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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (reupload 2025-04-22)  (Read 3751093 times)

blackrave404

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6045 on: June 14, 2024, 09:52:52 AM »

Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.

Another question- does mining strength of built-in weapons and fighters/drones is counted like any other equipment?
Because if not then I need to add it to ships themselves.

I'm asking because some ships are listed as mining ships when you request list of ships and equipment that can mine.
But codex doesn't show that they have anything special about them.
Some don't even have Salvage gantry. But they do have built-in equipment.
A bit confusing.

And similarly- does weaponry on fighters/drones is counted independently or do I need to add it to LPCs themselves?
Let's say fighter has Hammer-class Torpedo. Is it enough to have Hammer-Class Torpedo as mining weapon or does LPC need to have mining strength as well?

P.S. Just compared some built-in gear strength to listed ship strength and it matches. Weird. So if I understand built-in weapons make ships appear on the list, but ships themselves have no mining strength? Hmmm, need to do a bit more digging in files themselves.
« Last Edit: June 14, 2024, 11:02:36 AM by blackrave404 »
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Phenir

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6046 on: June 14, 2024, 11:00:09 AM »

Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.

Another question- does mining strength of built-in weapons and fighters/drones is counted like any other equipment?
Because if not then I need to add it to ships themselves.

I'm asking because some ships are listed as mining ships when you request list of ships and equipment that can mine.
But codex doesn't show that they have anything special about them.
Some don't even have Salvage gantry. But they do have built-in equipment.
A bit confusing.

And similarly- does weaponry on fighters/drones is counted independently or do I need to add it to LPCs themselves?
Let's say fighter has Hammer-class Torpedo. Is it enough to have Hammer-Class Torpedo as mining weapon or does LPC need to have mining strength as well?
Take a look at the modsettings.json (data\config) that comes with nexerelin. That'll probably answer all your questions if you compare to in game list.
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blackrave404

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6047 on: June 14, 2024, 11:03:35 AM »

Take a look at the modsettings.json (data\config) that comes with nexerelin. That'll probably answer all your questions if you compare to in game list.
Yeah will have to do.
In-game stuff just confuses me more and more.

Update: If someone's curious- yes mining counts built-in weapons. Even in fighters/drones. What's confusing is that mining list includes hulls and LPCs with built-in stuff as if they inherently have bonus mining strength (regardless whether they have it or not). Plus one more confusing aspect of LPCs is that total mining strength is result of adding up total number of units that LPC produces. Meaning that if LPC is for 6 drones then single drone mining strength (with set bonuses if there are any) is multiplied by 6.
Meaning I will have to start balancing from weapons then LPCs and then hulls (I was doing it other way around). It's going to be a long night...
« Last Edit: June 14, 2024, 12:55:59 PM by blackrave404 »
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6048 on: June 14, 2024, 09:21:55 PM »

Bringing back an old Vayra's Sector meme for this one


Nexerelin v0.11.2c
Download

Changelog
* Add option for player faction to automatically resist the police colony crisis
* Fix some dialog options for vanilla colony crises being removed
    * This bug made the negotiation options for Luddic Church and Sindrian Diktat crises inaccessible
* Fix strategic AI not being able to form new alliances
* Fix multiple player special task groups sharing the same financial report node until next game load
* NPC operatives don't try to sabotage non-disruptable industries
* Lost scientist mission should work if retried
* Diktat colony crisis shows appropriate texts if PAGSM mod is running
* GroundBattleLog supports custom message types


So I either cant find this info.. or maybe dont know want to type in order to make the search effective xD
What i want to know is if your purchased colony/yourown receive bonuses from your commissioned factions buildings, such as an orbital works etc. I was shocked that it appears as tho Your infaction trade is super boosted as you dont need to self make any industry your commissioner has covered. Do you get any other bonuses tho?     
You don't get any colony benefits from your commissioning faction; if they produce something your colonies can import it from them just like from other factions, but you won't get the in-faction supply upkeep modifier or the +5 capacity bonus. Same for ship quality from heavy industry.

