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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (reupload 2025-04-22)  (Read 3738980 times)

Bearface

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5175 on: March 25, 2023, 02:27:05 PM »

Hello, not sure if anyone has run into this before but I'm getting a crash that goes away when I disable Nexerelin with the following mods:


A New Level of Confidence - 30 - Rapid
A_S-F
CMUtils
Console Commands
HexShields
LazyLib
MagicLib
Nexerelin]


This occurs literally any time I press "M" in the campaign screen. It took me a while to figure out what the hell was doing it, but I can load up a new game and hit "M" and it's an instant CTD.

Here's the error from the log:

1791907 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   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)
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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 #5176 on: March 25, 2023, 08:59:35 PM »

is it possible to control a bit how a faction diplomatie advance over time?

is it possible for exemple to make pirate join an alliance with somebody?
If you're not in the faction yourself, only thing you can do is use an operative to raise (or lower) relations between two factions.
Pirates won't naturally ally with anyone, although IIRC player can create an alliance and invite them to it.

I feel like something needs to be done about Destabilization. Granted, the biggest problem is Ludd damned Kaldur's Revenant Gestalt. But I shouldn't be seeing 19+ unrest on any market. I feel there needs to be a cap on civil unrest, or the ability to remove significantly more the higher it is. So 6 civil unrest, 2 points per relief. 19 civil unrest? How bout 9, but with comparatively much higher cost/relief supplies. Perhaps even the ability to completely remove all remaining unrest by, I dunno. Some massively huge cost if the player is downright determined to not have something destabalize.

Also would be very nice if there was a greater warning for soon to decivilize planets. I've gotten the warning intel maybe two weeks before decivilization - it wasn't enough to actually travel there in time.
Well, my general position is that if a market is taking that level of unrest in the first place, something has gone wrong. That said, scaling effects of stabilization packages sounds worthwhile. I may also add diminishing returns to the unrest caused by ground battles.
(Next version also changes how factions decide to invade or raid in the first place, so I'll see if the problem gets better from that)

The deciv warning (as is most of the rest of the system) is vanilla and I don't (yet) plan to override it.
Although it might be good for someone to poke Alex about the lack of warning (again). It seems that currently the warning only appears if the conditions for actual collapse are already met, although the said collapse isn't guaranteed to happen right away; there's a chance's that's rolled every 5-15 days and grows with each 20-40 day 'sampling' period.

Hello, not sure if anyone has run into this before but I'm getting a crash that goes away when I disable Nexerelin with the following mods:


A New Level of Confidence - 30 - Rapid
A_S-F
CMUtils
Console Commands
HexShields
LazyLib
MagicLib
Nexerelin]


This occurs literally any time I press "M" in the campaign screen. It took me a while to figure out what the hell was doing it, but I can load up a new game and hit "M" and it's an instant CTD.
Pressing M in devmode spawns a derelict ship with various goodies. I don't know why it crashes with Nex, but Alex has specifically said that dev mode isn't supported for normal play so it's unlikely you're going to get help for that (nor do I plan to spend any time attempting a fix unless someone knows exactly what causes it). So, I guess the only solution is don't play in devmode or don't press M if you do.

(If you're not in devmode, well that's strange; the error log isn't informative but maybe it's worth reporting to Alex after all)
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Junker99

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5177 on: March 25, 2023, 11:29:39 PM »

So been loving this mod but I noticed something strange, I have had alliance mate with good reps engage in sabotaging each other with rebellions. Is this intentional or a bug?
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Texas Redhawk

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5178 on: March 27, 2023, 05:48:05 AM »

Is it possible to make NPC factions destroying a planet via saturation bombardment cause the same pan-Sector reaction as the player doing it? Legio Infernalis keeps satbombing the Luddic Church planets into oblivion only to then peace out with them and make it impossible to do retaliatory satbombing without everyone, INCLUDING the Luddic Church, getting upset about my "atrocity". At the very least a faction destroying another faction's planet via satbombing shouldn't be forgiven and forgotten the moment the two factions make a peace deal.

Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5179 on: March 28, 2023, 03:22:45 AM »

So been loving this mod but I noticed something strange, I have had alliance mate with good reps engage in sabotaging each other with rebellions. Is this intentional or a bug?
Looks like a bug caused by Nex not checking for relations when picking a sponsor for a 'spontaneous' rebellion (caused by low stability). If that is indeed the cause of this event, should be pretty easy to fix, thanks for report!

EDIT: ...wait, checked again and the spontaneous rebellions do have a check (require inhospitable or lower rep), same as agent-instigated rebellions. So I'm not sure what happened there.

Is it possible to make NPC factions destroying a planet via saturation bombardment cause the same pan-Sector reaction as the player doing it? Legio Infernalis keeps satbombing the Luddic Church planets into oblivion only to then peace out with them and make it impossible to do retaliatory satbombing without everyone, INCLUDING the Luddic Church, getting upset about my "atrocity". At the very least a faction destroying another faction's planet via satbombing shouldn't be forgiven and forgotten the moment the two factions make a peace deal.
Well if I implemented reputation penalties for NPC factions' sat bombing, the faction would need to be able to decide whether it's actually worth doing so. The faction strategic AI I'm currently working on can do exactly this (perhaps not well, but it can try at least) so I may indeed introduce rep penalties in a later version.

For the specific case here, I might also add a mechanic so (some?) factions, having been sat bombed by an NPC faction (or even just having seen such a thing happen?), don't have a negative reaction to player sat bombing the perpetrator in turn.

