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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 3909412 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5055 on: January 10, 2023, 04:42:54 PM »

Hello, I have a question, can I set the distance from the core in own faction start, because even the non-core start places me next to the core

so there is a way to set a minimum light-year from core?
Nein

I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
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Wolfynator

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5056 on: January 12, 2023, 12:35:56 AM »

I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
[/quote]

I see, I had a feeling that was the case. Thanks for clearing that up for me.
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coleroni

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5057 on: January 12, 2023, 05:01:52 PM »

can we get dates on the changelogs  :-[
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inanimate

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5058 on: January 13, 2023, 04:15:21 AM »

Hi,

Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.

Conquest Idea is fun for me ( I like big fleets brawling), but in longer period of time it creates imballance between factions and decreases diversity.
« Last Edit: January 13, 2023, 06:06:44 AM by inanimate »
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DraconianFleet

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5059 on: January 13, 2023, 05:15:31 PM »

So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.
« Last Edit: January 13, 2023, 05:17:04 PM by DraconianFleet »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5060 on: January 13, 2023, 06:29:49 PM »

can we get dates on the changelogs  :-[
They all already have dates on the GitHub changelog, so you can look there. Maybe I'll make a habit of having them in the forum OP as well.

Hi,

Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.
There isn't an option for that currently. In a later version the upcoming strategy AI may prioritize reconquest, albeit depending on the faction's personality.
Although if Sindria with its orbital works and such is lost, the Diktat is going to have a real hard time taking it back without outside help.

So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.
My design idea is that factions should not generate their designed systems/planets/stations in random sector (I don't draw a distinction between vanilla and modded planets here), unless there's some specific functionality tied to that location like with Styx.

To make them appear anyway, you'll have to ask the faction modder to make them do so (since it's handled in the faction mod's code), either always (I think you could make a good case for UAF, for instance) or with an optional setting. Or, write your own mod with code that calls each mod's system generation code; this is easy enough to do for any one mod, although doing it for every mod you're using might be a bit troublesome.

Well actually, you could also modify ExerelinModPlugin and ExerelinNewGameSetup in the Nex source to make it so the mod generates the random core worlds and not the vanilla ones, while still telling the mods it's in non-random sector. If something burns down in the process, well
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DenTommes

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5061 on: January 17, 2023, 10:56:18 PM »

I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.

I then went on a expedition on the outer rim of the sector and the planet flipped.

How can I prevent that from happening in the future?

My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.

Also: is there a way to turn off rebellions?
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5062 on: January 18, 2023, 01:25:16 PM »

I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.

I then went on a expedition on the outer rim of the sector and the planet flipped.

How can I prevent that from happening in the future?

My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.

Also: is there a way to turn off rebellions?

I've always used the stability penalty to indicate rebellion, sounds like a bug

alaricdragon

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5063 on: January 19, 2023, 06:02:38 PM »

hey, I have a question regarding random sector.
started up a new game, with random sector on, and i noticed after a while i was having a lot of lag. like i was at 30 - 40 fps at all time. tried with a non random sector and had a solid 60fps.
tried to reduce the number of markets that spawn but even at its minimum, i still was at like 40 - 50 fps.
was random sector always like this, or is one of my mods trying to do something not very nice to my game but only when random sector is on?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5064 on: January 20, 2023, 12:31:51 AM »

I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.

I then went on a expedition on the outer rim of the sector and the planet flipped.

How can I prevent that from happening in the future?

My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.

Also: is there a way to turn off rebellions?
That seems odd, a falling unrest value should indicate the rebellion is in decline (and I always use it as an indicator of improvement when I'm playing). And 1k each of marines, heavy weapons and supplies sounds like it'd definitely suppress the rebels even on someplace like Chicomoztoc.

With a level 5 operative (or e.g. two operatives of levels 2 and 3) on the market, or with devmode turned on, you can check the exact strength of the government and rebel forces. Other than that, are you sure it wasn't because a counter-invasion showed up while you were away?

For disabling rebellions, setting rebellionMult to zero in exerelin_config.json should prevent random rebellions, but I didn't implement a switch for the rebellions on market capture. Operatives might also cause them to happen rarely.

hey, I have a question regarding random sector.
started up a new game, with random sector on, and i noticed after a while i was having a lot of lag. like i was at 30 - 40 fps at all time. tried with a non random sector and had a solid 60fps.
tried to reduce the number of markets that spawn but even at its minimum, i still was at like 40 - 50 fps.
was random sector always like this, or is one of my mods trying to do something not very nice to my game but only when random sector is on?
I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.
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alaricdragon

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5065 on: January 20, 2023, 06:21:56 PM »

I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.
I have no idea what a profiler is, but if you can point me to run, I can run a profiler on this. it sounds useful.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5066 on: January 20, 2023, 09:18:13 PM »

