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News: Starsector 0.8a is out (hotfix is up!) ; New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17)
 
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Author Topic: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)  (Read 283733 times)
felixsimon
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« Reply #1290 on: May 03, 2017, 09:15:07 PM »

Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree  Grin
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Kali666
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« Reply #1291 on: May 04, 2017, 03:36:16 AM »

Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree  Grin

And I've never seen the cost of supplies go under 80 bucks a piece, which makes bigger fleets expensive as ****.
I'm at a point where pretty much the only reliable money income is bounties, but at least 90% of them have fleets which are too strong for me (most of those times it's the carriers with nigh infinite fighters which just shred me to pieces)
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Mealstrom
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« Reply #1292 on: May 07, 2017, 03:08:54 PM »

Would it be possible to make this version of nexerelin where faction VERY slowly expand into the void? I mean it could be an option but seeing the sector actually expand to other planets seems like something viable now that there is exploration... heck they might become small outposts but they would provide fuel and supplies for long trips out and maybe giving surveys will be the way they would expand...
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Histidine
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« Reply #1293 on: May 08, 2017, 04:49:00 AM »

Colonisation of uninhabited worlds (and more, the NPC factions doing it) is pretty stretch goal stuff; i.e. not happening in next release.
(Also it'd make my life a lot simpler to be able to wait for Alex's implementation first!)
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SierraTangoDelta
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« Reply #1294 on: May 13, 2017, 10:02:04 AM »

Yeah I'm sure the next big update to the base game will involve outposts and the like.
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dk1332
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« Reply #1295 on: May 13, 2017, 12:38:59 PM »

If the colonization becomes a thing(well soon), I can't wait what nexelerin has in store for us. Maybe an event with two(or more) warring factions racing to secure a habitable planet (especially a Terran world) or any class 3-5 planets?  Wink
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Histidine
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« Reply #1296 on: May 14, 2017, 02:30:54 AM »

IMPORTANT NOTE FOR MODDERS

The removal of reflections in Starsector 0.8 means the old Nexerelin compatibility check (used in many mods) will no longer function.
Instead you will need to include ExerelinCore.jar as a library in your mod project, and call SectorManager.getCorvusMode() directly.
A partial example is provided below:

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());
    }
    //[...]
}


(not guaranteed to work with Janino runtime compilation)
« Last Edit: May 14, 2017, 02:34:22 AM by Histidine » Logged

Linnis
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« Reply #1297 on: May 16, 2017, 10:19:02 PM »

Will we get a 0.8 release, this is my must have mod!!!!!!!
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Recklessimpulse
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« Reply #1298 on: May 17, 2017, 06:27:15 AM »

I've seen the answer to this so I'll answer it. Nope, this mod relies on something that got bugged in the last Star Sector release it will be fixed in the next update but until then no Nexerlin for us.
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Linnis
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« Reply #1299 on: May 17, 2017, 09:00:16 AM »

Aye, thank you kind serr
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