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Author Topic: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)  (Read 1232694 times)

Histidine

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(explanation)

Nexerelin v0.9.6d

Requires LazyLib
Integrated with Version Checker

Download

Previous downloads

On Nexus
Git repository

Make sure to delete your old Nexerelin folder before installing a new full version!

Having problems?  Visit the Mod Troubleshooting Guide!

Features
  • 4X game features in Starsector
    • Factions will wage war against each other and try to conquer their enemies
    • Diplomacy events see faction relationships changing over time
    • Join a faction to gain useful support and represent them in war and peace, or start your own
    • Alliances offer mutual assistance in times of war
    • Planet descriptions can change as territory is won and lost (in development)
  • More things to do
    • Mine planets and asteroids for useful resources for trade, or some treasure
    • Use agents to subvert other factions to your own ends
    • Requisition fleets from your colonies to carry out tasks
    • Pay tribute for the right to infringe on factions' territory
    • Bring aid to troubled worlds to keep them from decivilization
    • Turn in prisoners for reputation or cash
    • Browse the Prism Freeport for rare and pricey ships
    • Construct remote outposts to aid exploration
  • More events
    • Remnant raids
    • Relief fleets
    • Vengeance fleets
  • New starting options
    • Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods
    • Begin your journey with a range of starting factions and ships
  • Gameplay tweaks
    • Befriend pirates to lower the effects of their activity on your colonies
    • Lower tariffs on trade
    • ...and more enhancements

Report issues on Bitbucket

Quick help
Alliances
Mining
Faction config files

FAQ
Spoiler
What is this?
This is my personal fork of Exerelin, given its own thread because I wanted to be able to maintain my own OP. It is essentially a reimplementation of Zaphide's project (and in fact uses it as a codebase), but updated for new Starsector versions. It is compatible with most faction mods.

How do I win the game?
You win when all the other factions are either friendly or better towards your own… or dead.
Other factions can also win in the same way; you get an ally victory if you're at least friendly with whoever wins.

How do I remove a vanilla faction?
Open its faction config in data/config/exerelinFactionConfig and set the playable tag to false.

How do I make my mod compatible with Nexerelin?
There are a few things you need to do.
(note: add needed files and csv entries in your own mod, so you don't need a new Nexerelin release before your mod becomes Nexerelin compatible)
Spoiler
1) Stop it from crashing
Your sector generation code should have something like this:

Code: java
import exerelin.campaign.SectorManager;
/*[...]*/

public class MyModPlugin {
    @Override
    public void onNewGame()
    {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
    new MySectorGen().generate(Global.getSector());
    }
/*[...]*/
}
If you don't want to import Nexerelin as a library, you can check for random sector at the new game stage by checking if Corvus (or some other vanilla system/planet) exists.

Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.

2) Add your faction to the list
Open data/config/exerelinFactionConfig and make a .json file with the name of your faction. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way.

Now open your new file and edit it. See this page for details on the various tags and what they do.

Then make a copy of data/config/exerelinFactionConfig/mod_factions.csv in your mod. Edit this copy to contain your faction(s) (and only yours; the other factions should remain in Nexerelin's master copy).

3) Non-random sector support
Copy data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv in the same way and have them contain appropriate entries for your faction. This tells Nexerelin where to spawn the player at start, and which planet or station changes the system relay's faction when captured.
[close]
[close]

Changelog
Spoiler

v0.9.6d
* Gameplay
    * Colony expedition fleets carry some supplies, heavy machinery, and food
    * Properly implement "faction ruler" setting
    * Sat bomb fleets give up if they can't overcome ground defenses
* GUI
    * Add button to conquest mission intel for transferring market
        * Works remotely and even when spaceport is down
    * Add config settings to prevent low-significance diplomacy/agent events from appearing in notification screen
    * Faction directory also lists faction's total size
    * Faction directory and similar dialogs go up to 8 pages
    * Agent orders dialog: Pages return to first page after an option is selected
* Bugfixes
    * Fix exiting Z menu after fleet request
    * Rebellions can't disrupt an industry for more than 90 days; add logging
    * Prevent NaNs in rebellion strengths
    * Fix submarket weapon adder (thanks to bhdeale for catching)
    * Fix colony fleet size calculations that were causing event to not properly terminate from losses
    * Fix logic issues in mining fleet generation
    * Don't double post Hegemony inspection notification if game already forces orders to resist
    * Derelict Empire: Fix occasional weirdness with memorial beacons and museum ships' factions
* Modding
    * Buy colony blocker rule uses FireBest instead of FireAll
        * This allows mods to override its behavior for specific cases
    * Exernalize tribute penalty values to settings.json
    * Don't use enhanced vanilla start markets if Archean Order is running
    * Support for officer death mechanic when in SWP IBB battles
* Misc
    * OpenNexConfig renamed to ReloadNexConfig, also reloads exerelin_config.json
    * Add Mairaath and Gilead captured planet descs
    * Don't play music on player retirement
    * Tweak some dialog texts

