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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 3897412 times)

tinchek

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5085 on: January 29, 2023, 08:50:09 AM »

Do allies or my own fleets, or any NPC for that matter use awakened gates?
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Paragon Bane

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5086 on: January 29, 2023, 04:32:50 PM »

I just noticed that when ever I transferred colony to another faction, they always immediately sold the heavy industry/orbital work.

Not sure if this is intentional or AI bug.
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MrTsFloatinghead

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5087 on: January 30, 2023, 02:26:03 AM »


im testing one of my mods, and found a possible bug with nexerline.
Spoiler
296655 [Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:422)
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyDisrupted(OrbitalStation.java:602)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1765)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1744)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.bombardConfirm(Nex_MarketCMD.java:2126)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:363)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:166)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.o0Oo.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
[close]
what i did:
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.

i was able to replicate this bug many times.
my mod list:
Spoiler
  "AI-Retrofits",
  "lw_console",
  "aaacrew_replacer",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "aaamarketRetrofits"
[close]
if this is not a issue with nerxerlin but a issue with me plz tell me its driving me crazy not knowing.

I'm also getting the null pointer exception - the other time it pops up is during mission dialogues that result in raids, such as one of the decivilized world events and the rescue researcher missions if you choose to launch a raid instead of pay the ransom.  In those cases, it prevents the dialogue from advancing to see the results of the raid, forcing the use of console commands to dismiss the dialogue, and being unable to complete the missions via the raid option.  I actually think it might be caused by a conflict somewhere with your ai retrofits mod, as I wasn't getting the error until I installed that.

On a hunch, I tried your procedure above both with and without ai retrofits activated, and I got the null pointer exception when I had it activated and didn't get it when I turned ai retrofits off.  I suspect it has something to do with ending a raid or bombardment and it looking for something to do with either crew or marines that isn't there, but I have no idea what that might be.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5088 on: January 30, 2023, 05:39:12 PM »

Do allies or my own fleets, or any NPC for that matter use awakened gates?
No, although Alex might well implement that functionality in a later version (so I hope at least!)

I just noticed that when ever I transferred colony to another faction, they always immediately sold the heavy industry/orbital work.

Not sure if this is intentional or AI bug.
If the faction already has a heavy industry and the new one doesn't have enough defenses, they'll sell the heavy industry. This is a protection against an exploit for easy blueprint raiding.

And this is my mod list
Spoiler
ENABLED MODS
automatedcommands-1.1a: Automated Commands
capturecrew-1.0.4: Capture Officers and Crew
lw_console-2021.12.25: Console Commands
gflportraitpack-1.8.0: Girls Frontline Portrait Pack
gflportraitpack2-1.1.3: Girls Frontline Portrait Pack Part 2
lw_lazylib-2.7b: LazyLib
MagicLib-0.45.2: MagicLib
nexerelin-0.10.6c: Nexerelin
tahlan_scalartech-0.8.5: ScalarTech Solutions
sun_starship_legends-2.2.1: Starship Legends
stelnet-2.6.1: Stellar Networks
uaf-0.7.2g1dc: United Aurora Federation
US-0.43: Unknown Skies
shaderLib-1.6.1: zz GraphicsLib
[close]
sorry have to double post the text for the log is too long i guess hope this helps.
Thanks! To clarify, this is an existing save that you have, you load it and immediately try to save again, it has this error?
If so, please zip the save and share it somewhere (something like Dropbox or Google Drive will be good).
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DeathmanForces

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5089 on: January 31, 2023, 05:59:40 AM »

Thank you for the reply, to clarify every saves that got this error can't be played anymore. So i have to make new save to try to loop the bug and this is that i found from the test. 1st if i just create task group and keep them do independent move without ordering them then the save is fine and i can still save and play the game but after i give order to the task force group it will always make the error.

So this is the link to the saves folder and i also included the new starsector log that is being created because of this error
Hope this helps.
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5090 on: January 31, 2023, 07:53:57 AM »

Is there a way to tone down the fleet sizes that attack your colonies? Im getting hit by 1500 DP+ invasions (3 fleets of 500+ DP each all arriving and attacking at once) and have no clue what to do about it.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5091 on: January 31, 2023, 05:59:02 PM »

Thank you for the reply, to clarify every saves that got this error can't be played anymore. So i have to make new save to try to loop the bug and this is that i found from the test. 1st if i just create task group and keep them do independent move without ordering them then the save is fine and i can still save and play the game but after i give order to the task force group it will always make the error.

So this is the link to the saves folder and i also included the new starsector log that is being created because of this error
Hope this helps.
Thanks, I think I have some idea of what's happening now.

Can you try this? Here's a rules.csv file that attempts to fix the issue, please download to Nexerelin/data/campaign (replace existing file) and see if you can still recreate the issue.

Technical description
Nex saves the current intel screen to the fleet's memory for one frame when opening the special task group command dialog from the intel screen (this is done so it can refresh the UI on closing). The memory entry is cleaned up the next frame (i.e. just about immediately on unpausing). However, if it does get into the save, it can cause problems like yours. This should only ever happen if the player gives a command, saves without unpausing, then doesn't save again, but I don't know if the entry is somehow persisting after unpausing.

