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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3056573 times)

Zalpha

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5490 on: July 21, 2023, 10:43:26 AM »

Any chance of having it that a Own Faction start doesn't put you in an enemy riddled system? I tried out  Adversary: Customizable Star Systems and it placed me in his system every time (core worlds, uninhabited water world). Author said just edit it out but I had already disabled the mod. I thought I would ask if it was at all possible to have the option no to spawn with another.
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Kiddin Me

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5491 on: July 21, 2023, 08:47:17 PM »

I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.

Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?
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Zalpha

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5492 on: July 22, 2023, 03:36:14 AM »

HMI seems to have to factions within itself, HMI Company and HMI Patrol. I have noticed with random faction relations start it can make the faction hostile to itself, which is funny in a sort of we are rebelling sort of way but it is also sort of game braking for the faction. Anyway, could the random faction relations start ignore randomizing HMI against themselves?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5493 on: July 23, 2023, 02:36:43 AM »

I noticed a likely bug with Nexerelin when it comes to operatives: The 'repeat relation actions' button only works when you have an agent raise relations with a faction, not when degrading them. Nothing game-breaking, just somewhat inconvenient.
Hmm, I'll fix, thanks!

I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.

Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?
Might be an issue with the strategic AI; I've noticed cases where it gets fussy about commodity competition from indies.

Thought I'd fixed most of those cases with version 0.11.0b already, but if you're still having problems on that version, could turn the AI off (assuming you have it on). Console Commands mod can be used to reset the hostile relations in the meantime.

Any chance of having it that a Own Faction start doesn't put you in an enemy riddled system? I tried out  Adversary: Customizable Star Systems and it placed me in his system every time (core worlds, uninhabited water world). Author said just edit it out but I had already disabled the mod. I thought I would ask if it was at all possible to have the option no to spawn with another.
Well the Adversary author could tag the planets with the no-colonize memory key ($nex_do_not_colonize).
I might also see about filtering out systems controlled by hostile factions for picking the starting planet.

HMI seems to have to factions within itself, HMI Company and HMI Patrol. I have noticed with random faction relations start it can make the faction hostile to itself, which is funny in a sort of we are rebelling sort of way but it is also sort of game braking for the faction. Anyway, could the random faction relations start ignore randomizing HMI against themselves?
For future games (or if re-randomizing relations) you can add the "noRandomizeRelations":true, setting to the faction configs for the HMI subfactions. I'll mention to Alfonzo to do that in the next mod release :)
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Striiider

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5494 on: July 23, 2023, 02:39:03 AM »

EDIT: I see from other replies that this is due to an interaction with Arma Armatura, and a fix is available.

Hi, my game is crashing with the following log:

Code
java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0000090: 1911 b900 8002 0012 810b b900 8203 0057
    00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
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(Unknown Source)

I'm still experiencing this issue even after downloading the patch and placing it in my jars folder, anyone else experienced this or know a fix?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5495 on: July 23, 2023, 06:27:32 PM »

Did you place it in the right /jars folder (ArmaA's not Nex's), overwriting the existing armaa.jar file?

Oh, another workaround is to delete the file Arma Armatura/data/config/exerelin/groundBattleDefs.json
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DeltaPavonis

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5496 on: July 23, 2023, 07:57:24 PM »

Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.

Log attached as text file due to length.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5497 on: July 23, 2023, 08:13:01 PM »

Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.

Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
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DeltaPavonis

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5498 on: July 23, 2023, 08:21:45 PM »

Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.

Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)

Problem is I'm already on II 2.6.2e

Edit: also went and double-checked Nex, and it's at 0.11.0b
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Bobamelius

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5499 on: July 24, 2023, 03:03:06 PM »

In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.

Is there a way to restart it?
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DeltaPavonis

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5500 on: July 24, 2023, 08:11:00 PM »

Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.

Log attached as text file due to length.
Update Interstellar Imperium
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)

Problem is I'm already on II 2.6.2e

Edit: also went and double-checked Nex, and it's at 0.11.0b

After some more testing, I've isolated it to an issue between Nex 0.11.0b, Interstellar Imperium 2.6.2e and Starship Legends 2.3.1, remove any one of these three mods and the problem goes away. Remove Nex and considering your military options with an Olympus in your fleet works as expected per vanilla. Remove II and it's a moot point since, well, the Olympus doesn't exist now. Remove Starship Legends and considering your military options with an Olympus in your fleet works as expected in Nex.
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Checkfire

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5501 on: July 25, 2023, 04:32:39 AM »

Is there any way to change, besides the strength of invasion flotillas, quantity of marines?
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg

It was hilarious gap between ground and space forces.

Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
« Last Edit: July 25, 2023, 05:04:32 AM by Checkfire »
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Marsy56

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5502 on: July 25, 2023, 10:47:07 AM »

New to the game and im so glad this mod is still supported, I was looking up things like faction wars and faction expansion and found this. Great work! c:
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5503 on: July 26, 2023, 04:08:42 AM »

In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.

Is there a way to restart it?
Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
(This is for the first fleet, if you're talking about the second one and the mission hasn't ended while you were gone, uhh that's weird, check the intel again)

Code
runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Copypaste into console while in any star system, go back to the star system with the base + fleet, and new ones should be there.

Is there any way to change, besides the strength of invasion flotillas, quantity of marines?
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg

It was hilarious gap between ground and space forces.

Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
Invading a market with operational Heavy Batteries (if the attacker can't or won't use a tactical bombardment) is screwed most of the time, as seen here. This is partly because of the heavy batteries increasing the drop cost so attacker can't deploy as many units per turn, and also the heavy batteries causing damage to the units that do deploy, and also the structure's contribution to garrison size and blocking most attacker special abilities.
(It's especially bad on Chico because of the market size and Daud's skill effects)

To make such scenarios less ridiculously stacked, I could increase the turn 1 bonus to movement points (possibly only for NPCs) so the invaders can get more of a foothold. Or maybe a free use of the Electronic Warfare ability (although this might not make sense for most attacker factions) to mitigate the Heavy Batteries effect and keep defenders from all piling on the beachhead right away. Maybe something else entirely? I'll see later.
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ReanimatuS

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5504 on: July 26, 2023, 04:45:27 AM »

So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...
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