v0.9.6c
* Gameplay
    * Add suspend autonomy function (allows player to build things on autonomous colonies)
    * Add function to donate admins to an autonomous colony
    * Remove "reinforce defenses" option (can be re-enabled in rules.csv)
    * Agent action's target faction should remain constant even if the planet/system changes hands in the meantime
    * Insurance: Pay out 20% of base value for a new D-hull, plus payment for the number of new D-mods
        * Previously it would pay a flat 100% of base value regardless of number of D-mods
       * Amount can be changed in settings.json
    * Colony expeditions are terminated if colony fleet's max crew drops below 1000
    * Factions have 150 day cooldown between respawn attempts
    * Non-territorial factions can be counted as system owner for expedition purposes
    * Invasion fleets defending a captured target will go home if target is lost
* Bugfixes
    * Fix a UI-related campaign crash on certain events
    * Safety for an agent crash
    * Fix random sector sometimes generating relays inside stars
    * Fix vanilla non-payment of commission bounties
    * Fix player being picked as sponsor of spontaneous rebellions
    * Steal ship action: Handle cases where ship lacks variants 
* Modding
    * Add AllianceManager.getPlayerAlliance method
* Text
    * Rebellion intel more informative on agents needed for details
    * Diktat gets a special task group namer
    * Fix a text error in NPC colonization-by-force
* Audio
    * Nicer alarm sound by Soren

v0.9.6b
* Fix a rebellion crash
* Special task groups will appear in existing saves (after some time)
* Fix spawning of special task groups using Lion's Guard-style factions
* Move thresholds for bonus admins with empire size to settings.json

v0.9.6
* Player gameplay
    * Fleet requests now require fleet request points to use
        * Points are accumulated through availability of supplies, fuel, marines and ship parts on player colonies
        * Point capacity increased through having Patrol HQs, Military Bases and High Commands
        * Multipliers can be modified in exerelin_config.json
        * Can request defense fleets
    * Factions will not accept prisoners or AI cores if one of their markets has been successfully invaded by player within 60 days
        * Can be modified in settings.json
    * Agent enhancements
        * Agents can illegally procure ("steal") ships from NPC markets
            * Any ship can be stolen, except ones with UNBOARDABLE hint or those blacklisted from Prism Freeport (or otherwise prohibited by another mod)
            * Cost is equal to base ship price plus 100%
            * Civilian ships have guaranteed success, take half the time and only require paying base price plus local tariff
        * Agents can find pirate bases causing pirate activity
        * Raise/lower relations cost 40000 -> 60000
        * Halve agent salary and hiring costs
    * Raiding: Increase chances of getting more than one blueprint, but reduce chances of getting 4 or more
    * Add a setting to only raid for unlearned blueprints
    * Can't trade in prisoners or AI cores to a faction for 61 days after successful invasion of their markets
    * Industry refund fraction on shutdown 0.5 -> 0.4
    * Galatian stipend also pays insurance like a commissioning faction, if player lacks a commission
    * Markets should carry about twice as many weapons
        * Type variety will likely remain poor
    * Mining: Mining strength base CR raised 60% -> 70%
        * To compensate, base mining output multiplier 2 -> 2.3
    * Try to make markets correctly have military submarket after NPC construction of military base
    * Don't generate disruption missions whose base reward exceeds 1.2 million credits
* NPC gameplay
    * Add semi-persistent "special task groups" for NPC factions which can be encountered in the Sector
        * Expect to see them on either side of a raid or invasion
    * Default diplomacy base interval 15 -> 20
    * Factions won't offer ceasefires/peace treaties to a faction they're sending an invasion fleet to (but may accept them if offered)
    * NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)
    * NPC factions don't colonize core systems controlled by other people
    * Selling survey data makes next NPC colony expedition event occur sooner
    * Don't respawn Vayra's Sector factions if they're disabled in that mod's config
    * Mining fleets have fewer freighters, especially if mining volatiles
    * Add Low Profile faction trait (faction's markets less likely to be targeted for invasions and such)
* New game setup
    * Random sector: Try to enforce core worlds having at least as many systems as specified in setup options
    * Add custom sliders for starting level/credits/officers
    * Take away Prism Freeport's cryosanctum
* Combat
    * Polish custom battle plugin
* UI
    * Ceasefire offers popup a notification screen
    * Ceasefire offers and tribute demands use the colony threat intel sound
    * New alarm sound for invasions and non-territorial sat bombs targeting player
    * List of mining ships/wings/weapons is sorted alphabetically
    * New vengeance intel icon by Soren
    * Uppercase faction name in custom starts
    * Grant autonomy dialog: Note that tech-mining will not produce items
* Bugfixes
    * Fix Remnant raid causing a crash by targeting hyperspace stations
    * Terminate Hegemony inspection if source market is captured while still organizing
    * Agent actions: Properly handle case where market decivilizes or action otherwise needs aborting, fix inappropriate XP gain scaling in some situations
    * Fix some things only checking a market's patrol strength and not its station strength
    * Fix disruption missions being issued for already-disrupted industries
    * Fix production gathering point not being updated if player loses control of current point
    * Fix player markets sending relief fleets
    * Attempt to fix new NPC colonies instantly growing to size 4
    * Outpost intel cleans itself up after a while if player abandons the "colony" in dev mode
    * Fix potential issue that could skew ratio of positive and negative diplomacy events
    * Fix some Prism logic
* Other
    * Mods adding High Value Bounties to Vayra's Sector can have those ships appear in Prism Freeport (like IBBs)
    * Modding: Fix some cases where reading a CSV with empty rows would break
    * Modding: Don't validate each faction's diplomacy traits at start
    * Taking things from storage is always legal
    * Remove some unused image files
[close]

