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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3409827 times)

Venator

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5655 on: October 27, 2023, 01:10:27 PM »

What do I need to do to start the game as a member of a faction, and not have 5+ planets:?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5656 on: October 27, 2023, 05:39:19 PM »

The game hasn't crashed yet.
But the text at the bottom left shows a warning
Here is the text.

383893 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
383896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_enableAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_ignoreAlignmentForAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_agentBaseSalary]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_agentSalaryPerLevel]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_maxAgents]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_useAgentSpecializations]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_prisonerBaseRansomValue]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_vengeanceFleetSizeMult]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_specialForcesSizeMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_hardModeColonyGrowthMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_hardModeColonyIncomeMult]
383904 [Thread-VC-3] INFO  exerelin.utilities.versionchecker.VersionChecker  - Loading version info from remote URL
Yeahhh, that error's got nothing to do with any special task groups.

If you can screenshot the message on screen at least that'd be good.
If it's the one about N number of ships missing variants and having them restored, that's fixed in next version of Nex.

What do I need to do to start the game as a member of a faction, and not have 5+ planets:?
Unsure what you mean, since your faction's planets aren't yours :) Unless you turned on ruler mode in the config, in which case turn it back off.

If you want to start with a faction that doesn't have 5 or more planets, well, pick a faction that doesn't have that many. Although the only one in vanilla that's like that is Luddic Path; even most mod factions tend to have four or more starting markets.
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Stromko

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5657 on: October 31, 2023, 01:11:24 AM »

Why does having an agent procure a ship cost more than actually buying the ship, but all it does is move the ship from one market to another so you can pay full price for it again on the open market?

The text just really didn't seem clear on this.

I just spent like 565,000 credits to move a Liberator-class Light Battleship from Coatl to Jangala, whereupon I had to pay about 465,000 to actually buy it, which required me to sell everything in my inventory on the black market, so now I have no equipment to equip it with. So about half the credits I made in the last six hours hunting down pirate bounties and blowing up pirate bases and selling the spoils just... poof.  :o
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5658 on: October 31, 2023, 03:22:38 AM »

Why does having an agent procure a ship cost more than actually buying the ship, but all it does is move the ship from one market to another so you can pay full price for it again on the open market?

The text just really didn't seem clear on this.

I just spent like 565,000 credits to move a Liberator-class Light Battleship from Coatl to Jangala, whereupon I had to pay about 465,000 to actually buy it, which required me to sell everything in my inventory on the black market, so now I have no equipment to equip it with. So about half the credits I made in the last six hours hunting down pirate bounties and blowing up pirate bases and selling the spoils just... poof.  :o
The ship specifically goes into storage submarket at the destination (with complimentary 5000 credit unlock if needed), and if it can't find a storage for whatever reason, it creates a derelict in orbit around the destination. Going into the open market really shouldn't happen; are you sure that's what you saw?
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Stromko

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5659 on: October 31, 2023, 06:17:28 AM »

Yes that seems to be what happened, the ship was in the market at Jengala (Jangala? I can't remember which right now, I haven't been sleeping well lately :P ), but I could not find a way to just add it in to my fleet in any way it was simply available for purchase at the planet my agent was sited on when she embarked on the mission. The message that was created when my agent completed her mission said she 'bought' the ship (at Coatl) and moved it to Jengala, which confused me because the price was certainly enough to literally just buy it.

The service of finding the ship is definitely worth something, I just didn't think discovering where it was and bringing that particular model of ship to a port of my choosing would cost so much on its own.

I am sorry if I came across pretty rude in my previous post, I was feeling pretty burnt at that moment. I do really appreciate the work you've done to expand upon the game, Nexelerin is quite an impressive mod and I've enjoyed it a lot over the years. The situation wasn't really even as bad as it felt at the time, my character still advanced in a few ways from the time I spent grinding on pirates anyway, even if he did end up spending a bit more for his first capital ship than I expected to. :D

UPDATE! - Okay it's been awhile since I played and I didn't see where the 'storage' button on the ship buy screen! So I guess now it turns out I have two of this ship! :D Sheesh, sorry for the confusion and salt! Sorry for the salt either way but also I was just puzzled by the regular game interface.
« Last Edit: October 31, 2023, 06:39:36 AM by Stromko »
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Maelos61

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5660 on: October 31, 2023, 01:51:43 PM »

So, not sure if this is the right place, whether it's possible, how easy it is, etc., but I was wondering how to add a combat starting fleet option for the player faction with AI ships. For example, how would I go about adding the option for starting with 4 glimmers?

I suppose I need to go to the 'exerelinFactionConfig' and change the options in 'player.json', but am unsure where the id's/names for ships to add to the list in that file (like 'wolf_starting' and 'hyperion_attack') are located. Do I need to make my own Glimmer loadout? I assume so, but where/how do I specify what that entails?

Any help locating the necessary files would be appreciated.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5661 on: November 01, 2023, 06:29:34 AM »

Those are variant IDs; you can find stock variants in starsector-core/data/variants/ (or [mod folder]/data/variants/ for mod ships). Making your own would be a bit more involved but you can just copy and modify an existing files.

