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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013120 times)

Kali666

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1290 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  ;D

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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Maelstrom

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1291 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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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1292 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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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1293 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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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1294 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?  ;)
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1295 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 »
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Linnis

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1296 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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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1297 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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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1298 on: May 17, 2017, 09:00:16 AM »

Aye, thank you kind serr
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Elijah

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1299 on: June 03, 2017, 02:00:43 PM »

Has the 0.8.1a release fixed the error?
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Midnight Kitsune

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1300 on: June 03, 2017, 04:19:35 PM »

Has the 0.8.1a release fixed the error?
Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested
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Ryu116

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1301 on: June 03, 2017, 04:22:33 PM »



I can understand that all of you, including me are very excited with 0.8.1a being released.  However, like Midnight Kitsune said, we need to calm down and let modders take their time to work on mods before releasing new versions.  In meanwhile, enjoy SS 0.8.1a with faction mods for time being.

« Last Edit: June 03, 2017, 04:24:40 PM by Ryu116 »
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Elijah

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1302 on: June 04, 2017, 03:11:55 AM »

Has the 0.8.1a release fixed the error?
Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested

eheh, just wondering if the bug was fixed, not if the mod was ready xD You didn't really answer my question :)

P.S.: How can you blame me if this mod is this good ._.
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forsaken1111

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1303 on: June 04, 2017, 08:09:11 AM »

He just asked if the bug was fixed. Bit of an overreaction there
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Kanil

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1304 on: June 04, 2017, 08:11:33 AM »

I agree with Elijah, there's a meaningful difference between "can progress now be made?" and "is it ready yet?"
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