Note on using Save Transfer (and other console commands)
You may want to use the ResetRelationships command to start with fresh faction relationships (particularly if some factions died in the last run).

The SetMarketOwner <market_or_location_name> <faction> command can be used to give a market to another faction (including one not currently alive in the sector).

Credits
Zaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ and descendant mod compatibility
LazyWizard: Version Checker, Console Commands, other code
Soren: Player flags
Tartiflette: Prism Freeport
Weezer: Captured planet descriptions
The SS mod community: various content, tips, pointers and feedback
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this

Metadata

true
https://i.imgur.com/3nMFPev.jpg
exerelin_config.json

[close]
« Last Edit: April 25, 2020, 06:04:52 PM by Histidine »
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Tartiflette

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Re: [0.65.2a] Nexerelin v0.2 (release 2015-03-07)
« Reply #1 on: March 07, 2015, 02:53:31 AM »

Nice to see (N)exerelin back, good work Histidine. I'll have to release a Scy update to make it compatible, but in the meantime here's an updated faction file: the current one is lacking a lot of new stuff.

Since it didn't worked in Exerelin, would it be possible to use ships instead of wings to mine too? I made a mining destroyer that beg to be put to good use, and should be more efficient than a wing since it's quite bigger. I already commented out the corresponding entry for when it become possible (unless you already changed that in this case thank you).

Well, gotta get back working on that update then.

[attachment deleted by admin]
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HELMUT

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #2 on: March 07, 2015, 05:11:40 AM »

Bug when i launched the campaign, after distributing my skill points at the character creation.

Code
106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
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Histidine

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #3 on: March 07, 2015, 05:41:37 AM »

Bug when i launched the campaign, after distributing my skill points at the character creation.

Code
106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
Hmm, that's odd.

What OS? I'm wondering if the Linux/Mac installers don't have the (unused in vanilla, AFAIK) urban graphics included.
Vanilla folder graphics\illustrations should contain files urban_0[1-3].jpg, with the corresponding entries in settings.json->illustrations:
Code
"urban00":"graphics/illustrations/urban00.jpg",
"urban01":"graphics/illustrations/urban01.jpg",
"urban02":"graphics/illustrations/urban02.jpg",
"urban03":"graphics/illustrations/urban03.jpg",

But I want to push another bugfix soon anyway, so I'll probably just take them out for the time being.
To do this locally: comment out lines 150-153 in data/scripts/world/ExerelinSectorGen.java

would it be possible to use ships instead of wings to mine too?
I don't actually have any plans to implement mining for now, but if I do I'll keep that in mind!
« Last Edit: March 07, 2015, 05:45:40 AM by Histidine »
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Ahne

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #4 on: March 07, 2015, 06:45:50 AM »

Awesome man!

