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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 3897047 times)

DJBscout

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5250 on: May 10, 2023, 04:46:07 AM »

Using unoficial release for 96

about 2 years in crashing on :

Spoiler
251776 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Xaphanan Haven: 0.0
251776 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Zene Hideout: -8.662644
251776 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  -    Wanted fleet size vs. Fenrir: 0.0
251776 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning Remnant-style raid fleet for Remnants from base in Both Star System; target Yesod
251777 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating Remnant raid intel
251777 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
251970 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
   at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
   at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
   at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
   at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If any help to fix it, im tech savy  8)
Or if you need any more info to fix it for others

Edit: Quickfix for anyone experiencing same issue:
In nexerlin mod folder, disable remnant raids for occuring
Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.

Absolute lifesaver, thank you!
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mercury2004

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5251 on: May 11, 2023, 07:46:06 AM »

This seems to be directly related to the mod. Crash from unofficial patch 0.96

2506174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
   at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
   at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
   at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
   at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Is there a work around for this case?
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TalRaziid

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5252 on: May 11, 2023, 09:12:40 AM »

This seems to be directly related to the mod. Crash from unofficial patch 0.96
...
Is there a work around for this case?
See the posts just above yours for how to fix it for now
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Thecrippler

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5253 on: May 11, 2023, 04:18:51 PM »

Question how can i boost the remnant raid more often in old 0.95 ??
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Kenalbus

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5254 on: May 11, 2023, 07:31:24 PM »

Getting this crash every time. Hope it helps.

62425 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning Remnant-style raid fleet for Remnants from base in Hul Star System; target Volturn
62426 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating Remnant raid intel
62598 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
   at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
   at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
   at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
   at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5255 on: May 11, 2023, 08:05:18 PM »

EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.

Please, please read thread for a page or two back before posting.
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AtlasRules87

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Re: [0.95.1a] Nexerelin v0.10.6d (unofficial 0.96 update available)
« Reply #5256 on: May 12, 2023, 06:34:21 AM »

ty, was just about to post about this, now i don't gotta
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Histidine

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5257 on: May 12, 2023, 07:13:02 AM »

Okay, may as well release the update instead of just sitting on it. I'm not getting much done recently anyway.

The Starsector release caught me in the middle of a dev cycle, so there's a huge amount of changes in this release that I'd been working on. There would have been two major new features, but I'll hold on to them until they can be fully implemented.

Nexerelin v0.10.6y
Download

Changelog
Spoiler
## v0.10.6y (2023-05-12, beta) ##
* Fix random sector crashes
* From 0.10.6x:
    * Fix a 0.10.6x crash with Roider Union
    * Fix a remaining case of unsubstituted $market name
    * Fix having meeting with Baird even after skipping story

## v0.10.6x (2023-05-08, closed beta) ##
* Initial compatibility with Starsector 0.96, MagicLib 1.0.0, LunaLib 1.7 and Unofficial New Game Plus 2.2.0

