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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 3784487 times)

RedBaronFlyer

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5115 on: February 12, 2023, 01:46:12 PM »

I figure this isn't really possible, but I kinda wish that multi-fleet raids/invasions would use the "follow me" system (or have the option to enable it) introduced by the mod. 2-4-ish fleets usually stick together, but any more than that usually results in fleets getting lost in subspace or entering through different jump points.
« Last Edit: February 12, 2023, 01:48:04 PM by RedBaronFlyer »
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E73S

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5116 on: February 12, 2023, 03:36:35 PM »

So is updating my version as simple as drag n' drop the update into my mods folder and then firing up Starsector, or do I have to do other things to make sure my game doesn't bork?
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Requiemfang

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5117 on: February 12, 2023, 07:10:08 PM »

So is updating my version as simple as drag n' drop the update into my mods folder and then firing up Starsector, or do I have to do other things to make sure my game doesn't bork?

better safe than sorry to just delete the current version you have installed and just pasting the new version into the mod folder after extracting. Learned lesson from modding games, it's always good idea to delete the previous version than pasting over old versions with new versions of mods, something can and possibly will bork, it might not happen but I err on the side of caution on that.
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Paragon Bane

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5118 on: February 12, 2023, 07:39:18 PM »

Is v0.10.6c's save compatible with v0.10.6d?
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Listiwolf

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5119 on: February 13, 2023, 02:10:48 AM »

I am quite curious, picked up this game recently and LOVE how this mod makes it have that X4 experience. Though i am curious. There is a setup already for "summoning" fleets like invade,colony,etc,etc. Is it possible to add lets say. Miners? Other factions have miners. And with the added mining and with a combination of some mods (ORE REFINING) It really make mining enjoyable. Wonder if it would be simple to add a fleet that went around and mined stuff for you and droped it off at a specific chosen storage, perhaps a rented storage or even your own colony. Along with having miners do mining for you, like in x4. Perhaps there would be a way to also have a Trader fleet? I mean ofcourse they both could get killed. But maybe "summoning" a trader fleet costs x amount and generates x passive income every month, or even, if its possible to setup or use if the base games code has an AI that does profitable trades already, and would it do so for you. And perhaps a much higher x cost to get smugglers? Who knows its an idea that popped into my head. Unsure if its even do able but if so that'd be amazing.
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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 #5120 on: February 13, 2023, 07:42:47 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
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.

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.
enableInvasions in Nexerelin/exerelin_config.json
There isn't a switch for diplomacy as such, but setting eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json to 99999 or such will do the job.

Is v0.10.6c's save compatible with v0.10.6d?
All Nex versions are save-compatible with at least the one immediately before, except where otherwise specified or there are bugs.

I am quite curious, picked up this game recently and LOVE how this mod makes it have that X4 experience. Though i am curious. There is a setup already for "summoning" fleets like invade,colony,etc,etc. Is it possible to add lets say. Miners? Other factions have miners. And with the added mining and with a combination of some mods (ORE REFINING) It really make mining enjoyable. Wonder if it would be simple to add a fleet that went around and mined stuff for you and droped it off at a specific chosen storage, perhaps a rented storage or even your own colony. Along with having miners do mining for you, like in x4. Perhaps there would be a way to also have a Trader fleet? I mean ofcourse they both could get killed. But maybe "summoning" a trader fleet costs x amount and generates x passive income every month, or even, if its possible to setup or use if the base games code has an AI that does profitable trades already, and would it do so for you. And perhaps a much higher x cost to get smugglers? Who knows its an idea that popped into my head. Unsure if its even do able but if so that'd be amazing.
Well this sounds mostly like stuff that colonies already do in their way. I've had vague ideas for things like described in the Public Companies mod blueprint, but neither that mod nor any such Nex feature look like they'll be made in the foreseeable future. Sorry :(
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Havox

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5121 on: February 13, 2023, 02:06:40 PM »

First of all, I love the mod and want to say thank you  :)

Got a tiny problem on creating a new game. If I choose a faction, any faction, to start with and then change my mind and go back to Free start(hard), the ship selection is still the same as the last faction I had chosen. Pressing the Back button again will remove the Free start(hard) option from the list. Game will crash I try to start with ships selected from a faction.
Everything is fine if I just choose the Free start option right away without clicking on any faction options first

It's not a big problem as I usually have made up my mind as to which faction I want to play as or I am going for Free start, before I start up the game

Sorry if this has already been reported
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shoi

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5122 on: February 13, 2023, 05:40:54 PM »

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?

This bug cropped up (or one very similar to it) a while ago. Do you happen to know if you're running the latest ver of arma, MrNage?

Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.
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MrNage

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5123 on: February 13, 2023, 06:22:29 PM »



I had Arma V2.1.3. by the time my save broke, so I switched to the latest version (2.2.2). Able to save so far.
« Last Edit: February 13, 2023, 06:24:28 PM by MrNage »
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hidefreek

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5124 on: February 15, 2023, 06:41:50 PM »

Hello, I am newbie here.
Hoe Prosecure Ship option work?
I set the location and then visit later and didn't find any ordered ship.
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NoMercyForLudds_

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5125 on: February 16, 2023, 06:53:34 AM »

1) Is there a way to visualize the number of faction "points" (or any other indicator of faction pool of strength)? It'd be nice to see how our actions weaken/strengthen a faction, e.g., after we defeated an invasion fleet or sabotaged some industry.

2) Are there any plans for additional scenarios? E.g., something for the late game, like Redacted stations moving in some systems and putting them under a lockdown (so a very high premium on smuggling to those systems)
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HighTechIsCringe

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5126 on: February 16, 2023, 08:02:34 AM »

Hi all, I don't know what is happening but something about my game freezes whenever the end of month kind of thing approaches. This error has been rather consistent and I am on my wit's end trying to rectify what it is that seems to be broken, and the log has yielded me these few very suspicious lines that may or may not explain my problem. This seems to have something to do with nerexelin, and I am hoping anyone can point me where I can look at a way to fix this. If this is insufficient, I am more than happy to provide the entire log as it is

524784 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]

524836 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Athulf to Sindria

525445 [Thread-3] INFO exerelin.campaign.intel.raid.BaseStrikeActionStage - Autoresolving base strike action

525492 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.bases.LuddicPathBaseIntel - Removing luddic path base at [Zeta Feynman Star System]

525576 [Thread-3] INFO exerelin.campaign.fleets.VultureFleetManager - Entity Derelict Ship has unfriendly fleet pirate Raiders nearby, skip

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526426 [Thread-3] INFO exerelin.campaign.ai.MilitaryAIModule - Raid ended: Strike mission: Zeta Feynman - Successful

526661 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: pirates

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Hesperus: day 274

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 5.0

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 74.66985, 154.87407

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 9.26211

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 12.737283

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 73.85923, 154.58472

526742 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 28.862482

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Scorn: day 132

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 0.0

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 535.8313, 141.73941

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 23.62343

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 11.751891

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 535.8373, 139.96466

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 15.381041

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Athulf: day 16

528559 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 1.0

528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 113.57091, 98.16372

528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 10.995712

528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 9.767664

528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 113.14393, 97.55253

528560 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 26.6242

528772 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Brador, faction: independent

529314 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Generating import dependency concern for Luddic Church

529314 [Thread-3] INFO exerelin.campaign.ai.concern.ImportDependencyConcern - Import dependency existing concerns: [organics, heavy_machinery, hand_weapons, fuel, ships, supplies], size 6

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updating rebellion on Wayward: day 130

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Stability: 6.0

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Initial force strengths: 202.70465, 55.50249

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Government engagement strength: 14.244409

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Rebel engagement strength: 7.119388

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Updated force strengths: 202.70493, 54.43402

529730 [Thread-3] INFO exerelin.campaign.intel.rebellion.RebellionIntel - Conflict intensity: 13.361691

529911 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Ilm to Svarog

530961 [Thread-3] INFO org.niatahl.tahlan.campaign.LegioStealingHomework - Interval elapsed, the space fascists gonna learn today

531315 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GBUtils - Setting garrison damage for Athulf: 0.463

531315 [Thread-3] INFO exerelin.campaign.ColonyManager - Market Ohai adding Infinity profit margin (494246 profit, 0 cost)

531316 [Thread-3] INFO exerelin.campaign.ColonyManager - This will be worth Infinity XP at month end (about Infinity/month)
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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 #5127 on: February 17, 2023, 07:13:33 AM »

Hello, I am newbie here.
Hoe Prosecure Ship option work?
I set the location and then visit later and didn't find any ordered ship.
Delivery defaults to your faction's production gathering point (check Command screen), then the nearest market where you have unlocked storage, then the market where your operative conducted the procurement mission. If you're having trouble finding it, looking at the colony screen for places where you're paying a storage fee might help.

1) Is there a way to visualize the number of faction "points" (or any other indicator of faction pool of strength)? It'd be nice to see how our actions weaken/strengthen a faction, e.g., after we defeated an invasion fleet or sabotaged some industry.

2) Are there any plans for additional scenarios? E.g., something for the late game, like Redacted stations moving in some systems and putting them under a lockdown (so a very high premium on smuggling to those systems)
1) Not at present, although next version I probably ought to unhide the debug intel I'm currently using for this.

2) Hmm I don't have any specific near-future plans for new events yet. I do have a concept for a system blockade by factions, but the devil's in the details as they say.