If this mod gets compatible with SS+ my life is complete!

Hahaha, great work indeed!

greetings
Ahne
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HELMUT

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #5 on: March 07, 2015, 08:36:15 AM »

Hmm, that's odd.

Actually nevermind. I'm just a braindead idiot that forgot to update his game to RC2. God i feel so bad...

Anyway, congrats on updating (N)Exerelin to 0.65.2, i'm sure a lot of people will be happy to see this mod working again.
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gruberscomplete

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #6 on: March 07, 2015, 08:47:51 AM »

Thank you I appreciate this.
Also this should be moved to the mods thread instead of hiding in the modding area.
After adding all the mods you mentioned, and after making a character, when it is starting the game by "creating trade fleets", it crashes, saying something like
: out of bounds:10.

UPDATE:
after reinstalling SS and all mods it worked. Thanks.
another update
After doing the above and starting with a crystantite ship, picked a fight with a one-ship fleet of "neutral" faction, defeated it, took more cargo than could carry, GAME CRASHED:
427339 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 5, FP2: 5, maxFP1: 200, maxFP2: 200
470935 [Thread-5] INFO  exerelin.world.InvasionFleetManager  - Get reserve size - failed to get key fake_market
475523 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.DiplomacyManager.reportBattleOccurred(DiplomacyManager.java:445)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
« Last Edit: March 07, 2015, 03:21:49 PM by gruberscomplete »
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Midnight Kitsune

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Re: [0.65.2a] Nexerelin v0.2.1 (hotfix 2015-03-07)
« Reply #7 on: March 07, 2015, 10:16:15 AM »

Dude, why isn't Exi in here? They were around in 54 and especially in 62!
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Histidine

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Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
« Reply #8 on: March 07, 2015, 07:56:46 PM »

Nexerelin v0.2.2
Download

Code
v0.2.2
- Compatibility with Exigency, II and Templars (once they're updated)
-- SCY too, but I forgot to uncomment the lines in rules.csv so you'll have to do it manually unless I update again by then
- Fix crash after fighting with independents
- Agents, prisoners, saboteurs less common
- Reduce reserve damage from saboteur action
- Lower chances of detection from destroying food
- NPC covert action interval increased 30 days -> 45
- Don't change storage submarket faction on market capture

After doing the above and starting with a crystantite ship, picked a fight with a one-ship fleet of "neutral" faction, defeated it, took more cargo than could carry, GAME CRASHED:
427339 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 5, FP2: 5, maxFP1: 200, maxFP2: 200
470935 [Thread-5] INFO  exerelin.world.InvasionFleetManager  - Get reserve size - failed to get key fake_market
475523 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.DiplomacyManager.reportBattleOccurred(DiplomacyManager.java:445)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
Thanks for report, fixed.

Dude, why isn't Exi in here? They were around in 54 and especially in 62!
'cos it crashes (on account of not keeping Exerelin compatibility in mind during the recent updates)
Don't worry, it'll be updated in time.
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xenoargh

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Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
« Reply #9 on: March 07, 2015, 08:01:57 PM »

Hey, this great, looking forward to seeing it get done.  It's so boring not having a conquer-the-Sector mod atm :)
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Re: [0.65.2a] Nexerelin v0.2.2 (update 2015-03-08)
« Reply #10 on: March 07, 2015, 10:34:16 PM »

Starting templar ship really needs to be the _sal variant.  The current one is the support one, making it nigh impossible to fight properly.
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Histidine

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #11 on: March 08, 2015, 01:39:30 AM »

Nexerelin v0.2.3
Download

Code
v0.2.3
- Fix misreporting of market captures
- Fix SCY support
- Fix Mayorate being listed in the wrong category
- Change starting Templar Martyr variant to Saltare
- Reduce default star/planet/station count
- Remove size 2 stations
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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #12 on: March 08, 2015, 01:43:47 AM »

Histidine, since you are updating this very often (appreciated!) I might suggest utilizing Version Checker here :)

Tartiflette

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #13 on: March 08, 2015, 01:48:48 AM »

Hum, Scy will need an update on my end to be compatible, since I removed the "Exerelin" check. But at least it should work as soon as I release something.
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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #14 on: March 08, 2015, 10:08:27 AM »

Huh, i did not even realize i made my mod (N)exerelin compatible. Oh well. Time to stomp some stations with the Rebirth-class.
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