### Gameplay ###
* Operative improvements
    * Procure ship action includes complementary storage unlock
   * Being over max operative count (due to skill respec or other exploits) multiplies time taken to complete actions
   * Infiltrate cell action aborts if the cell has stopped existing
   * Player operative actions on player markets are done by player faction rather than commissioning faction (e.g. no more rep with commissioning faction for removing Pather cells from your own market)
* Special task group fixes/improvements
    * Obey fleet size limit
* Adjust rebellion behavior
    * If rebels join the attacker in a ground battle, end rebellion with government victory if attackers lose, or with liberation outcome if attackers win
   * If government faction changes during a rebellion, don't lose rep for supporting rebels during previous government
* Diplomacy adjustments
   * Events less frequent in general (base interval 10 -> 20 days)
   * Try not to ceasefire within 120 days of a war starting
   * "Don't ceasefire if awaiting invasion" rule now applies to other offensive fleet intel types as well (except those that abort if non-hostile)
* Improvements/tweaks to 'Buy ship' contact/bar mission
    * Always applies the design type rule
   * Only refunds story points for S-mods that were player-installed
   * Add a 'have at least one S-mod' rule
   * Mission should now have a 60-90 day cooldown
* Cap colony profit margin for XP at 200%
* Stabilization package has a bonus -1 unrest effect for every 4 points of unrest the market has
* Spacer debt available as starting option without spacer start
* Remnant mission 3: Attackers disable target system's IndEvo artillery if present
* Lower rep penalty for being caught with transponder off (none if commissioned to that faction)
* Add a complete or partial refund if player-requested fleet operation is aborted
* Base strike mission doesn't abort if target stops being hostile
* AI admins will also hide (like cores on industries already do) if market is taken over by a 'Hates AI' faction
* Luddic Path can't become hostile to Luddic Church, to prevent potential irregular behavior
* Hegemony now has a negative diplomacy disposition towards Sindrian Diktat
* Sat bombing can have reduced reputation penalties if the target faction has previously itself sat bombed
* Military system bounty mission (rarely) available in bars
    * This may result in the action not proceeding if player is nearby, but manual intervention is possible in that case
* Operatives on internal security mode should not take action on markets where other operatives have targeted for the same action
* Double prisoner base ransom value, increase per-level modifier even more
* Ground battle: Defender unit can only disrupt an industry if the unit belongs to 'primary' faction (no trashing your "ally's" buildings)
* Turn off daredevil XP bonus for officers by default
* Add Prism if Nexerelin is added midgame
* Bar version of tactical bombardment mission should have the same payment scaling (implemented by Nex) as the contact version

### GUI ###
* Most config settings in `exerelin_config.json` can now also be changed ingame with LunaLib
* When player launches an invasion to retake player colony, give direct to player afterwards (rather than having to take it manually)
* Faction directory: Show distance to star system, sort by distance when listing by industry
* Better, more detailed strength comparison for invasions
* Ground battle map: Adjust behavior for nicer layout (especially on certain resolutions)
* Ground battle industries show disruption days, and show additional info even if disrupted
* New GUI for displaying mining ships in fleet and mining tools available in Sector
* Move outpost dismantle command down in menu and allow backing out with Esc

### Graphics ###
* New Midnight Dissonant portrait by Quacken

### Sound ###
* Add music snippets for different ground battle outcomes
    * Thanks to Hanawub https://soundcloud.com/hanawub for these

### Text ###
* Clarify ground battle support tooltip
* Market desc changer checks market on decivilization
* Fix ground battles being incorrectly marked as cancelled if attacker is wiped on turn 1

### Bugfixes ###
* Fix a potential NPE when patrol cargo scan can't find market suspicion level
* Fix previous faction choice 'sticking' when trying to pick own faction/free start
* Fix giving markets to pirate-type factions being worth half the listed reputation
* Fix several cases where offered contact mission target can change on undock and redock
* Fix rebellion 'liberation' ending giving 100 times too much rep
* Fix Forever War trait not affecting some war weariness sources
* Tutorial start: Fix having one less skill point than intended when starting level > 1
* Fix player overriding planet's existing original owner memory key on colonization
* Fix some memory flags for completing story missions not being set
* Don't send relief fleets to markets with zero recent unrest, even if stability <= 1
* Try to fix a bug when buy ship mission has no ships meeting the stated rules, so allows all ships
* New outposts won't generate officers for hire
* Fix certain issues with the operative orders dialog
* Faction directory submenus past the 10th now work
* Fix certain military events appearing in Colony threats tab when they're actually aimed at a neighbouring planet/station
* Fix tracking and display of player special task group's FP
* Special task groups say "idle" instead of "[this should not appear]"
* Fix Hegemony's disposition penalty vs. League not applying if Iron Shell is active