Quick version:
  • Open jvisualvm.exe in the JDK folder
  • Connect to Starsector while it's running
  • Click Sampler tab -> CPU and see if anything is using up an unusual amount of CPU time; at the bottom of the screen you can type exerelin to filter out non-Nex classes
    (there's also an actual Profiler tab, but I've never gotten it to work)
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alaricdragon

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5067 on: January 21, 2023, 05:50:50 PM »

Quick version:
  • Open jvisualvm.exe in the JDK folder
  • Connect to Starsector while it's running
  • Click Sampler tab -> CPU and see if anything is using up an unusual amount of CPU time; at the bottom of the screen you can type exerelin to filter out non-Nex classes
    (there's also an actual Profiler tab, but I've never gotten it to work)
ok so i looked at the things, and compared the differences between random sector and not random sector. (not: i only started the sampler after the save was loaded, turning it off between uses)

your exerelin files seem to be using almost nothing, to my understanding. like if i had 10 more of them it would not make a difference.

the most in my face difference was the fact that something called
com.fs.starfarer.campaign.BaseLocation.getEntitiesWithTag
it seemed to be using some 50% of everything. I'm not sure what I'm reading, tbh, but it was using 50.4% of self time, and had about 7X of the next things total time.

another thing that was using noticeably more was something called
com.fs.starfarer.campaign.BaseLocation.advance()
but thats only some 8.1% self time, and was the next most used thing.

compare that to not using random sector, when the most used thing was tied between something called:
com.fs.starfarer.O0OO.OOoO$1.run()
com.fs.starfarer.combat.CombatMain$1.run()
sound.OooO$w.run()
they used some 22.7% - 22.4% of self time, and the exact same total time.

I'm not going to be using starsector for a few days, so if there is anything that would help in regards to using this strange sampler in my game, I can get some more samples.
hope this is at least somewhat helpfull
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5068 on: January 22, 2023, 05:10:48 PM »

Okay that's interesting.

What's the modlist? I couldn't repro with a 'minimal Nex modlist' so I'm wondering if something like Adjusted Sector is required for the issue to show up.
Has the Nex config been modified, in particular making the colony expedition cooldown very short?

If it doesn't require a lot of mods, I might see if I can figure out which mod is checking all the entities with tags. Can you post the save in case I need it?
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alaricdragon

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Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« Reply #5069 on: January 22, 2023, 08:10:43 PM »

my current mod list exists. from a matter of perspective it 'doesn't require a lot of mods', however this is not a view I have.
I am using adjusted sector, and have not modified nexerelin or its configs.
if you want, I could give send you my mod folder so you could try and see what's sup, as I understand tracking down the few mods I have might be unfun.
Spoiler
  "$$$_lightshow",
  "$$$_trailermoments",
  "AI-Retrofits",
  "Adjusted Sector",
  "AAIPP",
  "all_the_domain_drones+NewDrones",
  "all_the_domain_drones+Vanilla",
  "anotherportraitpack",
  "ApproLight",
  "ApproLightPlus",
  "arthrspiratesbutepic",
  "lw_autosave",
  "timid_admins",
  "beyondthesector",
  "bountiesexpanded",
  "ORK",
  "CaptainsLog",
  "Csp",
  "chatter",
  "cmutils",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "aaacrew_replacer",
  "DetailedCombatResults",
  "diableavionics",
  "dronelib",
  "edshipyard",
  "seven_nexus",
  "XLU",
  "fleethistory",
  "fleetsizebydp",
  "forge_production",
  "sun_fuel_siphoning",
  "hellomod",
  "GrandColonies",
  "HMI",
  "HexShields",
  "hte",
  "IndEvo",
  "JYD",
  "kadur_remnant",
  "keruvim_shipyards",
  "kingdomofterra",
  "kyeltziv",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "niko_moreCombatTerrainEffects",
  "more_hullmods",
  "ness_saw",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "oas",
  "ORA",
  "pn",
  "pearson_exotronics",
  "wisp_perseanchronicles",
  "Polaris_Prime",
  "PulseIndustry",
  "QualityCaptains",
  "reactiveui",
  "rotcesrats",
  "sv",
  "sikr",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontier",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "stardustventures",
  "sun_starship_legends",
  "superweapons",
  "timid_supply_forging",
  "supportships",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "uaf",
  "US",
  "ungp",
  "URW",
  "vanidad",
  "XhanEmpire",
  "astroidships",
  "aaamarketRetrofits",
  "prv",
  "shaderLib"
[close]
Edit: just reread the message, and you asked me to post the save? I uh, don't know how to do that, but if I had a email I could google drive it to you?
No wait there is a way to send such things with links isn't there? Can't do it today, but I might be able tomorrow at some point.
« Last Edit: January 22, 2023, 10:18:34 PM by alaricdragon »
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