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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 3783914 times)

calantlar

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #5100 on: February 06, 2023, 06:29:58 AM »

So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.

I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).

So I've been trying to get a specific behaviour set up.

I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.

Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
Copy and paste the following into console:
Code: java
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)

Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)

i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
Code: java
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);

If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).

Much appreciated, will try this next run for sure.

Have tried it quite a bit now, works perfectly, much appreciated.
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Nick9

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5101 on: February 06, 2023, 11:47:44 PM »

Interesting abuse I have found... I doubt it's useful, but maybe funny.

So, I heard the screamer (by that I mean an extremely loud sound effect of something affecting my colonies), and I rushed to the Intel screen to see... that the Hegemony is offering me a peace treaty?! Wow, I'm taking that. So I've accepted it and left the intel screen only to... see exactly this peace offering again. Now in its own dialogue. So I have accepted it again... and I've got two relationship bonuses!

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Dracodude

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5102 on: February 07, 2023, 02:28:53 AM »

Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
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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 #5103 on: February 07, 2023, 04:07:35 PM »

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.
The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.

As for the transmitter trap events and such, they're vanilla and I can't readily change how they work IIRC. Well, I could try adding a dialog option to make them go away if player has a commission, might look into that.

Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)

(Someone had a bug recently where the invade option was removed, it turned out to be a mod conflict but I don't know if they tracked down which one)
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Dracodude

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5104 on: February 07, 2023, 05:15:11 PM »

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.
The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.

As for the transmitter trap events and such, they're vanilla and I can't readily change how they work IIRC. Well, I could try adding a dialog option to make them go away if player has a commission, might look into that.

Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.
enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)

(Someone had a bug recently where the invade option was removed, it turned out to be a mod conflict but I don't know if they tracked down which one)

Guess I was dealing with the incompatibility thing huh. (I am really not looking forward towards digging through my modlist to figure it out)
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Geekin88

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5105 on: February 08, 2023, 09:12:44 PM »

getting this error. soon as i start a new campaign ( i dont have any older saves).

222170 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: lunalib.lunaExtensions.SystemExtensionsKt.getMarkets(Lcom/fs/starfarer/api/campaign/LocationAPI;Ljava/lang/String;)Ljava/util/List;
java.lang.NoSuchMethodError: lunalib.lunaExtensions.SystemExtensionsKt.getMarkets(Lcom/fs/starfarer/api/campaign/LocationAPI;Ljava/lang/String;)Ljava/util/List;
   at PCScript.advance(PCScript.kt:39)
   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)

mod list is extensive but it was working before i just did a bunch of updates for mods that were already on the list. now im stuck. out side off trying to boot with each mod and add them and launch as i go.

update: nevermind i fixed it. lunarlib broke it. had to roll it back 2 updates
« Last Edit: February 09, 2023, 08:23:28 AM by Geekin88 »
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FoolishBosch

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5106 on: February 09, 2023, 01:38:16 AM »

Is there a way to make a faction to quickly recolonize a decivilized planet? I have a number of decivilized planets in the core worlds and the faction's that originally own them haven't made any sort of move to retake them.

Additionally, I can't tell if its from the Nex or something, but one of the decivilized planet is Ancrya but there were no message or warnings that popped up and there was a Anarakis Reparations Society invasion fleet just hovering around the planet. So far the Hegemony have not made any moves but the weird part is that there is no log about the planet being decivilized and I have disable sat bombing by factions.
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DefiasOne

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5107 on: February 09, 2023, 12:38:52 PM »

Is it possible to capture planets and release them back to their original owners for a faction boost? For example a planet gets taken by another faction but it was originally owned by the Hegemony, go in and recapture the planet and give it back to the Hegemony.
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5108 on: February 09, 2023, 12:59:50 PM »

Is it possible to capture planets and release them back to their original owners for a faction boost? For example a planet gets taken by another faction but it was originally owned by the Hegemony, go in and recapture the planet and give it back to the Hegemony.
Yeah, the planetary administrator should have the option to gift the planet.

MrNage

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5109 on: February 10, 2023, 05:38:22 PM »

Having a save fail to load; something to do with my 2 Special Forces fleets (They are set to Independent Mode).

