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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)  (Read 753284 times)

Histidine

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(explanation)

Nexerelin v0.9.2d

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
  • Mine planets and asteroids for useful resources for trade, or some treasure
  • Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods

Changelog
Spoiler

v0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
    * Note: All currently spawned fleets in an existing game will cease to drop cores

v0.9.2c
* Infiltrate Luddic cell action displays reputation change if successful
* Fix issues with admins on market comm board not having their faction changed on market capture
* Text fixes/modifications

v0.9.2b
* Add new game option to control starting D-mods
* Local stockpiles on autonomous worlds can be accessed
* Invasion disruption time averages 30 days/round instead of using the industry's build time
* Saturation bombing a "hidden" market does not anger third parties
* Factions do not colonize any system with a hostile fleet exceeding 25 FP
* Factions will colonize inhabited systems that they control
* Adjust some under-the-hood war declaration, alliance vote logic
* Agents don't appear in hidden markets; hiring dialog explains where to find newly hired agents
* Covert action locations marked on map
* Blackrock's Consortium HQ protects against agents; spawns in random sector
* Custom starts can have compatibility with (non-)random sector defined
* Grey out incompatible custom scenarios with tooltip warning, instead of hiding them
* Fleet request organize time can be adjusted in settings.json
* Bugfixes
    * Fix relationship irregularities when accepting a commission
    * Fix NPC base strike relationship checks, being always marked as important
    * Fix expired tribute demands doing nothing
    * Fix free port status of colonies whose faction should have it
   * Fix hard mode diplomacy penalties applying between NPC factions
    * Fix invasion failure double reporting when autoresolved
    * Reverse compatibility with pre-0.9.1d saves

v0.9.2
* Add NPC colony expeditions
    * About once every 9 months (increasing with number of existing NPC-founded colonies) starting cycle 207
        * Interval can be changed in config
    * Not all factions will create colonies
* Add custom scenario system
    * Currently has one scenario: "Derelict Empire"
    * Mods can add more scenarios
* Add custom start options
    * Spacer start (same as before)
    * Derelict fleet (medium/large)
    * "Cabal friends"
    * Mods can add more custom starts
* Player markets can be granted autonomy
    * Market remains part of player faction, but does not generate direct income or incur costs, and does not contribute towards player colony or admin limit, and behaves in many ways like another faction's market
    * Grant or revoke autonomy by talking to a base official
* Add conquest missions
* Invading a market causes the "increased defender preparedness" effect on other markets
    * Applies to all markets of the targeted faction and their allies, and all inhospitable or worse markets in system
* Random sector improvements/adjustments
    * Default max markets per system 5 -> 4
    * Pirates get orbital works at start (was heavy industry)
    * Lower generator's dislike of hazard conditions
    * Fix industry generation to work properly
* Add enhanced start relationships for non-random sector
    * e.g. League and Diktat are now only Welcoming instead of Cooperative
    * Can be disabled in config
* Factions will periodically attack and destroy pirate/Pather bases on their own
* Invasions won't make any industry disrupted for longer than 1 year
* 33% higher rep from transferring a market to its original owner
* Reduce rep value of industries during planet transfer by 2.5 times
* Modify some diplomacy handling for saturation bombardments, tribute rejection
* Some Interstellar Imperium compatibility changes
* Add Cathedral as Luddic Church start fleet (with SWP)
* Move max agent count to config
* Update random start ship handling for Starsector 0.9/0.9.1
    * This is not intended to change random fleet composition, but it might
* Update Remnant raids' drop table to match other Remnant fleets
* Adjust Remnant raid target picking logic
* Spacer start monthly debt can be modified in settings.json
    * Will not apply to previous versions' saves
    * Enter `runcode exerelin.campaign.customstart.Nex_SpacerObligation.replaceObligation()` in console to update such a save
* Add old Persean League flag as a player flag
* Some GUI/text tweaks
* Bugfixes
    * Fix removing Pather cell on another faction's market giving too much reputation
    * Fix a bug with random pirate start ships
    * Fix error in rep gain on market capture
    * Fix some possible crashes if player takes control of Prism Freeport (through console)
    * Fix Prism's freeport status in random sector
    * Fix small amounts of crew sometimes being lootable even with crewLootMult == 0
    * Remove prohibition on officer levels >29 (you still won't be able to level past this, but it won't crash)
[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).

Known bugs
Consider using the Bitbucket issue tracker for bug reports, it makes them less likely to be lost/forgotten.
Spoiler
  • Text can get cut off at bottom of faction directory (just click the button again to displace it up)
  • Faction relationships with factions that have an alliance may not be reset properly if the player leaves their current faction
[close]

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 use Nexerelin as a library, it may be possible (in principle) to check for Corvus mode at the new game stage, simply by checking if Corvus (or some other vanilla system/planet) exists. I haven't tested this yet however.

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 open data/config/exerelinFactionConfig/mod_factions.csv and add your faction to the list.

3) Non-random sector support
Open data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv and add the 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]

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
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
« Last Edit: July 16, 2019, 04:19:06 AM 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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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

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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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Dark.Revenant

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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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MesoTroniK

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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 :)
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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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