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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 3908441 times)

Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5955 on: April 15, 2024, 07:06:35 AM »

i was wondering how to edit the selection of ships when you the custom option when choosing your fleet
It's based on the ships known to the faction (or independents for the own faction/free start), which is controlled by the .faction file.

Hey you need to update the mod to account for the new Colony Crises system.
Specifically the Remnants.

The Colony Crises system makes Remnants saturation bombard your colonies near their Nexus. The only way to stop this is to kill the nexus. I hope its understandable why that is a problem if you do the Midnight Dissonance quests
Yeah, in next version having Midnight as a contact will block the Remnant part of the colony crisis.

I seem to face some sort of problem with invasions.

In my game, the Hegemony does not seem to respect the Invasion point need to launch an invasion fleet, typically launching fleets at about 30k points, and then getting into the negative invasion points.
Furthermore Tri-Tachyon have been unable to launch an invasion fleet despite sitting at their cap of 27k for a few cycles now.
Factions are allowed to overdraw invasion points if a larger force is needed for the target, but they'll need to pay back the deficit before the next invasion/raid.
The TT one might be because they don't have any invadable enemies? Or... because the requirement is for having > the point requirement instead of >=, whoops, lemme fix that.

Quote
Auto resolve also looks to have some odd results sometimes, with fleets with green D-mods (I assume these are inbuilt mods?) seemingly reducing everything to rubble, with the most egregrious example being when the Hegemony Special Fleet destroyed another fleet with 4 Invictus class ships in it without losing a single ship.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.
Yeah, special task groups have an autoresolve bonus which might be excessive now that (0.97) the base game takes S-mods into account for autoresolve. I'll put that on the todo list for checking.
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DeltaEpsilon

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5956 on: April 15, 2024, 08:06:08 AM »

After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.
« Last Edit: April 15, 2024, 08:11:59 AM by DeltaEpsilon »
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BOT

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5957 on: April 15, 2024, 10:36:11 AM »

BUG: Outpost storage fees displayed in colony overview page (Command -> Colonies). Net income shows as negative with a monthly storage fee if you have items in the local storage. However, it doesn't look like this is actually charged against you in the monthly income page (Command -> Income).
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Vundaex

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5958 on: April 17, 2024, 11:58:49 AM »

I keep having random crashes, any idea what's causing this?

Spoiler
3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
   at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5959 on: April 18, 2024, 05:12:53 AM »

I keep having random crashes, any idea what's causing this?

Spoiler
3916769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2169)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:297)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1489)
   at com.fs.starfarer.ui.newui.o0Oo.dismiss(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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]
Does it happen after fighting a specific fleet? The crash seems to be from the dialog either not having a battle, or the battle not having a player side (using the Java 23 mod will give a more detailed error message). Not sure why it would happen.

After checking the source code, I noticed that the "faction-wide income" number you can see in Strat. AI affects absolutely nothing, more just acting as a singular value for the player to estimate faction's total market share in raw cash money. Is this a WIP part or intended? It is really odd that you cannot really force a rival faction to produce smaller fleets or not build new buildings as often by affecting them economically besides striking at specific resources, but you wouldn't be able to determine which commodities are important without looking up the code and, while ship hulls are obvious enough, marines or fuel isn't.
I could make faction income do things at some point, but don't have any plans to right now.
It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed  or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*

*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.
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DeltaEpsilon

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5960 on: April 18, 2024, 07:45:20 AM »

It does sound interesting, but the effect on actual faction strength might be minute and/or undesired issues elsewhere could arise. The base game, mod factions and Nex were never designed  or balanced for NPC credits doing anything, and the calculation of NPC colony income has certain deviations that could become noticeable with a sufficiently large player faction.*

*The game excludes player colonies for determining the size of the export market in a given commodity, i.e. your own demand doesn't contribute to the market size, so you can't generate revenue from exporting to yourself. NPC export income also uses a market size that excludes player colonies, rather than excluding their own.

Well, even if income cannot be easily made to affect stuff, I would suggest removing that line from Strat.AI since it doesn't mean anything anyway and replacing it with more immediately useful information like fleet points available by specific owned colonies so you could, for instance, more easily determine which markets to take out to cripple the military industrial capacity of a faction. It's not like the player can't calculate this information manually already and infer it too from "find industries" thing in X menu.

More specifically, I'm referring to
Code
InvasionFleetManager::getMarketInvasionCommodityValue
function.
« Last Edit: April 18, 2024, 07:59:28 AM by DeltaEpsilon »
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Malstryx

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5961 on: April 19, 2024, 05:02:50 AM »

Relatively new to Starsector, loving the game and this mod - have had a few very fun playthroughs already.