### Modding ###
* Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
    * Player can create units with modded unit types if the unit def allows it
    * NPCs will use default ground units, use a GroundBattleListener to add or replace units as necessary
* Factions must now both be playable and have `offersCommissions` in .faction file to offer commissions
* Factions with the 'posts no bounties' custom boolean in .faction file don't issue faction bounties
* Prism Freeport's High-End Seller automatically blocks ships with both no_sell and no_dealer tags
* "Use ally gear" behavior in invasions/raids doesn't use Legio Infernalis stuff (lazy hax to prevent sharing of daemons)
* Ceasefire offer sound is customizable in config json
* AIM merc officers can have Combat Chatter character IDs set in config
* AIM merc ships do not count towards Automated Ships requirements/limits
* Add option to prevent NPC invasion of markets that exist at start of game
* Remnant custom production contract excludes anything with restricted tag
* Set `$nex_randomSector` global memory key on game start
[close]
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Zr0Potential

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5258 on: May 12, 2023, 07:43:53 AM »

* Spacer debt available as starting option without spacer start

I THOUGHT MY LITTLE COMMENT WAS IGNORED TYSM <3
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Myo

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5259 on: May 12, 2023, 09:17:26 AM »

Quote
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`

OH MY GOD, THIS IS GOING TO BE GREAT, CAN'T WAIT FOR MODS TO UPDATE WITH CUSTOM BATTLE UNITS
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TalRaziid

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5260 on: May 12, 2023, 10:25:18 AM »

Quote
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
[/quote]
Do you have a little guide or anything about what all is needed to add new ones? I'd love to be able to add some of my own but I am entirely unfamiliar with how to mod starsector
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MoyaOto

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5261 on: May 12, 2023, 10:49:04 AM »

A lot of quests have been added in the new update.
Will hegemony take over Sindria and other planets with themed quests?
Are these planets included in the list of critical for history?
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SpaceDrake

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5262 on: May 12, 2023, 10:53:54 AM »

Yeah, that'd be my one big question. How is "The U" quest handled for non-invasion flags for Sindria? Or the Luddic Shrines?

Still, hell yes, thank you for getting this test version out. It will be Tested, and we all appreciate what went into this. <3

EDIT: I also just want to say I am, as the hip youngsters say, pogging over the idea of custom units for ground invasions. That could get so cool for a bunch of mods.
« Last Edit: May 12, 2023, 11:21:19 AM by SpaceDrake »
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vith

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5263 on: May 12, 2023, 05:01:49 PM »

i've been getting this crash on one of my old nex save files. it only started happening after i updated ss to 0.96, and it's likely due to the game trying to spawn luddic pilgrims without their planet existing (?)
56840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createDa ta(MiscPilgrimFleetCreator.java:114)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createRo uteParams(MiscPilgrimFleetCreator.java:70)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.addRouteFl eetIfPossible(MiscFleetRouteManager.java:148)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.advance(MiscFleetRouteManager.java:105)
   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.super(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: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5264 on: May 12, 2023, 06:04:26 PM »

Reuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (place in Nexerelin/jars)

Quote
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
Do you have a little guide or anything about what all is needed to add new ones? I'd love to be able to add some of my own but I am entirely unfamiliar with how to mod starsector
Well you can just look at the file (and the source code if needed), the file has comments that should explain what the tags do. But beyond that there's no documentation, sorry!

Yeah, that'd be my one big question. How is "The U" quest handled for non-invasion flags for Sindria? Or the Luddic Shrines?
Things should work like the previous version's missions in that everything tries to go as normal even if all the relevant markets have been taken (e.g. talking to Daud on a pirate-held Chicomoztoc during At The Gates). But thinking about it, The U can be potentially blocked in that the Caden and Hyder fleets stop spawning if Sindria is not under Diktat control.

(The 'don't invade story-critical markets' settings should still be in effect at least)

i've been getting this crash on one of my old nex save files. it only started happening after i updated ss to 0.96, and it's likely due to the game trying to spawn luddic pilgrims without their planet existing (?)
56840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createDa ta(MiscPilgrimFleetCreator.java:114)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createRo uteParams(MiscPilgrimFleetCreator.java:70)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.addRouteFl eetIfPossible(MiscFleetRouteManager.java:148)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
   at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.advance(MiscFleetRouteManager.java:105)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
0.95.1 saves aren't compatible with 0.96. You work around this particular crash at least; see here.
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