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Author Topic: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017  (Read 63225 times)
Protonus
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« Reply #225 on: August 03, 2017, 07:54:28 PM »

Is it compatible with Nexerelin yet?  Huh

It's already set. I'm hoping the next Nex version would have it enabled... and stable in my part.
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Jojo_195
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« Reply #226 on: August 03, 2017, 08:03:37 PM »

Is it compatible with Nexerelin yet?  Huh

It's already set. I'm hoping the next Nex version would have it enabled... and stable in my part.

So that means it doesn't work with random mode, right? Can they invade and be invaded on regular mode, though?
I was hoping for a good non-human "alien invader" faction like this to play along with Nex
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Protonus
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« Reply #227 on: August 04, 2017, 03:54:32 AM »

So that means it doesn't work with random mode, right? Can they invade and be invaded on regular mode, though?
I was hoping for a good non-human "alien invader" faction like this to play along with Nex

Considering the Nexerelin features require files from their side, it's unlikely the Red would function properly yet.

Glad you're excited to see this revitalized mod in Randomized action though. Wink
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Histidine
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« Reply #228 on: August 04, 2017, 04:09:27 AM »

Which part of Nexerelin compatibility have you been unable to implement on your side? All of it should be doable in the faction mod.
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Protonus
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« Reply #229 on: August 04, 2017, 05:50:58 AM »

Which part of Nexerelin compatibility have you been unable to implement on your side? All of it should be doable in the faction mod.

I think it is already solved in the mod's java script, but I wasn't sure if it is enough.

Written this way:
Code:
package data.scripts; 
 
import exerelin.campaign.SectorManager; 
import com.fs.starfarer.api.BaseModPlugin; 
import com.fs.starfarer.api.Global; 
import data.scripts.world.OculusGen;
//import exerelin.campaign.SectorManager;
 
public class OculusPlugin extends BaseModPlugin { 
 
    public static final boolean isExerelin;
        static
            {
            boolean foundExerelin;
            try
                {
                    Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
                    foundExerelin = true;
                }
            catch (ClassNotFoundException ex)
                {
                    foundExerelin = false;
                }
        isExerelin = foundExerelin;
    }
       
    private static void initOculus() { 
//        try { 
//            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
//        }
//        catch (ClassNotFoundException ex) {
            new OculusGen().generate(Global.getSector());
//        }
    } 

    @Override
    public void onNewGame()
    {
        if (isExerelin && !SectorManager.getCorvusMode())
        {
            return;
        }
          initOculus();
    }

    @Override
    public void onApplicationLoad()
    {
        boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
        if (!hasLazyLib) {
            throw new RuntimeException("Oculian Berserks requires LazyLib!");
        }
    }

I have also sent you the faction script on your side which should grant Red the faction access.
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Histidine
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« Reply #230 on: August 04, 2017, 08:25:06 PM »

  • Your mod plugin check is out of date, refer to the one in the first post of the Nexerelin thread for details.
  • The faction config .json you sent me can go in the faction mod instead (same sub-path).
  • Faction selection is done in rules.csv. Nex thread OP again has some short instructions (the short version: copypaste and edit the lines from Nex's own rules.csv, removing the NGCDoesFactionExist check).
  • You'll also want the corvus_capitals and corvus_spawnpoints csvs, details in the aforementioned place.
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Protonus
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« Reply #231 on: August 05, 2017, 12:12:21 AM »

Done.

Red: Download
Version 0.6.0a
Quote
   Added Nexerelin data and updated Nexelerin script.
Nexerelin input.

Initial screenshot with the pirates.

I might need to consider using that certain Industry skill mod for maximum efficiency though. There it is: Industrial Skill Expansion
« Last Edit: August 05, 2017, 12:19:04 AM by Protonus » Logged


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Takion Kasukedo
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« Reply #232 on: August 05, 2017, 07:15:18 AM »

IT IS TIME.
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Takion Kasukedo
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« Reply #233 on: August 07, 2017, 09:32:21 AM »

Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".

I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.

Albeit, this might be on the Nex Creator's end or your end.

It seems like a reputation bug at the moment.
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Jojo_195
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« Reply #234 on: August 09, 2017, 05:40:58 PM »

Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".

I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.

Albeit, this might be on the Nex Creator's end or your end.

It seems like a reputation bug at the moment.

Maybe it's deliberate. Aren't they AIs hellbent on destroying humanity?
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Protonus
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« Reply #235 on: August 09, 2017, 07:23:14 PM »

Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".

I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.

Albeit, this might be on the Nex Creator's end or your end.

It seems like a reputation bug at the moment.
Maybe it's deliberate.

It's deliberate. The relation script is initially there where EI wanted it. Specifically towards the player, other factions are simply at Hostile.

I can change the settings in next patch if it's too much.

Aren't they AIs hellbent on destroying humanity?

Close, but not that too far off. The new lore is reinstated that the Oculian Berserks wanted to be human... by trying to slaughter a whole lot of them as what humanity seems to be aiming for anyway.
This gets a tad close to a certain wall.
« Last Edit: August 09, 2017, 07:30:31 PM by Protonus » Logged


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Takion Kasukedo
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« Reply #236 on: August 10, 2017, 04:03:33 AM »

Alright, so i've noticed the Oculian Berserks reputation doesn't go higher than -75 whenever I check on the rep after the bounty is complete and I see the "Assesment: Re".

I'm not sure if this goes for other factions, but it'd be a starsector thing if it does.

Albeit, this might be on the Nex Creator's end or your end.

It seems like a reputation bug at the moment.
Maybe it's deliberate.

It's deliberate. The relation script is initially there where EI wanted it. Specifically towards the player, other factions are simply at Hostile.

I can change the settings in next patch if it's too much.

Actually this is pretty fine now that I think about it, it's kind of your choice (unless El does indeed come back) if you want to do the relations thing.

Oh, and the Amina is a blast. I love it.

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Protonus
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« Reply #237 on: August 23, 2017, 07:46:15 AM »

I just thought of putting this little guy in action. Thought Spriters' Judgement would have been a good spot to put it, but this feels more pushed on to something unusual.

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« Reply #238 on: August 23, 2017, 12:03:46 PM »

METAL BAWKSES
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Takion Kasukedo
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« Reply #239 on: August 23, 2017, 05:06:00 PM »

"Look, Proto's...PROOOTOOO'S! Our enemies hide in METAL BARGES, THE COWARDS...THE FOOLS! WE WILL...We will take away from them...their metal barges."
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The Embodiment of Defilement reigns over his part of the galaxy.

FEAR THE CASCADE.
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