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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 3819710 times)

Histidine

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6480 on: April 11, 2025, 05:51:18 PM »

Has anyone had any luck with defense fleets lately?
I'll assign a 400 power fleet to defend one of my colonies and somehow miraculously the Luddic Church's single (weaker) fleet gets past all of them and invades my planet anyways.
I've basically had to run back to my colony and watch the defense fleet do their actual job, because if I'm out exploring they somehow lose.
Hmm that's concerning, I'll see if I can look into it.
The strengths of the opposing sides are printed to log when the invasion autoresolves, could check that and see if the numbers are clearly wrong. (Enabling Nex dev mode in Luna config will also give a per-fleet breakdown in the invasion intel itself, although this currently prints an incomplete list of defending fleets)

I can't speak to this being just random chance, but it feels like compared to earlier versions colony expeditions are overwhelmingly targeting uncolonized core worlds over expanding to new systems.  This is under just Nex and some faction mods.
In my first, complete playthrough (out to mid-2018) the breakthrough of NPC-created colonies is like this:
  • 18 total (ex. Sentinel)
  • 4 in Penelope's Star
  • 6 in non-core systems
So a third of colonies are outside previously claimed systems, rather lower than I'm used to as well. I'm not sure this needs changing right now, but I'll fiddle with the weight multiplier for claimed systems (currently 2x) if people think it's a good idea.

(The mult hasn't changed since 2021, so the changed output is unusual but not something I have time-energy to look into rn)

are there any way to make random core sector start to have the faction more grouped/clumped up?
Currently no, it's up to the RNG of the initial inner systems generation (though an Old sector might have more habitables that they like?)

IMO open warfare(invasions) should be a crisis outcome, or a separate situation track.
I've thought of using the event progression meter for war escalation before, albeit I think this would require wars becoming clearly defined events in general (like Paradox games, as opposed to the current state where wars are just any two factions or groups thereof whose relations are below -50 at present).

So I had this happen today. [...]
I play with Nexerlin, Industrial evolution and Starlords. So I'm guessing thats whats doing it. Anyone know how, or if, I can mediate this?
Sorry, not sure what this image is about.
Is it about a raid launching at another faction on its own? If so, it sounds like IndEvo's privateer base, although the raid is rather larger than I'd have expected (and seems like it should be player-flagged).
If it's a Nex event, I'd expect an intel item connected to it.
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ElmerGlue

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6481 on: April 11, 2025, 09:21:54 PM »

This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays. Here is my modlist:
Spoiler
    "adjustablesmods",
    "A_S-F",
    "carrierui",
    "chatter",
    "lw_console",
    "DetailedCombatResults",
    "EmergentThreats_Vice",
    "fleetsizebydp",
    "GrandColonies",
    "IndEvo",
    "lw_lazylib",
    "leadingPip",
    "lunalib",
    "MagicLib",
    "MoreBarMissions",
    "MoreMilitaryMissions",
    "more_procgen_names",
    "more_ship_names",
    "nexerelin",
    "officerExtension",
    "portrait_changer",
    "su_CarrierHullmod",
    "pt_qolpack",
    "refitfilters",
    "second_in_command",
    "bruh_ship_browser",
    "PT_ShipDirectionMarker",
    "swp",
    "speedUp",
    "stelnet",
    "US",
    "unthemedweaponsutils",
    "shaderLib",
    "author_modname",
    "sun_flux_reticle"
[close]
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Sannh

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6482 on: April 12, 2025, 04:43:26 AM »

Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured

edit:: what i mean is, factions should prioritize their immediate surroundinds instead of traveling halfway cross the core to blockade or conquer some random planet.
« Last Edit: April 12, 2025, 02:17:53 PM by Sannh »
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nnubnubnub

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6483 on: April 12, 2025, 11:03:42 AM »

