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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3435451 times)

vicegrip

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5670 on: November 08, 2023, 06:24:55 PM »

Is it possible to alter the spawn quality of an exerelinInvasionSupportFleet?

Also, strings.json is missing "IntelDesc_recruitAgent_failurePlayer"
« Last Edit: November 08, 2023, 07:22:54 PM by vicegrip »
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CptBeacon

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5671 on: November 08, 2023, 09:06:50 PM »

hi i'm having the following crash

here is the log
https://www.dropbox.com/scl/fi/t8u7plracpds0es9qk3ro/starsector.log?rlkey=yq9lyl6akqcfuengvfa9wjrl4&dl=0

it happenend with both just uaf, and some other mods, it happens a bit into the game, 6 and 10 months in with both saves.

do tell if you need more info
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5672 on: November 10, 2023, 06:10:40 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)

For now, don't accept the ceasefire offer if you're already at maximum relations with the faction (can be lower than +100 depending on commissioning faction and if you've sat bombed anyone). This bug is fixed in the Discord beta version of Nex.

hi i'm having the following crash
Your copy of Nex is out of date; you should download the new version from this thread :)

Is it possible to alter the spawn quality of an exerelinInvasionSupportFleet?

Also, strings.json is missing "IntelDesc_recruitAgent_failurePlayer"
Not directly, but detecting the fleet spawn in a CampaignEventListener and modifying the quality figure in the inflater params might do the job?
Code: java
((DefaultFleetInflaterParams)fleet.getInflater().getParams()).quality;

For the missing string, the recruitment isn't supposed to fail in the first place; I've attempted a fix in the beta.
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Lycaeon

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5673 on: November 10, 2023, 12:38:53 PM »

Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
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DeclanFrost

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5674 on: November 12, 2023, 11:10:31 AM »

I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
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Jonathan

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5675 on: November 14, 2023, 07:24:19 AM »

This mod is so goood!! Thanks.

One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade...  Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5676 on: November 14, 2023, 08:18:07 AM »

Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
I'll see about adding one for next version.

I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
Wow stuff is more broken than I thought, but this will do for now (place in Nexerelin/jars)

This mod is so goood!! Thanks.

One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade...  Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.

Actually, were the invasions all targeted at a specific faction? I've heard of a potential bug that causes player-requested invasions to be cancelled due to sudden peace.
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Jonathan

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5677 on: November 14, 2023, 08:24:28 AM »

Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.
I'll see about adding one for next version.

I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?
Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
Wow stuff is more broken than I thought, but this will do for now (place in Nexerelin/jars)

This mod is so goood!! Thanks.

One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade...  Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.

Actually, were the invasions all targeted at a specific faction? I've heard of a potential bug that causes player-requested invasions to be cancelled due to sudden peace.

Yes!!! I targeted 4 different  Hegemony planets / stations   and due to the sudden peace of my alliance towards Hegemony  all got cancelled... I got money back (not sure how much though).   This has happened several times to me!  I mean generally it would be allright if you had the option to continue with the invasion  ...
Also all vengenance fleets following me just got cancelled...
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IceFire

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5678 on: November 15, 2023, 01:12:41 PM »

Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
« Last Edit: November 15, 2023, 01:38:27 PM by IceFire »
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memeextremist

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5679 on: November 16, 2023, 09:30:58 AM »

I just want to say, I did the Fragments quest again last night, and really like the hullmods. not sure how new of an addition they are, but a welcome one. Thanks!
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ZWRiddle

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5680 on: November 17, 2023, 08:16:34 AM »

I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:

2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.int(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:148)
   at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:59)
   at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:407)
   at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:487)
   at exerelin.campaign.intel.agents.InfiltrateCell.advanceImpl(InfiltrateCell.java:51)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 16 more

Does anyone has similar issues or have any idea about why this is happening? My current solution was to just disable all internal security modes.
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Maelstrom

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5681 on: November 17, 2023, 09:00:08 AM »

hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5682 on: November 17, 2023, 04:56:54 PM »

hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...
The beta version of Nex allows exerelin_config.json file values to replace the Luna min/max values if they're lower/higher.
For anything in settings.json, you'll have to overwrite in code.

I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:

2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
Make sure you're on Starsector 0.96-RC10 (download and run the latest installer if you're behind). If you're up to date, perhaps some values were somehow lost from the settings.json file, get a new one (or reinstall to have the installer restore the file).

Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
  • It's a fraction of the player's credit balance (the one at bottom-left of screen), taking into account the lost colony's size (as a share of player faction's total market size) but not its profitability. Copying the tooltip in the LunaLib settings menu: "The proportion of total credits lost is equal to the market size divided by the total size of all markets in the faction, multiplied by this number. It is doubled on Starfarer mode, and cannot exceed 75%."

    e.g. you have one size 6 colony, one size 4 colony and 10M credits, the setting is 0.5.
    You lose the size 4, which is 40% your current faction size, so lose 10M * 0.4 * 0.5 = 2M credits
  • Nope!
  • It's before the halving.
  • It's a bit complex.

    Officers have a 50% chance (changeable in settings.json) to escape the ship when disabled/destroyed, improved by crew survivability modifiers like Blast Doors.
    If they don't escape, they have a 75% chance (changeable in settings.json) to be found as a survivor afterwards if the ship was only disabled (didn't break up). If it was destroyed and broke up, the survival chance is zero.
    Also any non-escaped officers will be lost if the player fleet leaves the battle before it's won.

    I might change the system a bit, although it may be better to simply use the Price of Command mod by AtlanticAccent (in development; available on the unofficial Discord server).
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Aranov

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5683 on: November 17, 2023, 06:27:33 PM »

Quick question, Is the player supposed to auto-join an alliance if they have their own faction?
My faction keeps forming an alliance with Tri-Tech without me being asked. Happened twice so far.

On that note, any way to turn off alliances for just the player?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5684 on: November 17, 2023, 08:37:08 PM »

It's a bug in the strategic AI in 0.11.0b; you should turn it off or use the Discord beta version.

On that note, any way to turn off alliances for just the player?
No, but (it's intended that) you can just not join alliances if you're not commissioned :)
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