In the meantime, the easiest way to deal with the double standard is to turn off allowNPCSatBomb in exerelin_config.json (I added that setting for this very reason)
« Last Edit: March 28, 2023, 06:28:42 AM by Histidine »
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5180 on: March 28, 2023, 05:14:24 AM »

If you are going that far... Maybe a mechanic to remove the penality at substantial cost, like pay millions (billions o.O) in reparations, execute scapegoat officers and, commanders, administrators and agree to have no holdings in system x? Wait, its not needed since we can just tac bomb and destabilize... But maybe the mechanic could normalize relationships after sat bombing between AI factions if you implement penalties across all factions for AI on AI sat bombing...

Would also be nice if certain factions based on certain conditions decided to go full scale war against the player, Hiver, Adversary and Legio tickle the player a bit while the Vayra ones mostly expand I guess, I think I never managed to trigger
Spoiler
Vayras
Spoiler
Aleph Ascendancy
[close]
[close]
...
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Texas Redhawk

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5181 on: March 28, 2023, 06:35:58 AM »

In the meantime, the easiest way to deal with the double standard is to turn off allowNPCSatBomb in exerelin_config.json (I added that setting for this very reason)

I wasn't aware that this was a thing, but I'll be using it immediately from now on. Many thanks!

organicmeme

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5182 on: March 28, 2023, 05:06:53 PM »

You could maybe make it so that only factions tagged as "monstrous" could satbomb! Just an idea.
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MedievalMind

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5183 on: March 29, 2023, 09:01:40 AM »

Quick question please, Hi, I am a newish player for both the base game and Nexerelin, but am having a little trouble in Nexerelin. My Nexerelin supply use after a battle feels like it must be 2x,3x or ever more over base game and I was wondering if anyone knew the real numbers on this. Either way though is there anything I can do about that heavy after action supply cost? For example I just now won a battle where I used 1 cruiser carrier and 1 light carrier, it was a super easy win and my ships took no damage... BUT my supply use went up so high after the fight that I used 500 supplies in 3 in game days!!! Any advice on how I can lower this cost please. Thanks! : )
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basileus

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5184 on: March 29, 2023, 10:48:11 AM »

Quick question please, Hi, I am a newish player for both the base game and Nexerelin, but am having a little trouble in Nexerelin. My Nexerelin supply use after a battle feels like it must be 2x,3x or ever more over base game and I was wondering if anyone knew the real numbers on this. Either way though is there anything I can do about that heavy after action supply cost? For example I just now won a battle where I used 1 cruiser carrier and 1 light carrier, it was a super easy win and my ships took no damage... BUT my supply use went up so high after the fight that I used 500 supplies in 3 in game days!!! Any advice on how I can lower this cost please. Thanks! : )

You can see the amount that your fleet will need to repair on the top-left of the fleet screen after combat is over.  The consumption per day rate shown on the main HUD can be misleading.  If you used something like an emergency burn, which slightly reduced the CR of your entire fleet, to catch the enemy, then it might show a large number for the consumption rate far and above the amount that will actually be consumed because the R&R will be finished in less than a day.

Environmental effects, like solar flares, can impose a significant CR malus on your fleet.  Going over your cargo or fuel soft caps will greatly increase your supply consumption.  Going under your minimum required skeleton crew threshold, either via combat loses or by taking a new ship, will also cause your fleet to bleed CR and hemorrhage supplies.  (You can mothball a ship if your crew pool is too small, though its combat readiness will rapidly fall to zero.)

Without one of those factors or combat damage, the supply recovery cost should be the predictable sum of the deployment cost of every ship used.

Skills that restore a portion of combat readiness and/or armor and hull damage after fights will directly mitigate recovery costs.

PS: One final note, refitting ships in the field rather than at a market will also lower CR and cost supplies.
« Last Edit: March 29, 2023, 10:52:17 AM by basileus »
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MedievalMind

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5185 on: March 30, 2023, 12:59:21 PM »

Thank you for your reply and help, I took your advice and with some trial and error I have reduced my fleet's operational cost substantially and am now turning glorious profit. : )
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Snake

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5186 on: March 31, 2023, 11:41:52 AM »

Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.

Playing with a huge list of mods
You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Can you post a screenshot of the mission in intel screen?

Unfortunately I can't debug a save with a huge list of mods, but if you poke me on Discord it might be possible for me to send some testing material your way if the issue persists.
Went and found a fix for anyone else stuck on this. Go to data/campaign/rules.csv and ctrl-f search nex_remFragments_return_start. On the first line, change PickGreeting to PopulateOptions and delete $nex_remFragments_return score:1000. Save the file and restart the game. Go to midnight and you should be able to finish the quest. Remember to undo the rules.csv changes after.
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eat the doritos

Zordiark Darkeater

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5187 on: April 01, 2023, 10:09:48 PM »

Is there a way to ADD Ships to the Solo Start selection from mods ?
is there a file that can be edited for this ?
just want to add 2-3 ships to the selection list of solo start.
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5188 on: April 02, 2023, 01:45:37 AM »

Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships"  first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D

E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0
« Last Edit: April 02, 2023, 01:52:24 AM by Dadada »
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Zordiark Darkeater

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5189 on: April 02, 2023, 04:34:23 PM »

Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships"  first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D

E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0

I know the console command but adding stuff that way feels sooo out of place/extra work in the game.
Thats why im trying to find a way to edit something somewhere that lets me add ships on the list to be allways there.
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