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Author Topic: [0.9a] Nexerelin v0.9f2 "War, War Never Changes" (hotfix 2019-02-15)  (Read 648889 times)
Histidine
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« on: March 07, 2015, 12:40:41 AM »


(explanation)

Nexerelin v0.9f2

Requires LazyLib
Integrated with Version Checker
Compatible with DynaSector, Ship/Weapon Pack, Underworld

Download

Previous downloads

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
Code:
v0.9f2
* Fix multiple stacking free port conditions on NPC markets

v0.9f
* Adjust invasion fleet scaling
    * Station officers count half as much as they did before
    * Patrols + station together count for a further 25% less
    * Add factor based on square of market size
* Independents and pirates are non-territorial
* Disable NPC market growth (previously they grew up to size 3)
* Fix inappropriate resetting of free port bonuses on NPC markets, or when player captures a market
* Fix possible bug delaying effect of admin bonus from population

v0.9e
* Player can start with some special items (e.g. blueprints) depending on starting faction; implemented starting blueprints for some factions
* Alliance members will vote no to declaring war on someone they're Friendly or better with
    * Will defy a yes vote if they like the target more than the ally involved
* Factions may require inhospitable relations to declare war (or may not do it all), depending on alignments
* Periodically set/unset free port status for NPC markets if they should/shouldn't have it
* Deciv event: Fix crash; refugee event chance is multiplied by hazard rating
* Remove random variation from console-spawned invasion fleet size
* Fix a bug in invasion/raid strength estimates shown in GUI
* Fix devmode dialog options sometimes appearing without devmode

v0.9d
* Invasion fixes, adjustments
    * Fix various bugs in non-auto invasion resolution
    * Invasions can't increase recent unrest beyond (number of rounds) * 2
    * Fix per-round damage sometimes being too low
    * Fix possible bug where the same invasion fleet could make multiple invasion attempts
    * Invasions/raids will be canceled if spaceport is disrupted or nonexistent during assemble stage
    * Invasion disruption time reduced if defender's damage that round exceeds attacker's
    * Fix raids not causing stability damage
* Compatibility with Vast Expanse mod
* Add a random event at decivilized worlds
* Ceasefire length 90 -> 150 days
* Aquaculture planets in random sector have lobster pens
* Gain admin cap bonus based on empire size
* Vengeance points from raids lowered 25%
* Alliance intel GUI tweaks; fix invalid text on leaving alliance

v0.9c
* Add ceasefire offer intel item
* Vengeance fleet adjustments
    * Smaller in general
    * Quality bonuses only from vengeance tier, not fleet size
    * Fix time to spawn display in bullet points
* Remnant raiders can drop AI cores; don't retreat from battle
* Adjust invasion size scaling vs. stations
* More accurate invasion/raid strength estimates
* New random sector features
    * New start setup option: Randomize faction spawn weights
    * Rebalance random sector industry spawning
    * Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
        * This is a placeholder for future starting blueprint options
* Add global invasion/vengeance fleet size mults to config
* New blue player flags by Soren
* Intel screen accessible from non-dock special menu
* Easier handling of market arguments for SpawnInvasion/RaidFleet console commands
* Fix some random sector landmark issues (particularly abandoned station in star)
* Fix defense strength tooltip when requesting an invasion fleet
* Fix issue with alliances declaring war not long after making peace

v0.9b
* Fleet request improvements
    * Fixed NPEs, erroneous strength display
    * Display intel item on launch, even when outside of comm relay range
    * Nicer GUI
* Base strike mission: Fix base kill sometimes not working properly; adjust autoresolve time
* Random sector: Setup dialog options for max populated planets, stations per system
* Fix blueprint trader stock refresh cooldown being reset after purchase
* Adjust raid intel bullet points

v0.9
* Invasion task forces capped at 2k FP
* Invasion fleets don't drop marines when killed
* Player faction does not launch invasions or raids on its own by default (can be changed in config)
* Mining fleets can have partially filled cargo on spawn (to simulate them having existed for a while)
* Stabilization package effect defined in config
* Remove obsolete alliance list dialog option
* Fix base strike event crash
* Fix legacy covert ops manager still being added to game
* Fix aquaculture procgen

v0.8.5
* Add fleet request dialog
* Invasion improvements
    * Stability penalty halving for failed invasion applied after -5 cap
    * Invasions won't increase recent unrest beyond -10
    * If player is commissioned with a pirate faction, player colonies won't get invaded except where normal pirate markets could be invaded
    * Fleet sizes obey faction doctrine
    * Super-sized invasion fleets are now only 50% bigger instead of 100%
    * Invasion points required 12000 -> 18000
    * Invasion points accumulate more slowly the more invasions are ongoing
    * Invasion points per player level 1 -> 0.5, economy mult 0.3 -> 0.5
    * Reduce strength of, unrandomize invasion size scaling that tries to match fleet size mults of defender markets
    * Marines per invasion fleet capped at 2,500
    * Fix improper autoresolve strength calculation
* Add faction raid fleets
* Market capture reputation rebalance
    * Base gain from capture now size-2 (was size)
    * Gain from capture halved for pirate factions and Templars
    * Andrada option rep penalty now 5*size (was 4*size)
* Being hit by raids/bombardments and failing in invasions/raids increases war weariness
* Markets can be transferred to destroyed/non-spawned playable factions
* NPC factions will build appropriate industries on a market captured/received from player
* Adjust Prism stock handling
* Higher export value for domestic and luxury goods, lower for drugs
* Stats tracker includes markets raided and bombarded
* Fix vengeance fleet sizing, spawning
* Fix Prism Freeport hang on trying to trade
* Fix null error in comm link

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.
  • 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

Quick help
Alliances
Mining
Faction config files

FAQ
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)
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) Add your faction to rules.csv
No longer needed!

4) Corvus mode 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.

My wishlist
Revamped capture system
Enhanced diplomacy
(note: doing any of this depends on whether I still want to work on stuff at that point; none of this may ever get done)

Credits
Zaphide: the original Exerelin
Dark.Revenant: much coding help; SS+ compatibility
Psiyon: backgrounds
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: February 15, 2019, 07:31:23 AM by Histidine » Logged

Tartiflette
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« 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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« 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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« 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 » Logged

Ahne
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« 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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« 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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« 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 » Logged

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Midnight Kitsune
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« 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.

Tired of having your game crash because of out of date mods? Then click here!
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Histidine
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« 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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« 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 Smiley
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Dark.Revenant
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« 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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« 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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« 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 Smiley
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Tartiflette
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« 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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« 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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