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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Red - the Oculian Armada (0.10.0-RC2) Mod  (Read 350630 times)

Protonus

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Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
« Reply #225 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. ;)
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Histidine

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Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
« Reply #226 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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Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
« Reply #227 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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Re: [0.8.1a] Red (V 0.6) Mod - August 3, 2017
« Reply #228 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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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #229 on: August 05, 2017, 12:12:21 AM »

Done.

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

Initial screenshot with the pirates.
Spoiler
[close]

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 »
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Takion Kasukedo

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #230 on: August 05, 2017, 07:15:18 AM »

IT IS TIME.
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Takion Kasukedo

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #231 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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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #232 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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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #233 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.
Spoiler
This gets a tad close to a certain wall.
[close]
« Last Edit: August 09, 2017, 07:30:31 PM by Protonus »
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Takion Kasukedo

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #234 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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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #235 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.

Spoiler
[close]
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Mr. Nobody

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #236 on: August 23, 2017, 12:03:46 PM »

Spoiler
METAL BAWKSES
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Takion Kasukedo

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #237 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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SierraTangoDelta

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #238 on: August 28, 2017, 08:35:31 PM »

Where do I put those nexerelin files?
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Protonus

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Re: [0.8.1a] Red (V 0.6.0a) Mod - August 5, 2017
« Reply #239 on: August 28, 2017, 10:30:57 PM »

Where do I put those nexerelin files?

In the Nexerelin mod folder, the "rules.csv" should be placed at Campaign directory. It should look like this one.




While the "mod_factions.csv" is placed at "config/exerelinFactionConfig" where other once-built-in factions are usually implemented.




I already put up a request for Red to be implemented by the next patch. In the mean time, this is the only way for the faction to be formally available as a Nexerelin faction, although it functions as a regular without it.

I tried putting up a built-in Nexerelin files, but the UI selection box (from the Startup options at the beginning of a game) doesn't seem to allow inputs from Red's own .csv files and instead requires from the host (Nexerelin mod).
« Last Edit: August 28, 2017, 10:35:51 PM by Protonus »
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