Quick question, is there a way to allow the player created faction show up on the faction list? I thought I saw someone explain how to do this in a thread somewhere, but for the life of me can't remember which thread it was.

Thanks in advance.
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SpaceDrake

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5962 on: April 19, 2024, 07:10:42 AM »

Do you mean the player-controlled faction when you found a colony?

That's just the "player" faction. You are always your own faction (even when commissioned, you are still the player faction and are attached to an NPC faction in certain senses). The guts of "establishing" your faction is just that you get to control the flag/crest that represents you, the actual name of your group, and a few of the other variables. The player faction always exists because you always exist.

The behavior of the player faction is governed by the player.faction file in starsector-core/data/world/, or any mod that includes a data/world/ path with a player.faction file.
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Malstryx

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5963 on: April 19, 2024, 09:25:26 AM »

Ah, thanks for the reply. What I mean is the faction list when you press F3 and go to the faction tab. In my game it currently shows the factions I have enabled, with info on known allies, known enemies, and reputation level between the factions. I was wondering when the player creates a colony and chooses a faction name and flag, is there a way for the player faction to also show up on this list. It's more an immersion thing and not really a big deal, but was just curious.
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robepriority

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5964 on: April 19, 2024, 04:42:31 PM »

Relatively new to Starsector, loving the game and this mod - have had a few very fun playthroughs already.

Quick question, is there a way to allow the player created faction show up on the faction list? I thought I saw someone explain how to do this in a thread somewhere, but for the life of me can't remember which thread it was.

Thanks in advance.

If you mean as a starting option, I think own faction is an option that starts you with a planet. Due to Colony Crises this is slightly harder than before

ayylmao4lulz

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5965 on: April 19, 2024, 06:14:35 PM »

I'm encountering an issue with "find pirate base" - I've had operatives complete the operation many times, but it always finishes with no notification, and no intel. I can then have them immediately "find pirate base" again - it's as if the operation doesn't complete for some reason. Any insight?
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Seamus Donohue

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5966 on: April 19, 2024, 09:23:17 PM »

I've noticed that when visiting a Luddic Shrine, if a novice approaches me and I select the "I'm a strong supporter of AI rights" option, Nexerelin increments the Sarcastic ethos by 1 (found in the "Personal info" panel).  Shouldn't this instead increment the Pro-AI ethos?
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5967 on: April 21, 2024, 06:47:42 PM »

Ah, thanks for the reply. What I mean is the faction list when you press F3 and go to the faction tab. In my game it currently shows the factions I have enabled, with info on known allies, known enemies, and reputation level between the factions. I was wondering when the player creates a colony and chooses a faction name and flag, is there a way for the player faction to also show up on this list. It's more an immersion thing and not really a big deal, but was just curious.
Copypaste into console, should do the trick: runcode Global.getSector().getPlayerFaction().setShowInIntelTab(true);

I'm encountering an issue with "find pirate base" - I've had operatives complete the operation many times, but it always finishes with no notification, and no intel. I can then have them immediately "find pirate base" again - it's as if the operation doesn't complete for some reason. Any insight?
Is this with a base near a player colony generating Colony Crises contribution? That case might be buggy, I'll try to test.
(For now you'll just have to find the base yourself by going into the bar; or check the crisis intel or Pirates tab in intel in case the location is already known)

I've noticed that when visiting a Luddic Shrine, if a novice approaches me and I select the "I'm a strong supporter of AI rights" option, Nexerelin increments the Sarcastic ethos by 1 (found in the "Personal info" panel).  Shouldn't this instead increment the Pro-AI ethos?
Well that's a question for David; the vanilla dialog sets the ethos, Nex just displays them in a neat table :)
I'll note that the rules.csv row for that dialog option has ID lppHookResponseTroll, the presumed implication being that the player character is doing it to bother the novice when they haven't even said anything yet.
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Audax

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5968 on: April 24, 2024, 04:36:00 AM »

Does planetary operations stats from tactical drills affect nex invasions??

EDIT: got the answer from Histidine in discord Histidine said it affects it
« Last Edit: April 24, 2024, 04:40:32 AM by Audax »
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Seamus Donohue

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5969 on: April 24, 2024, 05:24:53 AM »

...the presumed implication being that the player character is doing it to bother the novice when they haven't even said anything yet.
I see.  So, the fact that I am a strong supporter of AI rights is entirely beside the point.  Got it, thanks!  :P
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