talking about one's, two's and three's instead of "ten plus" numbers.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4952
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4946 on: October 30, 2022, 08:18:59 PM »

Hi, both of you!

Hello there!

Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!
You can look in Nexerelin/exerelin_config.json, there's a bunch of settings you can toggle (enableInvasions is probably the biggest one). This post has that and a couple of other things you might want to do.

Hello, thank you for this great mod!
I have a small problem though.
With the current amounts of diplomacy points randomly added and subtracted its very hard to keep the levels of diplomacy where I want them.
For example, I need to put in lots of effort into growing a diplomatic relation from 0 to 15 by doing certain bounties, certain missions and donating prisoners.
But then the random diplo-engine decides that some marriage goes wrong (guy walking off or something) with a whooping -17 on my relations as punishment.
And that's just not right.

Is it possible to lower the influence of these random diplomatic changes to a level I as a player can cope with?
I'm talking about one's, two's and three's instead of "ten plus" numbers.
I'd recommend opening Nexerelin/data/config/exerelin/diplomacyConfig.json and increasing the eventFrequency value at the top. You can also change the effect amounts of each diplomacy event, but I wouldn't recommend making the values tiny (otherwise the events may as well not happen).
Logged

Dadada

  • Admiral
  • *****
  • Posts: 620
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4947 on: October 31, 2022, 01:45:37 AM »

All the new diplomacy stuff looks &%$!ing awesome. :D
Logged

G.W. LobSTAR

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4948 on: October 31, 2022, 02:02:14 AM »

Hello,
Great mod, firstly. Anyways, I'm doing a Luddic Path run (if the pfp didn't give it away) and I got some bad roles on cell funding base/military station market locations. So I let the other factions nix them to get some better spawns. BUT, they aren't spawning (shocked_Pikachu.png). Is this because I'm commissioned with the Path? Or because I selected the "no faction respawn" in the beginning? Both? It has been at least a cycle and a half (Pirate bases still spawn too). Lastly, if they indeed won't spawn on their own, is there a way to force spawn them somehow? Maybe in the console, or save manipulation?

Edit/Update: I think it was indeed the fact that I was commissioned by the Path and had the faction respawn off. Went into the console and turned it back on, and stations started respawning. Does it work the same for the Pirates? I would think the "anarchistic" trait would enable these two to keep respawning despite the no respawn flag and a commission. Or I could be totally off base lol. Awesome mod though.
« Last Edit: November 01, 2022, 03:44:04 AM by G.W. LobSTAR »
Logged

Audax

  • Captain
  • ****
  • Posts: 282
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4949 on: October 31, 2022, 07:55:58 AM »

Does it matter what sort of ships I put in task groups?

Do I need to put in logistics ships and the like to make them function or make them better?

or can I just stack as much warships in them and not have a problem at all?
« Last Edit: October 31, 2022, 08:01:58 AM by Audax »
Logged
Pages: 1 ... 328 329 [330] 331 332 ... 424