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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3623804 times)

float

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5925 on: March 31, 2024, 10:34:00 PM »

API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
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holyjay

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5926 on: April 01, 2024, 06:14:34 PM »

Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5927 on: April 02, 2024, 03:40:36 AM »

Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Markets will only decivilize their stability is at zero for extended periods of time (at least 16 months), which should only happen when someone is actively raiding or otherwise disrupting the place. Are the pirate markets being regularly raided (although this shouldn't happen unless the pirate invasions setting is enabled)?

You can check the tooltips for the stability bar and the recent unrest to see what's causing their stability loss.

API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
Sure, I'll add a getter later :)

Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
It'll apply midgame, like with most other settings.
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BFEL

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5928 on: April 02, 2024, 05:03:50 AM »

Garnir deciv
If you think that's bad, I had SEVERAL games in the last version where SINDRIA deciv'd
Fuel prices skyrocketed like they did IRL
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Vundaex

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5929 on: April 02, 2024, 08:03:32 AM »

Is there anything happening to being friend with remnants?
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AllanV

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5930 on: April 02, 2024, 08:54:53 PM »

Garnir deciv
If you think that's bad, I had SEVERAL games in the last version where SINDRIA deciv'd
Fuel prices skyrocketed like they did IRL

I've been babysitting Askonia on my current game because they just keep losing for some reason. I had to do something because rhe Sindria crisis won't start.

It's weird how events pan out when off-screen. At one point, I had 4 defence fleets orbiting Volturn and somehow the invasion fleet still got to the ground and won. But when I reloaded and went there personally, it was just one lonely Heg invasion fleet that only has cruisers and Atlases.

Ofc, since I'm already watching, my defence fleets along with one Sindrian Grand fleet were suddenly motivated to work and pummeled it to oblivion. It wasn't "evenly matched" as the reports claimed.
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goldmaster

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5931 on: April 03, 2024, 01:44:52 PM »

I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating raid intel
387924 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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(Thread.java:748)
[close]
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McMuster

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5932 on: April 03, 2024, 05:33:55 PM »

Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5933 on: April 04, 2024, 03:08:17 AM »

Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.

Is there anything happening to being friend with remnants?
Next version having Midnight as a contact will prevent the Remnant component of colony crises. No other changes planned.

Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
Nyet
(could add it back with a console runcode I'm not typing out right now)

I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating raid intel
387924 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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(Thread.java:748)
[close]
Looks like a patrol trying to build an objective type that doesn't exist on a stable location, and crashing as a result. I couldn't tell you which mod is causing the problem though.
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vicegrip

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5934 on: April 04, 2024, 08:36:11 PM »

For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?

ElmerGlue

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5935 on: April 05, 2024, 07:02:25 AM »

I also had the issue where invasions will almost always win, unless the player is physically present.

I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.
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FunkyCirno69

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Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« Reply #5936 on: April 05, 2024, 11:55:00 AM »

Hmm, a failure to load the save sounds like an unrelated issue to this one; the invasion issue should specifically only happen when the game is already running.

Anyway Himemi on Discord kindly provided fix jars for the invasion ability crashes:
ArmaA
UAF
Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
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SpaceDrake

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5937 on: April 05, 2024, 12:31:34 PM »

Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.

Just chiming in to say that I've also noticed that distant autoresolve often has wildly different results compared to the player being physically present. It seems especially dramatic in cases where there's an "event" fleet helping to defend things (the "Ghost of Meshan" fleet guarding the MRC headquarters is a good immediate example - that fleet + a star fortress can deter most invasions if the player is present with ease, but they will struggle with just autoresolve somehow).
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Sergei Taboritsky

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5938 on: April 05, 2024, 07:14:00 PM »

Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
   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)
[close]
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Histidine

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Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« Reply #5939 on: April 05, 2024, 09:37:17 PM »

Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
If you're playing on Starsector 0.97, the current versions of UAF and ArmaA already have the bug fixed.

For 0.96, update UAF to the latest release for that SS version; for ArmaA try this (or if you're starting a new save, see if the ArmaA beta had already been released for 0.96, that version will work)

Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
   at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
   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)
[close]
If this is a save from Starsector 0.96, it's not compatible with 0.97.

For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?
You can increase max relations with the faction by using DiplomacyManager.modifyMaxRelationshipMod (max relation modifiers are stored as a HashMap in faction memory, so if you don't want Nex as a library in your project you can modify the map directly)

For min relations, only way to remove the clamps is to call DiplomacyManager.setStartRelationsMode and set the mode to FLATTEN, which will unclamp relations for all factions.

I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.
Hmm, if the Church isn't in the crisis meter any more then the fleets should also stop spawning (vanilla code). Do the Knights come back after being killed (in combat, using console, or any other way)?
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