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Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3448546 times)

Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5595 on: September 18, 2023, 08:08:02 PM »

Thanks for bug reports~


Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.
I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.

I'm having the same issue, and I do have strategic AI enabled.
Yeah just turn it off for now if this is a problem.

Hi, i was playing my saves when somehow i crashed(fatalnull), at first i don't think much about it but later it always crashed the same day and time, until i decided to see starsector.log then i saw that the crash is because a faction expeditionary event, how can i fix it?
Game keeps crashing after saving or going to hyperspace
Post the specific error from starsector.log if you need help

(For the faction expedition, do you have colonies in hyperspace and/or an inaccessible system? That'll break. The exerelin_config.json file and IIRC the LunaLib config allow turning off faction expeditions, although a Nex invasion or raid may also CTD when trying to target the affected system.)

Don't know if it's nexerelin's bug weird interaction between mods or intended but I have this Strand ship from Scalartech Solutions that has 4 green mods: 2 s-mods I built in myself and 2 enhanced mods (highres sensors and surveying equipment that are part of the ship by default that I spent 2 story points on to get the full s-mod bonus from them). And when I sell it to the gaudy person I only get 2 points instead of 4.
The event is probably failing to detect for 'upgraded' built-in mods, I'll see if that can be fixed.

Hello,

I'm not a modder so I'm not sure what to look at but I crashed and this was in my log. It looks like it was a diplomacy event that made me crash?
It's a bug with operative actions in certain circumstances. Try this fix .jar (place in Nexerelin/jars) and see if it fixes the crash.
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vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5596 on: September 19, 2023, 12:11:24 AM »

Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.

Decton

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5597 on: September 19, 2023, 02:41:28 AM »

@Histidine I had the same bug as the person above my post, after i noticed that i installed the Arma Fix and now it works fine  :)
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Babkin92

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5598 on: September 19, 2023, 12:01:29 PM »

can i start random worlds without planet my planet - free start does not work(i got planet from the start). is it posible?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5599 on: September 21, 2023, 06:15:12 AM »

Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.
The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.

can i start random worlds without planet my planet - free start does not work(i got planet from the start). is it posible?
Free start is supposed to do this; it not working sounds like a interaction with another mod.

Does it work with just Nex + libraries + utility mods? If it does, might be useful to try and track down which mod is affecting this.
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flarg

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5600 on: September 21, 2023, 06:32:42 AM »

2057425 [Thread-3] ERROR exerelin.campaign.ai.concern.BaseStrategicConcern  - Received update from a strategic action other than our current action
java.lang.Throwable
   at exerelin.campaign.ai.concern.BaseStrategicConcern.notifyActionUpdate(BaseStrategicConcern.java:282)
   at exerelin.campaign.ai.action.BaseStrategicAction.end(BaseStrategicAction.java:144)
   at exerelin.campaign.ai.action.MakePeaceAction.generate(MakePeaceAction.java:22)
   at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
   at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
   at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
   at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
   at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   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)



got a bug for ya
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vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5601 on: September 22, 2023, 10:35:16 AM »

Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.
The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.
« Last Edit: September 22, 2023, 02:13:14 PM by vicegrip »
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Phenir

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5602 on: September 23, 2023, 04:27:58 PM »

Is there a way to blacklist a faction from invading or being invaded and bombardments?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5603 on: September 24, 2023, 04:56:04 AM »

Currently on a company trip, so may not reply to posts in a timely manner (well, moreso than before).

That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.
A mod[ifier] of 1 means an action has its success/detection chance doubled, if the target market has the industry ID present. -0.25 means the chances would be reduced by 25%. Etc.
(note that a building that increases security should thus have a negative success mod and positive detection mod)

The effect is reduced if the industry has a commodity shortage, doesn't apply if isFunctional() returns false. Also some agent actions (IIRC mainly Infiltrate Cell) don't check the modifiers.

Is there a way to blacklist a faction from invading or being invaded and bombardments?
To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
To not be invaded: $nex_npc_no_invade key in each market's memory, or you could just add the faction to InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)
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Phenir

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5604 on: September 24, 2023, 06:28:48 AM »

Is there a way to blacklist a faction from invading or being invaded and bombardments?
To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
To not be invaded: $nex_npc_no_invade key in each market's memory, or you could just add the faction to InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)
Thanks for answering. I understand how to do the first bit but not how to do any of the second. I am trying to make a mod's faction not participate in invasions, specifically legacy of arkgneisis.
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Kadatherion

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5605 on: September 24, 2023, 11:56:52 PM »

Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?

There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
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FluxEnthusiast

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5606 on: September 25, 2023, 11:43:47 PM »

Pheremony has a territorial defense force that provides +3 stability if the colony is a democracy. How do I set that?
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mudskipper

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5607 on: September 26, 2023, 02:15:51 PM »

An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
Can you make so operative's actions are marked with the same noticeable sound as player's colony invasions\raids? I constantly underutilize him because I forget he exists. Same goes for factions leaving aliances.   
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Phenir

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5608 on: September 26, 2023, 05:51:58 PM »

An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
Can you make so operative's actions are marked with the same noticeable sound as player's colony invasions\raids? I constantly underutilize him because I forget he exists. Same goes for factions leaving aliances.
The embassy structure is from industrial evolution mod. The embassy can't increase your rep past 35 and it increases negative rep changes by 50%. This negative rep increase is totaled in with the positive increase report at the end of the month which can result in a negative rep net result. Read the faqs at the industrial evolution mod's thread.
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vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5609 on: September 27, 2023, 12:38:42 AM »

Is there a way to turn off exerelinMiningFleet from spawning or alter the composition of such fleets for a faction?
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