(Colonies with a purchased governorship get in-faction effects from the commissioning faction, but this won't propagate to actual player faction)
« Last Edit: June 14, 2024, 09:57:46 PM by Histidine »
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DownTheDrain

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6049 on: June 15, 2024, 10:59:50 PM »

Add option for player faction to automatically resist the police colony crisis

Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
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Violen

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6050 on: June 16, 2024, 07:12:18 PM »

Since purchased colony's are there own thing, Do they still add to your own colony's trade?(for the infaction benefit of less upkeep)
Also If I build an orbital works(on a purchased colony), Who receives the benefit? My colony's, My commissioners colony's, or both?   
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6051 on: June 16, 2024, 08:47:33 PM »

Add option for player faction to automatically resist the police colony crisis

Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
It's a bit like the Hegemony inspection:
Normally (and previously always) the player faction will cooperate with the police raid, unless the player personally fights one of the raid fleets, or the player was already hostile to independents. Now there's a toggle to make them automatically resist the raid if they can (can't be turned off if the raid fleets have already reached the target system). Unlike the Hegemony inspection, resisting won't make the independent faction hostile.

Since purchased colony's are there own thing, Do they still add to your own colony's trade?(for the infaction benefit of less upkeep)
Also If I build an orbital works(on a purchased colony), Who receives the benefit? My colony's, My commissioners colony's, or both?   
- No
- Commissioning faction's colonies (however, IIRC the player will still get custom production capacity from it)
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DownTheDrain

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6052 on: June 16, 2024, 11:55:48 PM »

Add option for player faction to automatically resist the police colony crisis

Could you elaborate on that please?
I'd rather not update mid-run to figure it out myself unless absolutely necessary.
It's a bit like the Hegemony inspection:
Normally (and previously always) the player faction will cooperate with the police raid, unless the player personally fights one of the raid fleets, or the player was already hostile to independents. Now there's a toggle to make them automatically resist the raid if they can (can't be turned off if the raid fleets have already reached the target system). Unlike the Hegemony inspection, resisting won't make the independent faction hostile.

Sounds great, thanks for the reply.
Would love to see that option for vanilla fleets without having to start a war each time, but that's probably outside the scope of the mod.
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blackrave404

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6053 on: June 20, 2024, 09:21:39 AM »

A little update about mining strength rebalance/extension of mods I use
First of all
Quote
Fighter wings and modules with appropriate weapons count towards their parent ship's mining strength. Built-in weapons are also counted.
Is in the end of mining ship/tool list.
That clarified most of my prior confusions.
Oh, if only I could read :'( ...

Secondly
After all said and done
Athame (giant drill frigate from ICE mod) got mining strength of 1010
Mostly because it's built-in Fission Drill when calculated by formula based on vanilla energy weapons gives 1000 mining strength (I decided to run with it for lulz)
BALANCE :D :D :D

My fleet before I started messing with ModSettings files was ~880, after it bumped to ~950, so I think I did mostly ok job.
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horkie

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6054 on: June 25, 2024, 05:28:01 PM »

Hey, love the mod! I was wondering if there's any way to change the "traits" section on the diplomatic profile of the player's faction?
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SunPraise

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Crash when starting new game (Mod not usable :/ )
« Reply #6055 on: June 26, 2024, 12:12:52 AM »

I'm getting an error trying to start a new game with an up-to date version of both this mod and starsector. No other mods are loaded besides the latest versions of Lazylib and Magiclib

