Starsector > Mods

[0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)

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Histidine:

(explanation)

Nexerelin v0.11.1b

Requires LazyLib, MagicLib
Integrated with Version Checker

Download

Make sure UAF is updated to 0.74a1 or later and Arma Armatura is updated to later than 2.2.4

Previous downloads

On Nexus
Git repository

Ko-fi


Can be added to existing save; updates will almost always be save-compatible for several versions
Make sure to delete your old Nexerelin folder before installing a new full version!

Having problems? Visit the Mod Troubleshooting Guide!

Third-party translations
Only provided here for convenience, not quality-checked or otherwise endorsed.
Russian by WhitePulsar (partial MTL)
Chinese (TBD)

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 operatives 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 GitHub

Quick help
Alliances
Mining
Faction config files

FAQ

Changelog
## v0.11.1b (2024-02-11)
* Compatibility with Starsector 0.97
* Fix some logic in faction respawn
    * Previously eliminated non-playable factions will no longer be marked as 'alive' if they get a market again
    * Factions that shouldn't have strategic AI will no longer get one when respawning
    * Avoid potential cases of double counting respawn attempts
* Vengeance fleets no longer spawn from hidden markets
* Fix NPC heavy units in ground battles not having their fleet set
* Log an error and continue instead of CTD if ground battle tries to load a plugin that doesn't exist
* Diplomacy events should no longer happen in new game time pass

Spoiler## v0.11.1 "Clausewitz Protocol" (2024-01-13) ##
### Changes from beta 0.11.0x ###
* Strategy AI fixes/adjustments
    * Don't start wars with negative diplomacy actions if war weariness too high
    * Try to fix offensive fleet actions being used against non-hostile markets sometimes
    * Add a setting for hiding strategic AI of other factions from intel
    * Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
* Rework ceasefire prevention check, should be more reliable now
    * Factions should not ceasefire if military action between the two sides is ongoing, counting allies
    * Invasions, raids etc. will not block ceasefire if still in the initial planning stage
* Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
* Academy stipend can be disabled in new game settings
* Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
* Officer death setting: survival chance also uses crew loss mult modifier
    * Destroyed ships still have an officer survival chance if crewLossMult < 1
* Raids no longer attack hidden markets in the target system
* Fixes
    * Fix custom starts being broken by new backgrounds feature
    * Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
    * Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
    * Fix error from merc fleet gen plugin not being restored on game load
    * Fix transmitting update when a rebellion suppression fleet is defeated
    * Fix 'alliance offer to own commissionee' bug
    * Fix logic for when lower relations action chooses to show min relations
   * Fix a rare crash with strategic AI raids
   * Try to prevent cases of covert actions targeting self or friendly
* Salvation mission points player more directly to Arroyo
* Wiping out independents no longer removes them from market transfer list
* Show daily invasion point increments in diplomacy profile and strategic AI intel
* [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
* [Modding] Ground battle features, fixes
    * Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
    * Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
        * This also applies to the commodity amount display for the commodities those units use
    * Fix ground units using a bunch of hardcoded stats instead of reading from config

### Gameplay ###
* Develop strategic AI to a releasable state
    * This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
    * Can be enabled in settings (default off)
    * Mods can modify or add their own strategic 'concerns' and 'actions' to the system
* Add a new personal background system in new game dialog, by Lukas04
* Add a new Remnant story mission, "File Drawer Problem"
* Rearrange order of Remnant story missions
    * Fragments and File Drawer Problem require Welcoming reputation
    * Showdown requires Friendly reputation and completing either of the two previous missions
    * Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
* Gameplay improvements to some Remnant missions
    * Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
    * Also try to fix janky behavior by the ally fleet in Salvation
* Invasion points are still generated in peacetime, at 25% the base rate
* Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
    * Pending a potential broader overhaul of resources available to NPC factions
* Lower ground battledrop cost mults for ground defenses
    * Ground def 1.5 -> 1.25
    * Heavy batteries and planetary shield 2 -> 1.5
* Prism checks no-sell tag for weapons as well
* Enhanced vanilla systems adjustments
    * Tigra City has sparse ore and poor farmland instead of moderate ore
    * Eventide has midline instead of high tech battlestation
* Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
* Player special task groups get a 20% discount on operating expenses
    * Revive costs unchanged
* Selling survey data to a faction will increase its chances of being picked for colony expedition
    * Faction loses its bonus after being successfully picked
* Add a new game setting to disable having neighbors in own faction start (non-random sector only)
* `invasionPointsPerPlayerLevel` default set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)
    * Also fixed value not being read from config file
* Buy ship offer shouldn't pick a Sierra ship
* Pirate activity on NPC markets won't target non-hostile markets
* Remove Luddic Path's factional market condition (+10% accessibility)
* Factions vote yes on alliance vote if their current relationship is the same as the target one
* Can offer RAT abyss cores to the hypershunt discovery encounter

### UI ###
* Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
* Faction directory can also print all markets with revanchist claims
* Player auto-move in ground battles has option to allow deploying new units from orbit
* Counter-invasion intel also appears in colony threats
* Ground battle defender strength estimate accounts for modifiers
* Lower sound effect volumes for ground battle outcomes

### Text ###
* Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
* Fix a diplomacy setting description being under the wrong setting
* Fix ceasefire offer intel missing its title

### Bugfixes ###
* Fix crash if have active patrol package but no hostile activity intel
* Fix a brawl mode crash
* Fix ceasefire offer crash if relations are already at max
* Fix a crash that could happen when checking a market's original owner
* Fix crash when using military base starting bonus with own faction start
* Maybe fix fleet event crashes if star system has no jump points
* Crash safety for special task group generation
* Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
* Fix ground defenses being disabled by ground combat sometimes
* Fix some bugs/exploits with AIM merc companies
* Try to fix recruit operative action sometimes failing
* Fix repeat relations setting not working with lower relations action
* Fix own faction start potentially having both patrol HQ and military base if starting on a moon
* Make random sector's Kanta's Den get appropriate memory flags
* Fix admins disappearing from comm board in faction ruler mode
* Fix heavy industry transfer-and-raid exploit when time isn't advanced
* Fix The Usurpers quest still trying to start in random sector
* When playing music in personal info intel, try to make it go away when done
* Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
* Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
* Remove relationship syncing from Derelicts

### User config ###
* Add setting for 'skip story' default to LunaSettings
* Add settings.json option to have no rep penalty with third parties for sat bomb
* Enable indirectly changing the min/max value of LunaConfig settings
    * If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max

### Modding ###
* Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
* Custom start defs can be added and modified via code
* Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
* Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
* Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
* Fix SectorManager's present factions list never actually losing elements

### Misc ###
* Add GraphicsLib maps for boss ship, by Himemi/Cieve-san
[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, Mace: Captured planet descriptions
The SS mod community: various content contributions, tips, pointers and feedback
Zeke "MesoTroniK" W.: Starsector team assistance
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]

Tartiflette:
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]

HELMUT:
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)
--- End code ---

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

Histidine:

--- Quote from: HELMUT 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)
--- End code ---

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

--- End quote ---
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",
--- End code ---

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


--- Quote from: Tartiflette on March 07, 2015, 02:53:31 AM ---would it be possible to use ships instead of wings to mine too?

--- End quote ---
I don't actually have any plans to implement mining for now, but if I do I'll keep that in mind!

Ahne:
Awesome man!

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

Hahaha, great work indeed!

greetings
Ahne

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