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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3517776 times)

taerkar

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6225 on: November 26, 2024, 01:44:50 PM »

Is there a fix for the Luddic fleet not spawning during the Fragments mission? Or at least a work-around?
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6226 on: November 27, 2024, 01:54:40 AM »

Note that the badboy stat is also incremented by conquests (it's an idea I'm borrowing from Paradox GSGs to encourage retaliation against threatening factions, but the value is currently for display purposes only). You can add a ColonyNPCHostileActListener (a Nex interface, not vanilla) to the listener manager if you need specific tracking behavior.

Is there a fix for the Luddic fleet not spawning during the Fragments mission? Or at least a work-around?
Hadn't heard of this bug before. Is the fleet nowhere to be seen after the dialog finishes, even with sensors mechanic disabled (devmode -> Ctrl+Z)?

Could try redoing the dialog with distress signal sent (makes a TT fleet spawn instead), or in the worst case just take the run option and miss out on the mothership loot I guess
« Last Edit: November 27, 2024, 03:15:35 AM by Histidine »
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taerkar

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6227 on: November 27, 2024, 07:48:12 AM »

I had left 'reveal' active via the console commands so that's probably what caused it. Maybe just have a way to check with the derelict and have a 'force spawn' option "Recheck the sensors!"?
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Tigasboss

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6228 on: November 29, 2024, 06:11:45 AM »

when did they remove the ability to keep planets while resigning from a comission?
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6229 on: November 29, 2024, 06:23:08 PM »

Finally getting around to the full post-beta release.
Good thing my Hearts of Iron IV subscription ran out last week (and Victoria 3 isn't quite as addictive)

Nexerelin v0.11.3
Download

Changelog
Spoiler
### Changes from beta 0.11.2x ###
* Blockades will end if no markets of the target faction remain in system; capturing a blockaded market will remove the blockade condition
* Player-requested invasion fleets will make the captured markets autonomous if player has no free admins or governing capacity left
    * Revoking this autonomy will not cause unrest (once per market)
* Autonomous colony default income mult 0.2 -> 0.25
* Factions don't send suppression fleets if allied with the rebels' sponsor faction
    * Player faction (and governed colonies) also don't send any suppression fleets
* Player's autonomous and governed colonies can get Luddic Majority on upsize
* Random sector Kanta's Den is no longer a free port; actually gets its admin
* Contact-buys-ship mission a bit less frequent
* Random sector max planets slider 80 -> 120
* Fix NPE in mission "Salvation" if Eochu Bres is decivilized
* Fix CTD when using story skip with random sector
* Fix excessive rep gain from transferring a rebelling colony to rebel faction
* Fix special task groups not picking new tasks properly
* Attack fleet in mission "Fragments" won't spawn more than 2000 units away
* NPC factions try to avoid colonizing targets of an ongoing mission
* Fix wrong description texts for Mairaath under a different faction
* Add `nex_enableMiningFleets` field to settings.json
* Mining output .csv supports adding new commodities

### Gameplay ###
* Expand the 'skip story' option to support specific amounts of progress, and multiple vanilla/mod quest chains
* Rebellions from low stability should obey some invasion config options
    * Specifically the 'no invasions until player colony' and 'no invasions of core worlds' rules
* Strategic AI can act to help allies against a faction not currently hostile to the AI faction
* Adjust some alliance war/peace vote behavior
    * On war declaration, add -5 relations padding so random rep gains won't push the faction back over the peace threshold
    * Factions that are not at war with each other following a vote should avoid deliberately going to war for some time after
* Add a config option for player special task group maintenance costs
* Player special task groups can use wormholes
* Starlight Cabal from Underworld is now a pickable faction at start
* Marine XP gain from ground battles now based on share of damage dealt
* Change some handling of invasion points to avoid large overdrafts
* Fighting in a system with player outpost doesn't reduce colony crisis points any more
* Added config option for price multiplier in NPC 'buy ships' mission
* Add a settings.json option for pirate/Pather bases to spawn even when their factions are dead

### GUI ###
* Blueprint swap at Prism Freeport gives ship/fighter preview
* Invasion point counter in diplomacy profile and strategic AI page has a breakdown tooltip

### Bugfixes ###
* Fix for AI core drops being reduced by Automated Ships skill (vanilla bug), by Lukas04
* Abyss gate in RAT shouldn't mess with player special task group behavior anymore
* Fix sat bomb events not taking place if invasions are disabled
* Fix a potential crash with IndEvo ambassadors
* Ground battle fixes
    * Can no longer join ground battles from the right place in another star system
    * Defending ground units with an associated fleet don't lose planet-side bonuses if their fleet is within support range
* IndEvo artillery stations get their faction set correctly on market capture
* Fix intimidate option not working in File Drawer Problem
* Fix Illustrated.Entities incompatibility on captured markets
* Fix some likely mod incompatibilities when modifying NPC fleet join battle behavior
* Fix improper behavior of AI admins when market is captured
* Fix memory leak with custom start fleet
* Remnant dead drop complication fleets are low rep impact, like vanilla
* Some operative actions will auto-abort if target faction is now an ally (unless action is by player)
* Autonomous colonies: Fix temporary control menu breaking in certain cases with multiple pages
* Remove EMP that doesn't actually work from Silverlight's Alicorn

