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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 v0.9.5f "Corporate Warfare" (fixes 2019-11-17)  (Read 970405 times)

Histidine

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(explanation)

Nexerelin v0.9.5f

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

v0.9.5f
* Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
* Scy mod no longer disables Prism Freeport
* Fix faction bounties generally not paying out when they should
* Fix hidden markets being targeted for industry disruption missions, for real this time
* Hopefully fix invasion fleet AI behavior for good
* Fix reinforced defenses condition not expiring
* Fix new NPC colonies getting lobster pens
* Fix some interaction dialog stuff not updating on market transfer

v0.9.5e
* Autonomous colonies
    * Player receives 20% of net income/loss
    * Remove false claim that autonomous colonies contribute to global market size
* Raid adjustments
    * Don't drop blueprints for base package (known to player at start) ships, weapons, or fighters
    * Drop more ship weapons
* Disruption missions don't target hidden markets or undisruptable industries
* Fix strike fleets generating vengeance points when they shouldn't
* Fix use of vengeance saturation bombardments instead of invasions having a 100% chance (if conditions are met)
* Fix free skill points at start by repeatedly selecting spacer start and going back
* Tiandong mod compatibility for fleet joining in certain contexts

v0.9.5d
* Anti-savescum for raid loot
* Reorder colony official interaction dialog options
* Fix EconomyInfoHelper crashes
* Fix saturation bombardment event crash
* Fix disruption missions not timing out
* Turn off officer max level check

v0.9.5c
* Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
    * This is a balancing placeholder pending a rework of the fleet request system
* Config toggle for raids only dropping blueprints once
* Fix Grand Sector support
* Fix mining fleets not spawning with the correct combat readiness

v0.9.5b
* Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
* Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
* Fix insurance being paid without commission
* Fix an agent/economy crash
* Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
* Fix random sector generation potentially cleaning up entities it shouldn't
* NPC colony growth messages can be hidden via settings

v0.9.5
* New features
    * Add saturation bombardment event
    * Add industry disruption mission
    * Add colony governorship purchases from commissioning faction
    * Add "reinforce ground defenses" option with base officials
    * Add diplomacy trait system for factions
    * Add NPC relief fleets
* Agent enhancements
    * Agents will specifically target economic competitors
    * Several actions cheaper; buff destabilize market action
    * AI admins reduce agent success chance by 25%
    * Show agent travel on intel map
    * Fix agents showing injury recovery success chance
    * Fix agents possibly attempting to sabotage population industry
    * Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
* Revamp insurance
    * Show breakdown of payouts
    * Reinstate payment for D-mods
    * Rework payout calculations
* Player raid rebalance
    * Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
    * Can raid for blueprints already known to player
    * Each blueprint can only appear in raid loot once per game
* Rework Starfarer mode effects on diplomacy
    * Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
    * Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
    * Fix direct disposition penalty not applying to commissioned faction
    * Externalize values to settings.json
* Faction respawn event
    * If would-be respawnee has no enemies, make one
    * Clearer messages for console command
    * Fix some behavioral/UI issues
* Conquest mission
    * Reward based partly on target's income
    * Fix mission counting down twice as fast as it should
* Colonies/markets
    * Add enhanced core worlds setting
        * Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
    * NPC colonies can grow to size 10 by default
        * NPC colonies founded mid-game by a colony expedition are limited to size 6
    * When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
    * New NPC colonies start with 100k growth incentive
    * Outpost and autonomous colony storage fees removed; can store illegal goods
    * Can't transfer a market to another faction if it lacks a spaceport
    * Counter to "give heavy industry planet away, raid for blueprints" exploit
        * Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
    * Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
    * Tri-Tachyon gets fewer AI cores in random sector
* Miscellaneous
    * Fuel availability contributes to invasion points
        * Points required for invasion 20000 -> 24000 to compensate
    * Prisoner rep value 0.05 -> 0.04
    * Defenders get a 1.25x defense bonus during invasions
    * Pirate factions more likely to have diplomacy events with each other
    * Don't create procurement missions for commodities that no-one produces
    * Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
    * Alliance intel shows which factions can join; fix wrong title
    * Reduce Tri-Tachyon and Church's base negative disposition towards each other
    * Fleet request main menu shows target star system
    * Grand Sector support (no need to modify core files any more)
* Bugfixes
    * Hopefully actually fix invasion fleets getting distracted
    * Fix a crash involving local resources submarket
    * Fix player homeworld in random sector being autonomous
    * Fix some start options being inaccessible when too many factions are loaded
    * Fix other factions doing diplomacy with player faction when player is commissioned
    * Fix Cabal still spawning in random sector when disabled in Underworld config
    * Faction raid condition updated when an affected market is transferred
    * Blueprint trader: Fix known fighter check looking in player's known weapons
    * Fix a possible stutter issue with NPC fleets' Sustained Burn
    * Remove legacy stuff involving relationship changes after resigning commission
    * Remove hidden nerf to some factions' vengeance fleet sizes
    * Reinstate max officer level check on application load
[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).

Report issues on Bitbucket

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 import Nexerelin as a library, you can check for random sector at the new game stage by checking if Corvus (or some other vanilla system/planet) exists.

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 make a copy of data/config/exerelinFactionConfig/mod_factions.csv in your mod. Edit this copy to contain your faction(s) (and only yours; the other factions should remain in Nexerelin's master copy).

3) Non-random sector support
Copy data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv in the same way and have them contain 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: November 17, 2019, 05:22:07 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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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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