Idk if there's a particular way we're supposed to do bug reports.
Quote
52182 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
   at exerelin.world.VanillaSystemsGenerator.generateSystemsJanino(VanillaSystemsGenerator.java:52)
   at exerelin.world.VanillaSystemsGenerator.generate(VanillaSystemsGenerator.java:70)
   at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:314)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0Oo.o00000(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(Thread.java:748)
Caused by: java.lang.reflect.InvocationTargetException
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:498)
   at org.codehaus.janino.ScriptEvaluator.evaluate(ScriptEvaluator.java:982)
   at org.codehaus.janino.ScriptEvaluator.evaluate(ScriptEvaluator.java:388)
   at exerelin.world.VanillaSystemsGenerator.generateSystemsJanino(VanillaSystemsGenerator.java:48)
   ... 17 more
Caused by: java.lang.ExceptionInInitializerError
   at data.scripts.world.systems.TiaTaxet.generate(TiaTaxet.java:109)
   at SC.eval0(Unknown Source)
   ... 24 more
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["probSleeperPodsUnexceptionalOfficerUseTemplate"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.õ00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.<clinit>(SalvageSpecialAssigner.java:63)
   ... 26 more
Caused by: org.json.JSONException: JSONObject["probSleeperPodsUnexceptionalOfficerUseTemplate"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 29 more

What the heck is with the OOOO?

I start a new game, select factions and assign skill points, then the game crashes when I hit "start game"
I'm using java 1.8.0_271 on Linux if that makes any difference. The error seems identical running java 1.7.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6056 on: June 26, 2024, 03:58:31 AM »

Hey, love the mod! I was wondering if there's any way to change the "traits" section on the diplomatic profile of the player's faction?
Thank you!
There isn't currently an ingame system to set traits for the player. File editing can do it (player.json file in Nexerelin/data/config/exerelinFactionConfig/; look at other files in the folder for examples) but this will be shared across all saves.

I'm getting an error trying to start a new game with an up-to date version of both this mod and starsector. No other mods are loaded besides the latest versions of Lazylib and Magiclib

Idk if there's a particular way we're supposed to do bug reports.
[...]
What the heck is with the OOOO?
OOOO is from Starsector code having obfuscated names (to make reverse engineering harder)

Anyway, assuming that's all from a single error message, the problem is the probSleeperPodsUnexceptionalOfficerUseTemplate value being missing from the game's settings.json file, perhaps from using an outdated copy of the file.
(This is a reason why settings file modifications are best done in a personal mod, that doesn't get overwritten when the game or relevant mod updates)
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Simbach Vazo

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6057 on: June 26, 2024, 01:05:51 PM »

By Ludd I just found out that it's an Ace Combat reference. You sneaky dog, you!
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ZanDraluss

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6058 on: June 26, 2024, 07:30:22 PM »

it got a this bug when i upgrade Nexerelin from version 96a to 97a. When loading my old save i got this error. My starsector is version 97a, and i have play my game with Nexerelin v96 for a while before update it to 97, hope you can help.
Code
com.thoughtworks.xstream.converters.ConversionException: 
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : exerelin.campaign.ColonyManager$2
class               : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type       : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1539362
class[1]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3]            : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4]            : java.util.HashMap
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : not available
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SanityAdrift

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6059 on: June 27, 2024, 12:01:44 PM »

Galatian Academy decivilizing isn't a Nex thing, whether in this version or the previous one. Industrial.Evolution does some things (specifically, creating its own Academy market that, unlike the vanilla one, gets added to the economy) that makes it possible, although left to its own devices it should still be fine. Does the Galatia star system keep getting raided and/or blockaded?

As far as i could tell, there was no blockading or pirate activity, no pertinent dialogue options at Derikuyu or Ancyra either
As for IndEvo, maybe it's a factor but it hasn't been an issue before, i only noticed it after updating Nex to 0.11.2 . There is of course a chance that i simply didn't pay enough attention the academy prior  to these two campaign starts. In both occasions it loading  a prior  save did not change the outcome.
I am at the moment trying to see if it still happens with an earlier Nex version.

Alright, have gotten more free time
It does indeed seem like IndEvo was the culprit, though the current sample size is a measly 5 campaigns to the approximate timeframe i noticed the decivving occurring
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