### Misc. ###
* Add projectile trails to Silverlight's Alicorn
* Typo fixes by nissa

### Modding ###
* Various bits of Second in Command compatibility
* Some Strategic AI refactors
    * In particular, `reapplyPriorityModifiers` is called from AI module after generation, instead of the concern always having to do it
    * Executive module has getters for the number of actions a faction can take per meeting, and the `StatBonus` required to change this
* Reduce the number of libraries needed at compile time
    * Removed: ApproLight, Knights Templar, Underworld
    * Added: Second in Command
* Custom starts can hide or disable themselves in their script
[close]

when did they remove the ability to keep planets while resigning from a comission?
You could never take Nex governorships with you when leaving; for colonies that you manually founded, I understand that's from the new AotD submod Question of Loyalty.
« Last Edit: November 29, 2024, 07:26:45 PM by Histidine »
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pappyodaniel

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6230 on: November 30, 2024, 01:23:56 AM »

You're a legend! Thanks Histidine.

Already tested the custom commodities work in mining.
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AdamLegend

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6231 on: November 30, 2024, 08:00:39 AM »

Thanks for the update. Best mod in this game
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Dadada

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6232 on: November 30, 2024, 11:26:46 AM »

POG! Thank you, you are the best! thumbs_up.gif
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Moon Spirit

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6233 on: December 01, 2024, 11:34:41 AM »

Game closes and crashes when I try to complete the UAF quest for officers.

And the game crashed when I tried to return to Gamlin on New Meshon (ArmaA mod).

Spoiler
355058 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
   at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
   at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
   at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
   at java.lang.Class.getConstructor0(Class.java:3075)
   at java.lang.Class.newInstance(Class.java:412)
   at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:423)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:354)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:152)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:148)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:208)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:126)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:922)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:845)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:529)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1151)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1593)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 35 more
[close]
« Last Edit: December 01, 2024, 03:44:28 PM by Moon Spirit »
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The_White_Falcon

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6234 on: December 01, 2024, 02:22:09 PM »

I'm having a hard time figuring out which mod it is, but I'm 75% sure it's Nexerelin that has the bar event for the DnD-like tabletop adventures.  If so, is there anyway to customize/edit things like the dice rolls, encounters, encounter chances, etc.?
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TimeDiver

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6235 on: December 01, 2024, 02:35:46 PM »

I'm having a hard time figuring out which mod it is, but I'm 75% sure it's Nexerelin that has the bar event for the DnD-like tabletop adventures.  If so, is there anyway to customize/edit things like the dice rolls, encounters, encounter chances, etc.?
That's actually either Vayra's Sector (which is only rarely updated by a different mod developer strictly for compatibility purposes) or Vayra - Merged (combining Vayra's Sector, Vayra's Ship Pack, and lastly Kadur Theocracy, a mod faction), which has a unofficial developer completely taking over and releasing 'bootleg' updates.

And to answer your actual question? Unless you have some degree of knowledge of the Java programming language and are willing to set up an SDK environment to compile .java files into .class files, then to 'customize/edit things like the dice rolls, encounters, encounter chances' is NOT possible for you to accomplish.
« Last Edit: December 01, 2024, 02:40:18 PM by TimeDiver »
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6236 on: December 01, 2024, 07:46:17 PM »

Game closes and crashes when I try to complete the UAF quest for officers.

And the game crashed when I tried to return to Gamlin on New Meshon (ArmaA mod).
Is it the same error for both? If not, post the UAF error, though it'd probably need to be directed at Kaysaar (the current UAF coder)

Either way, the error posted here probably requires updating Arma Armatura and/or UAF (or maybe there's a third mod that adds ground battle abilities?)
This replacement .jar (place in Nexerelin/jars) should give a more specific error message.
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MOONSHOT

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6237 on: December 01, 2024, 10:06:43 PM »

Nexerelin v0.11.3 causes me a crash to desktop when selecting an agent in the Operatives menu, and some other circumstances that I couldn't consistently replicate.

Rolling back to v0.11.2c stopped the crashes and let me open the menu fine.

The crash comes with an error that reads "exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry" and tells me to check the logs, but the logs show nothing.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6238 on: December 02, 2024, 12:39:40 AM »

For anyone having crashes, try this fix .jar (same URL as the one before, but I changed the file), place in Nexerelin/jars.

It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.

EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???
« Last Edit: December 02, 2024, 07:03:03 PM by Histidine »
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PFleur

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6239 on: December 02, 2024, 07:08:15 PM »

I don't know how possible this is but having the random sector generation preserve the planetID and only randomise the market conditions and industries along with the planet type would make it such a better feature given that it would make the the random sector option far more compatible with both vanilla and mods.
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