Edit:

Just before I saved, there is a duplicate registration for both SFs on the Income screen, and the Intel screen gave a bug warning.
Spoiler


[close]

Code
814750 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
814750 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.CharacterStats.readResolve()
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1420322
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.rules.Memory
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : exerelin.campaign.ai.concern.RevanchismConcern
class[13]           : exerelin.campaign.ai.MilitaryAIModule
class[14]           : exerelin.campaign.ai.StrategicAI
class[15]           : com.fs.starfarer.campaign.Faction
class[16]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[19]           : com.fs.starfarer.campaign.CommDirectory
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : java.util.HashMap
class[23]           : exerelin.campaign.ColonyManager
class[24]           : java.util.LinkedHashSet
class[25]           : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27]           : exerelin.campaign.ai.DiplomaticAIModule
class[28]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29]           : com.fs.starfarer.campaign.econ.Submarket
class[30]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33]           : com.fs.starfarer.campaign.econ.Economy
class[34]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36]           : com.fs.starfarer.campaign.Hyperspace
class[37]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.CharacterStats.readResolve()
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1420322
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.rules.Memory
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : exerelin.campaign.ai.concern.RevanchismConcern
class[13]           : exerelin.campaign.ai.MilitaryAIModule
class[14]           : exerelin.campaign.ai.StrategicAI
class[15]           : com.fs.starfarer.campaign.Faction
class[16]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[19]           : com.fs.starfarer.campaign.CommDirectory
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : java.util.HashMap
class[23]           : exerelin.campaign.ColonyManager
class[24]           : java.util.LinkedHashSet
class[25]           : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27]           : exerelin.campaign.ai.DiplomaticAIModule
class[28]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29]           : com.fs.starfarer.campaign.econ.Submarket
class[30]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33]           : com.fs.starfarer.campaign.econ.Economy
class[34]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36]           : com.fs.starfarer.campaign.Hyperspace
class[37]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
« Last Edit: February 11, 2023, 02:18:15 PM by MrNage »
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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 #5110 on: February 12, 2023, 01:19:06 AM »

Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?

Is there a way to make a faction to quickly recolonize a decivilized planet? I have a number of decivilized planets in the core worlds and the faction's that originally own them haven't made any sort of move to retake them.

Additionally, I can't tell if its from the Nex or something, but one of the decivilized planet is Ancrya but there were no message or warnings that popped up and there was a Anarakis Reparations Society invasion fleet just hovering around the planet. So far the Hegemony have not made any moves but the weird part is that there is no log about the planet being decivilized and I have disable sat bombing by factions.
1) No, currently they'll only get around to it if they're lucky enough to win the colony expedition raffle and otherwise place enough priority on the decivilized planet. You can make a colony there yourself and transfer it to them, though.

2) Reparations Society can't hold planets in non-random sector, so if they successfully invade someplace they'll automatically abandon it. I forget if they've been fixed to not launch invasions in the latest version of ARS, so could try updating if you haven't already.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5111 on: February 12, 2023, 01:51:32 AM »

...Actually, pushing the fix update now because one of the bugs is extra serious (albeit really rare) and confirmed. Might even be the same one as the one above.

mumble mumble why do I have to fix bugs, why can't they just die on their own?

Nexerelin v0.10.6d
Download

Changelog
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)

### GUI ###
* Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side

### Fixes ###
(note: these fixes do not apply if the bugs are already in the save)
* Fix a rare save-breaking bug when saving immediately after giving orders to a special task group
* (officially) Fix incompatibility with MOSS mod manager
* Fix player special task group not costing any upkeep if killed and revived
* Fix oddities with Sitnalta system name in UI
* Prevent some missions from generating in star systems they shouldn't
* Fix being able to accept ceasefire offers twice
* Ship size rule for buy ship mission uses externalized strings

### Modding ###
* Save starting player faction to sector memory as `$nex_startingFactionId`
* Allow blocking AIM representatives from specific markets with `$nex_no_AIM_representative` memory key
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Zr0Potential

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5112 on: February 12, 2023, 06:19:14 AM »

Huh, didn't realize that extra 10% accessibility really affect that much on the Sector overall economy.

On another note, is there any way we can have Spacer's Debt from the Spacer Start added to Other Options?
I like how it extends the early-to-mid gameplay loop, but I also want to use other Custom Starts too.
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MrNage

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Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« Reply #5113 on: February 12, 2023, 06:23:23 AM »

Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?

Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
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TurboMax100

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5114 on: February 12, 2023, 07:29:13 AM »

How to disable the 4x elements like invasion and random diplomacy events between factions.
I know this will take out the fun of the mod but I am playing some mods that require nexerelin and would like to keep the first playthrough of mods akin to vanilla handling of factions.
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