Bug: In the Planets tab of the intel screen, the "no atmosphere" filter (on the Catalytic Core and Synchrotron Core) fails to filter out any planets when Nexerelin is active (possibly related to it becoming a "standalone station or no atmosphere" filter); you can verify this in a fresh game by looking at the core worlds' planets.  The filtering works correctly in the base game.
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ChaseBears

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6484 on: April 12, 2025, 12:39:45 PM »

Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured
The eternal conflict between ai and humans over pretty borders
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HHL

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6485 on: April 12, 2025, 04:28:51 PM »

Hi I have a problem when running nexerelin. For some reason when I run the game with nexerelin it always show
Fatal: JSONObject["id"] not found.
Check starsector.log for more info.
Is there any way to fix this.
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Manage Passwords

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6486 on: April 12, 2025, 06:12:19 PM »

I'm trying a pirate faction run.
Is changing
"allowPirateInvasions": true,
"countPiratesForVictory": true,
in the exerelin_config.json enough to make it work or do I need to alter other files as well?
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Histidine

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6487 on: April 12, 2025, 06:45:46 PM »

I'm trying a pirate faction run.
Is changing
"allowPirateInvasions": true,
"countPiratesForVictory": true,
in the exerelin_config.json enough to make it work or do I need to alter other files as well?
Technically even those aren't needed, but they'll make pirates behave like other factions (note that this may make it harder since almost everyone is hostile to pirates).

Hi I have a problem when running nexerelin. For some reason when I run the game with nexerelin it always show
Fatal: JSONObject["id"] not found.
Check starsector.log for more info.
Is there any way to fix this.
Probably an outdated mod (or one with a corrupted install). Post the starsector.log file (raw or after processing by Chipper) and someone could tell what's exactly wrong with it.

Is there a way to make it so factions will prioritize warring and conquering systems that are next to their borders. somewhat annoying they just seemingly pick planets and systems at random making the systems rainbow coloured

edit:: what i mean is, factions should prioritize their immediate surroundinds instead of traveling halfway cross the core to blockade or conquer some random planet.
Turning strategic AI on will make them more 'goal-oriented' in picking targets (especially within a star system).
However to a degree they always won't necessarily consider border planets the most important and I probably won't change this.

Bug: In the Planets tab of the intel screen, the "no atmosphere" filter (on the Catalytic Core and Synchrotron Core) fails to filter out any planets when Nexerelin is active (possibly related to it becoming a "standalone station or no atmosphere" filter); you can verify this in a fresh game by looking at the core worlds' planets.  The filtering works correctly in the base game.
Damnit Alex
Thanks, I'll investigate!

This issue is somewhat niche, but if you instigate a rebellion, then win said rebellion, every commodity item you have in storage there vanishes. Only the commodities are lost though, everything else in storage stays.
Odd! Pretty sure Nex isn't touching storage in general, so I'll do a quick test to see if it happens with just Nex. (Probably won't try to check other mods, sorry)

EDIT: Found the problem (storage and such should have been excluded from the recent fix to the trade & capture exploit). Fixing, thanks for report!
« Last Edit: April 12, 2025, 10:46:31 PM by Histidine »
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HHL

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6488 on: April 12, 2025, 08:36:33 PM »

This is the log please help me fix it.
26493 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SkillSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.class.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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.base/java.lang.Thread.run(Unknown Source)
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Histidine

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6489 on: April 12, 2025, 08:37:23 PM »

I'd need the lines just before that error message to be sure, but two things are likely to cause this:
- Running Second in Command with another mod that modifies player skills, such as Quality Captains
- Running a really old mod that was built for a previous skill system
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HHL

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6490 on: April 12, 2025, 08:52:59 PM »

I'd need the lines just before that error message to be sure, but two things are likely to cause this:
- Running Second in Command with another mod that modifies player skills, such as Quality Captains
- Running a really old mod that was built for a previous skill system
I think I may have fixed the problem. I just tried to delete nexerelin and then reinstall it and it work again.
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matveich

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6491 on: April 13, 2025, 12:21:14 PM »

