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Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 926937 times)

Histidine

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[0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: March 07, 2015, 12:40:41 AM »


(explanation)

Nexerelin v0.9.4c

Requires LazyLib
Integrated with Version Checker

Download + hotfix*

*Fixes the LocalResourcesSubmarketPlugin crash after market capture. Place in Nexerelin/jars

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

v0.9.4c
* GUI
    * Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
    * Show distance of potential agent travel destinations
    * Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations

v0.9.4b
* Fix outposts stockpiling the wrong commodities
* Fix decivilized trade event being in debug mode

v0.9.4
* Add "diplomacy profile" intel
    * Intent is to make diplomacy a bit less opaque
* Improvements/fixes to diplomacy AI
* Diplomacy base interval 10 days -> 15
* Random sector enhancements
    * Stations now found in asteroid belts/fields and rings, no longer appear around non-gas-giant planets
    * Factions are less likely to build mining when ore/rare ore deposits are marginal
        * Such planets are also less likely to be colonized later
    * Ensure each faction has a starting heavy industry (if it would normally get one) in Derelict Empire mode
    * Ensure someone has a synchrotron core, if none were generated normally
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Modify bar delivery event
    * Less "greedy" about going to faraway destinations
    * Don't request deliveries to Derelict Empire markets
* Heavy Armaments can be used in player invasions
* Small factions will have reduced maximum invasion size
* NPC markets/colonies:
    * May build new structures and industries on size up
    * Properly handle colony expeditions when interval is short
    * Colony expedition launcher retries faster if event fails to generate
* New config options
    * enableInvasions: Set to false to disable invasions while keeping raids
    * allyVictories: Disables ally victories if false
* Procurement missions will temporarily increase local supply of that commodity, if done through legal channels
* Blueprint trader won't sell no_bp_drop items
* GUI
    * New game dialog improvements
        * Display starting fleet after selection
        * Move Prism Freeport and starting scenario to "other options" menu (prevents sector settings menu from overflowing on 768 px height screens)
    * Add "go to agent" button on player agent actions
    * List heavy industry markets in faction directory
    * Pirate activity intel doesn't inappropriately display relationship modifiers for accessibility/stability penalties
    * Add/update some tooltips
    * Fix UI issues when player is docked at a planet's station, sells the station, then transfers the market
* Bugfixes
    * Fix brawl mode defense fleets not despawning
    * Fix independents not spawning by default in random sector
    * Fix invasions/raids being spawned from hidden bases
    * Fix some issues with local resources submarket
    * Fix Prism still having military submarket, high-end seller CR bug
[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: October 10, 2019, 06:41:21 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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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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