Hi all, I don't know what is happening but something about my game freezes whenever the end of month kind of thing approaches. This error has been rather consistent and I am on my wit's end trying to rectify what it is that seems to be broken, and the log has yielded me these few very suspicious lines that may or may not explain my problem. This seems to have something to do with nerexelin, and I am hoping anyone can point me where I can look at a way to fix this. If this is insufficient, I am more than happy to provide the entire log as it is
Your Nex looks out of date, but I'm not sure that has anything to do with the hang.
Well, try it anyway. If it doesn't work, you'll have to use JVisualVM or similar to determine the cause. I need to write proper instructions on this sometime, but here's a quick draft:

Quote
Starting JVisualVM

1) Run jvisualvm.exe (found in the bin directory of a JDK installation, or from https://visualvm.github.io/download.html)
If you need a JDK, get one here https://drive.google.com/open?id=1cle4yGhPkROCu3z5WKHKLR098ObGLwPV
2) Connect to StarfarerLauncher or the running Starsector game

Identifying cause of a hang

With JVisualVM connected, do a thread dump. This prints some text on the running threads in the application; you can try to find which thread the game is stuck on, or show the output to someone who can.
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RoquetheRogue

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5128 on: February 17, 2023, 10:40:08 AM »

Hey Histidine, thank you for all your hard work, got a couple of ideas..

Is it possible to give more flavor to Declarations of War, if you take over Jangala, Hegemony gets a "casus belli", to declare wars over "The Reconquest of Jangala", say if Kadur invades Garnir, pirates get a "Ambush and wipe out" to take it over again and hegemony because they claim Corvus can push back whatever non-tributary/commission faction from their system, say if the league for some reason takes garnir over or tri-tachyon, they get a mission to push the hegemony out of the system or the hegemony gets a mission to wipe them out.

Right now wars are weighted on relationships, I for no reason, keep getting wars declared on my faction and my commission faction only for the entire Eternity span of a month, sometimes a week later for a ceasefire to happen, it's like the factions have no idea what they're doing, no goals in life, such as reclaiming lost territories.

More Impacts over declarations of war such as a increase in stability losses tied to how long the war has been going, how many fleets were lost, planet saturated/raided, planets lost.

Or an Increase in Stability for taking revenge against a faction that has caused so much harm, while prioritizing taking over lost lands, I see AI going absolutely crazy over my planets in Rim Systems far away from the Core Systems instead of focusing on stuff I've conquered right in their yard

Likewise a increased focus on war flavor.. "Liberation" should be priority in Alliances, say a faction lost territory to a aggressor, focus the might of the alliance on recovering that planet, instead of trying raid a system far away from it for the 8th time

Officer, Administrators, Governors... Romans.

Have a way to convert Officers into either Agents or Administrators,
it would be a match made in heaven when using mods like Arma Armatura that has that hullmod Wing Commander which allows you to make a elite squad of fighters that eventually can be turned into Officers themselves, and even captains if someone use the Special Squad feature, been having a lot of fun with this! Agents should be easier, more accessible, and converting officers into agents could be incredible
Administrators there could be a tie with Industrial Evolution where you leave a officer to be turned into a administrator, of course, former officers could have more "fleet oriented" traits, instead of economics, so you will still have to go after those trained in Distributive Economics instead of your officers.

I have some Administrators I have absolutely grown found of, what if there was a way we could give them more powers in our my factions, such as turning them into Governors that can rule an entire system on their own, with a increase in the traits pool, giving higher stability bonuses.

Think Autonomy but on a whole system, less debuffs with it's all centralized on a single individual, they essentially become a sort of "Agent", instead of having missions to do something shady, the Governor gets missions but it's all about the colonies, letting you chat with them, tell them to raise a patrol, give you some credits, you could also tie that Z/X button we use to request fleets to governors and their specific industrial capacity

minor but giving an UI to allow modders to even put some flavor in there, but most of the time it's just about telling your governor to focus on industry/economy/military, sorta how Sectors used to work in Stellaris, if you're not familiar.

Measure this as a sort of relationship too, if you ask too much of a governor they could even rebel, establish their own faction, maybe they use a random player faction flag and get a random faction name based on their own name.


EDIT: Maybe Governors can also become Special Contacts Themselves, allowing some rather unique missions to take place, all the way to stuff that can impact of the planets / the whole system.

Give Special Squads the ability to raid Systems if it has a Outpost assigned to it, we can create a lot of outposts and more often than not they are a somewhat useless stockpile I keep forgetting about, but what if we expanded it to include the ability for Special Squads to take control of it and use it as a base of operations where it can draw supplies, and deposit loot raided from systems you assign them to Raid? just a minor income boost to encourage players to build more personalized armadas

Also Kudos because thats the most wholesome feature, to see a fighter pilot grow up to be a lieutenant and then a Captain is one of the most fun things I've did in this game

I've been modding starsector for a while now and I now these are some very tall orders, but from all I've seen, this mod has already accomplished the impossible and absolutely amazing, many times.

I'm happy if at least the officer conversions are considered.

Thank y'all again for all y'all done.
« Last Edit: February 17, 2023, 11:03:45 AM by RoquetheRogue »
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organicmeme

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5129 on: February 18, 2023, 10:39:31 PM »

Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
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