I have a few questions:
1. Is there a setting to increase fleet costs for player(and factions as well)? ~600k for 1200DP invasion fleet is practically charity compared to the costs player has to pay for new ships.
2. What are the factors that decide AI invasion frequency and strength? I practically have to camp on gates, unable to explore as Heg keeps sending one invasion after another. Granted I am not too kind to their inspection fleets...
3. In general does AI have some kind of fleet budget same way player does? Nex AI functions completely separate to colony crisis system it seems, leading to a very "fun" experience of having to fend off pirate armada on top of regular pirate raid since you are at war with them.
4. Are defence fleets useful?  Even with boosted high command(alpha core+cryo) I get evenly matched for an average invasion fleet. How can I make sure colonies are well protected for remote battles?

It'd be nice if Nex had a better integration with the crisis system. Something like an immunity window for regular AI actions when crisis occurs.
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Sannh

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6492 on: April 13, 2025, 04:46:43 PM »

do npcs adhere to their own tolerance for saturation bombardments? I noticed theres a setting that lets npcs use them and wonder if they will use it if they themselves turn hostile if another faction uses it.
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Sentrynest33

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6493 on: April 14, 2025, 07:12:28 AM »

How does strategic AI differ from regular AI? Does it affect battles also? If I find it too brutal, can I just turn it off from the mod settings window?
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Histidine

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Re: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)
« Reply #6494 on: April 14, 2025, 08:25:53 AM »

I have a few questions:
1. Is there a setting to increase fleet costs for player(and factions as well)? ~600k for 1200DP invasion fleet is practically charity compared to the costs player has to pay for new ships.
Fleet request cost per FP in Luna settings menu, or fleetRequestCostPerFP in exerelin_config.json

It'd be more expensive if you got to keep the ships afterwards :)

Quote
2. What are the factors that decide AI invasion frequency and strength? I practically have to camp on gates, unable to explore as Heg keeps sending one invasion after another. Granted I am not too kind to their inspection fleets...
3. In general does AI have some kind of fleet budget same way player does? Nex AI functions completely separate to colony crisis system it seems, leading to a very "fun" experience of having to fend off pirate armada on top of regular pirate raid since you are at war with them.
Factions have a pool of invasion points (also used for various other fleet generation events) that generates over time (based significantly on availability of supplies, fuel, marines, heavy armaments and ship parts on markets). The current pool and daily point gain are visible in the intel screen under the faction's diplomacy profile and (if enabled) strategic AI.

The larger and more well-defended a market is, the more they'll spend on any attacks towards it; beating back a major invasion can set them back for a decent time. Though for big factions like the Hegemony you're going to want to be strong yourself, have a powerful ally, or buy them off one way or another.

And yeah, it's not used for any vanilla fleets, crises included. At least a crisis only comes once and can be stalled through several means :-X

(By default pirates don't invade, so won't bother you in that way regardless of hostilities)
Quote
4. Are defence fleets useful?  Even with boosted high command(alpha core+cryo) I get evenly matched for an average invasion fleet. How can I make sure colonies are well protected for remote battles?
Don't use them much myself, but they've been quite popular, presumably for cases where the player doesn't want to go back and deal with it.

do npcs adhere to their own tolerance for saturation bombardments? I noticed theres a setting that lets npcs use them and wonder if they will use it if they themselves turn hostile if another faction uses it.
There's currently no relations penalties for an NPC faction doing sat bombs. I could add one, but then they'd need to be taught discretion about using it in the first place (also there's currently no way to detect sat bombing from vanilla features like Pather or Diktat crisis).

How does strategic AI differ from regular AI? Does it affect battles also? If I find it too brutal, can I just turn it off from the mod settings window?
It makes factions do things like invasions, industry construction and diplomacy based on a goal-directed system. This old dev screenshot gives the idea.
Doesn't affect tactical battles.
Can be turned on or off midgame at will, although you'll need to save and reload for it to apply.
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