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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013586 times)

MrNage

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5130 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 #5131 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 #5132 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 #5133 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 #5134 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 #5135 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 #5136 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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HighTechIsCringe

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5137 on: February 20, 2023, 05:04:03 AM »

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
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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 #5138 on: February 20, 2023, 06:40:15 AM »

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?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
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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 #5139 on: February 24, 2023, 05:55:44 AM »

Apologies for taking a long time as I were in a place that were far from my computer. Nevertheless, I have the save with me in this link: https://www69.zippyshare.com/v/0FNNybNG/file.html

I sincerely hope that it will be useful in debugging this error that I have encountered
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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 #5140 on: February 27, 2023, 06:43:50 PM »

Okay, just tried the save (but with some optional mods left out), let it run for a couple of months ingame, no hang.

Does it require doing something specific? Else, best I can suggest is updating all your mods (excepting save-breaking updates) with the help of the MOSS or SMOL mod managers.
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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 #5141 on: February 27, 2023, 07:05:20 PM »

That is odd, the hang usually happens at the end of that particular month. I suppose the problem should be on my end then. I'm sorry for wasting your time
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missterquirty

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5142 on: February 28, 2023, 01:26:02 AM »

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?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.



i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent ships
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REDNOVASUN

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5143 on: March 02, 2023, 02:44:46 AM »

Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?

Please let me know if you need more information.

Many thanks in advance!
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Iron Flex

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5144 on: March 02, 2023, 12:47:26 PM »

So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.

And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
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