(If any of them don't work, you may need to open the file in a text editor and get the variant ID from there because the filename doesn't actually match the ID)
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vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5662 on: November 01, 2023, 11:11:11 AM »

I am working on a custom faction that has a pristine nanoforge and 5 doctrine emphasis in ship quality. Their home patrol and invasion fleets are spawning fine, but their special forces are spawning with maxed out D-mods. What might be causing this behavior and how would I address it? Thanks.

Edit: These are spawned as "Strike Fleets" (I guess raiding fleets?) that lack the number + planet designation of special forces so they might be something else. Strike Fleet isn't a custom designation in the faction or json file so I'm not sure what these are supposed to be, but they might be from the core game instead of Nex.
« Last Edit: November 01, 2023, 11:26:58 AM by vicegrip »
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OrariusTempus

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5663 on: November 02, 2023, 11:37:46 AM »

Hi. Having issues turning off invasions. I want to disable invasions entirely.
Here are my exerelin_config.json settings pertaining to invasions:
    "enableInvasions": false,
    "legacyInvasions": false,
    "invasionsOnlyAfterPlayerColony": false,
    "allowInvadeStoryCritical":false,
    "allowInvadeStartingMarkets":false,
    "allowPirateInvasions": false,
    "retakePirateMarkets": false,
These were set before the start of my current save, and yet I'm still seeing invasions left and right. Is there a setting somewhere that I'm missing?

Edit: Nevermind, it would seem that LunaLib ignores and overrides your settings to defaults, Nexerelin itself is not at fault.
« Last Edit: November 02, 2023, 11:42:24 AM by OrariusTempus »
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Jonathan

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5664 on: November 03, 2023, 04:27:54 AM »

Thanks for this great mod :).

Task Forces should be able to automatically recover ships.. otherwise its just too expensive and too much work for the benefit :/

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Clockwokis

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5665 on: November 06, 2023, 06:53:48 PM »

is there a way to change the planet and colony you start on in own faction start? i tend to get wildly different quality planets, sometimes with starbases i dont want and then im forced to rebuild them, is there any plan for more starting planet customization?
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laodie666

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5666 on: November 07, 2023, 04:29:29 PM »

I've encountered a bug with the new strategic ai.

When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days

also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5667 on: November 07, 2023, 11:58:05 PM »

Thanks for this great mod :).

Task Forces should be able to automatically recover ships.. otherwise its just too expensive and too much work for the benefit :/
No problem~
Might add an automatable command to do that someday!

is there a way to change the planet and colony you start on in own faction start? i tend to get wildly different quality planets, sometimes with starbases i dont want and then im forced to rebuild them, is there any plan for more starting planet customization?
Currently it just picks the 'best' planet it thinks it can find and then builds some stuff it thinks suitable. You can just downgrade or dismantle industries you don't want, but other than that a custom star system setup is something I've considered for the future.

I've encountered a bug with the new strategic ai.

When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days

also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
Thanks for the catch, I'll fix!

For the questions: Player faction's strategic AI is display-only and shouldn't take any actions (in the Discord beta version; IIRC v0.11.0b is bugged here); this includes autonomous colonies. Currently faction income isn't used for anything; I've wondered whether giving the AIs actual money to manage would be good/bad.
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DataFlo

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5668 on: November 08, 2023, 10:55:04 AM »

not sure why but i cant accept peace from any faction   when i try the game crashes and i get this
java.lang.NullPointerException
   at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
   at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.buttonPressConfirmed(CeasefirePromptIntel.java:186)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.new.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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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laodie666

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5669 on: November 08, 2023, 11:30:16 AM »


I've encountered a bug with the new strategic ai.

When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days

also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
Thanks for the catch, I'll fix!

For the questions: Player faction's strategic AI is display-only and shouldn't take any actions (in the Discord beta version; IIRC v0.11.0b is bugged here); this includes autonomous colonies. Currently faction income isn't used for anything; I've wondered whether giving the AIs actual money to manage would be good/bad.

Tbh I thought autonomous colony are just colonies that develop on their own so player doesn’t need to micromanage lol. I used to play a lot of stellaris so I’m quite traumatized about micromanaging.

About the player faction strategic ai, IMO I think there should be actions taken by the player faction strategic ai as it doesn’t make sense for the player as the faction leader managing all of the factions’ colonies and calling shots and raids and invasions for everything. It would be a cool idea if the player faction strategic ai can proposé suggestions to the player or ask for permissions to do things (inspiration from distant world)

Lastly about ai money budgeting, it sounds difficulty to implement tho personally I would like to see it happen :D as in this game the ai only need to manage one resource, which is money, it probs makes the implementation much ezier. Available money reserve could be used for everything such as building, raiding, invasion, etc, and the allocation could be determined by the priority of the strategic ai. Sounds very fitting of the current implementation of the strategic ai.
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