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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 3897221 times)

Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5490 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 #5491 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 #5492 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 #5493 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 #5494 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 #5495 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 #5496 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 #5497 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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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5498 on: July 26, 2023, 07:10:58 PM »

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...
The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.

*Actually, if you have a save with the ongoing mission and it doesn't have too many mods, I could take a look and see if there's an apparent cause of the missing fleets
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ReanimatuS

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5499 on: July 27, 2023, 07:07:33 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...
The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.

*Actually, if you have a save with the ongoing mission and it doesn't have too many mods, I could take a look and see if there's an apparent cause of the missing fleets

After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do... 

UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
« Last Edit: July 27, 2023, 01:34:34 PM by ReanimatuS »
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LowLight

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5500 on: July 28, 2023, 08:37:16 AM »

 These pointless invasions are real pain. The biggest problem is that the factions spend all their capacity on them instead of expanding their markets with weaker targets. In 80% of cases they attack the largest markets because of their imports. In one of my games the Hegemony attacked main hub of Reparations Society like 8-10 times in a row for cycles and did nothing else. Even if I weaken heavy battaries in half, it doesn't change the overall picture.

Spoiler


[close]

 Is it just batteries issue? As you can see in the screenshots number of surviving marines is about the same, regardless of the number of defenders.

 Btw, Is there a way to make the policy more dynamic and bots more aggressive towards each other? I've played with nex a lot, but I've never seen one faction destroy another.

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vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5501 on: July 28, 2023, 05:58:35 PM »

Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.

Bobamelius

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5502 on: July 28, 2023, 11:52:55 PM »

This worked, thank you!

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.
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Noopy757

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5503 on: July 29, 2023, 12:16:35 PM »

Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X

Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.

Modlist: https://pastebin.com/yCv06CQU

Profiler images attatched

[attachment deleted by admin]
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5504 on: July 29, 2023, 06:50:01 PM »

After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do... 

UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
I'll just say: uhhh, if you're getting oneshotted by the restrained form, maybe your fleet is misconfigured? Even the full form's gun shouldn't oneshot most ships with their shields up due to spreading out the damage.

Though maybe I'll add more warning in the dialog of what the player can expect to face.

For the last: You need Automated Ships skill to recover the boss, same as other automated ships.

Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X

Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.

Modlist: https://pastebin.com/yCv06CQU

Profiler images attatched
Thanks, that's exactly what I needed!

The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.

Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.
Make sure you have the formatting and IDs right. Quick example adding starting ITU to hegemony.json (alongside the existing low tech blueprint):
Code: json
    "startSpecialItems":[
        [["low_tech_package", ""]],
        [["modspec", "targetingunit"]]
    ],
In each line here, the inner square brackets define a custom item, with the first string being the special item ID (e.g. "pristine_nanoforge") and the second the parameter (e.g. for a ship blueprint this would be the hull ID. Each pair of outer brackets contains one or more custom item definitions, of which one is picked randomly.
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