The modified rules.csv adds a command to clean up the memory entry immediately on closing the dialog, by adding the command unset $nex_uiToRefresh to the script column in the row nex_commandSF_leaveRemote (row 1220). So it should be impossible to save with the UI still stored in memory.
[close]

EDIT: forgot to respond to other post

Is there a way to tone down the fleet sizes that attack your colonies? Im getting hit by 1500 DP+ invasions (3 fleets of 500+ DP each all arriving and attacking at once) and have no clue what to do about it.
Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.

Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)

Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
« Last Edit: January 31, 2023, 06:03:43 PM by Histidine »
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DeathmanForces

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5092 on: January 31, 2023, 08:19:05 PM »

Thank you for the modified files, it works like a charm. I guess i am just being too careful that i always save first before unpausing in starsector. Thank you for the hard work.
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5093 on: February 01, 2023, 09:55:55 AM »

Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.

Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)

Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Thanks for the answer.

Game year 210

System: (All have free market)
Planet under attack Size 6 with Defenses Battlestation, Military HQ on World
Further Planets in System:
Size 5 with Patrol HQ and Chrimetric Engine +100%
Size 5 Patrol HQ
Size 5 Patrol HQ
Then another 4 Size 3 that just got colonized.
Addionally the system contains a sympathic faction that came to my help with their size 7 (military) and size 4 colonies.

We all got deleted.

Attacking Faction was Legion Infernalis. (Hostile -50, due to start condition? I never interacted with them.)
This was also their first attack at all.

I was mostly just doing exploration and hence did only have a moderate fleet stored, so this was all I could have fielded.

[attachment deleted by admin]
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Nesano

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5094 on: February 01, 2023, 05:38:56 PM »

Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.
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inanimate

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5095 on: February 02, 2023, 03:26:43 AM »

Hi, Is there a way to make some notifications easier to notice?

For example -  Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5096 on: February 02, 2023, 08:47:07 PM »

Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.

Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)

Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Thanks for the answer.

Game year 210

System: (All have free market)
Planet under attack Size 6 with Defenses Battlestation, Military HQ on World
Further Planets in System:
Size 5 with Patrol HQ and Chrimetric Engine +100%
Size 5 Patrol HQ
Size 5 Patrol HQ
Then another 4 Size 3 that just got colonized.
Addionally the system contains a sympathic faction that came to my help with their size 7 (military) and size 4 colonies.

We all got deleted.

Attacking Faction was Legion Infernalis. (Hostile -50, due to start condition? I never interacted with them.)
This was also their first attack at all.

I was mostly just doing exploration and hence did only have a moderate fleet stored, so this was all I could have fielded.
Thanks for the details! A few thoughts:

- For future reference, it seems like a star fortress (preferably with alpha core) would have helped given that it was a size 6, as would having an actual military base to go with the Cyroarithmetic Engine. How high was your ship quality?
- The fleets themselves (I think you duplicated one of the images by mistake?) don't seem overly large for the target, although qualitatively they're greatly improved by having daemons. On that latter point, I'll just say that this is 'working as designed' for Nia's Legio Infernalis. The Tahlan Shipworks mod does have config settings to disable daemons, or Legio entirely.
- More concretely useful advice: If you can't stop them in space, it's still possible to win the invasion's ground battle. Even if you don't have many marines or heavy arms handy, the Inspire ability can be very helpful.

Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.
There isn't currently a 'general' method for this, unless I implement a new fleet generation plugin (which would be useful for a few things, but none I consider particularly pressing). Nor do I have any intention of optionally or completely disabling the one major place (invasion fleets) in Nex itself where I deliberately allow generated fleets to exceed the normal ship limit.

Hi, Is there a way to make some notifications easier to notice?

For example -  Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?
Not really, sorry! Most of the intel events share sounds, so an outside mod (or Nex without code changes) can't change the sound for just one specific intel type.

Though if you have a list of events that need to be more noticeable, I can try to get new sounds for them.

Also it'd help to have fewer unwanted notifications in general; I hope to have less frequent diplomacy events in particular. User-side, the diplomacyEventFilterLevel and agentEventFilterLevel fields in exerelin_config.json can be used to make less relevant events not pop up.
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5097 on: February 03, 2023, 10:19:26 AM »

Ok so after a few more tries at colonies, the attacking powers that arent Legion arent as big of a problem., especially after I also got informed that if you are sponsered by a faction, that you can request fleets.

The colony start with an exploration fleet to finance it early on also seems to be really not the intended way to play, since I cant defend the colony manually early on when Im always on the other side of the sector.

I also just did run today into another feature of your mod when I was wondering why I couldnt conquer a specific pirate station and then got informed that it was needed for some story mission. Really have to do those some time.

Oh and I also second inanimate's request for easier to see important notifications like invasions/raids against you/your commisioneurs.

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BreenBB

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5098 on: February 05, 2023, 01:08:25 AM »

Can I suggest some optional options?

First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )

Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.

Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
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XallienX

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5099 on: February 06, 2023, 01:39:13 AM »

It's mod amazing, BUT, my english not great for understand all what happened in my game^^ Maybe someone can translate this mod for other languages? :o
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