@taerkar, valefore - After looking through Histidine's Nexerelin code a bit, it looks like a name conflict in rules.csv. Long story short, I wrote a bunch of code to support campaign-level missions and scripting for Starsector version 0.65a that I ended up deactivating for this update. The completed, working stuff (like free ships and diplomacy) got bundled into the "Consul" contacts that you can find in Mayorate market comm directories (I set this stuff to auto-disappear in Exerelin, so as to not give Mayorate players an unfair advantage).
The catch was that all of this backend I wrote for campaign scripting is still there, and Histidine and I actually wrote a lot of very similar stuff (there's a lot of common-sense stuff that Alex simply hasn't needed to add yet for vanilla, but is required to do lots of things that mods might want to do). In this case, the Nexerelin bug is caused by both Nexerelin and the Mayorate having a "HasMarines" rule. In this case, the Mayorate "HasMarines" rule is overriding Nexerelin's, and the Mayorate copy requires an extra argument (the numbers of Marines required by an event), which Nexerelin isn't supplying, hence the ArrayIndexOutOfBounds exception. I'll see if I can get a fix out later tonight, as that would be kind of a frustrating issue to deal with.
@JohnDoe, Dark.Revenant - Looks like I need to take another look at the AI Crew hullmod- last time I worked on that was like 6 months ago, I must have incorrectly assumed it was done and working when finishing up the update.
@Adrius - That was the goal with the laserheads, I'm glad to see that people think I've reproduced em! And yeah, I spent a ton of time polishing off the vanilla campaign layer to try and catch all of the hidden "gotchas" in vanilla play with the Mayorate. The pirate rep forgiveness on Mayorate faction commission is one aspect of this.
Some other fun stories involving campaign balancing:
- You've probably noticed that the pirate market got replaced by independents in Rasht. The pirates kept ganking me and all of the independent traders while the Mayorate patrols just stood around and watched- it was so annoying that I had to get rid of their market.
- The Luddic Church market used to be a Luddic Path market. Unfortunately, the Mayorate fleets were a little too good at patrolling their own system, and wiped the floor with all of the Luddic Path who spawned, meaning that only the really big, super-fast Luddic Path fleets survived, leaving nothing for the player to fight (or otherwise absolutely destroyed the player with a fleet of 20+ frigates). I had to convert the market into a Luddic Church one and give it a military base so that the system didn't just become a Mayorate steamroll.
- The Mayorate are ungrateful bastards. They never spawned bounties, never appreciated it when you helped them out in a fight, and never spawned doable trade missions. In the current version, I had to set up a script to manually start system bounties every once in awhile so that there was actually a way to level up your Mayorate reputation to the point where you could get a commission.