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Is it possible to merge other mods into Exerelin? Like ironclads for example. Just the ships and weapons. Is that even allowed? I really have no clue how these things work
'Allowed' I guess depends on whether both mods provide you the source code to edit yourself

I'm quite happy for you or anyone else to hack apart Exerelin for your own use to your hearts content

(all Exerelin source code is provided although you may need to recompile bits of it depending on what you change). I cannot speak for Okim (author of Ironclads) but if Ironclads provides the source code (I haven't looked at the most recent releases) then there is not much either of us can do if you want to use it

Possible to merge? Yeah. Easy? Probably not for the faint-hearted. It really depends where you want to end up. If you wish to just use the factions in the Exerelin framework you would need to take out most of the scripts from the other mod and then follow the guide on the OP about supporting factions in Exerelin. If you wish to add the faction warfare/diplomacy part to the existing Ironclads mod then I would suggest that would be more difficult, at least till I refactor things in Exerelin a little more.
My saves seem to like randomly corrupting too. Probably 9 or 10 times so far. Half the time if i restart the game the save will somehow un-corrupt itself, but yea.. Did i forget to do something, or does that just kinda happen?
Yeah it's a bug in Exerlein 0.6. I have fixed it for the next version.
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I think that's how it works? Zaphide, little help? 
Pretty much (see above)

Zaphide, have you considered using the compressSaveGameData feature? Fairy Empire used that to keep its save files small. Even with a single star system, that mod managed to create an even bigger file that Exerelin does (than my 4 system save).
Thanks for reminding me; I will turn that on for the next release. I actually never get this problem myself (even with 500MB+ saves).
I tried playing with the Neutrino Corp yesterday, and noticed that the faction indeed still works, except for the fact that they don't send out Boarding Fleets any more.
Hmmm this doesn't seem to be an issue for me?
Blackrock Driveyards not compatible with Exerelin huh? 
http://fractalsoftworks.com/forum/index.php?topic=4018.0
Not quite. It will be supported in the next release, but it will still require some manual changes unfortunately.
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... is an amazing game! I probably liked EV Override better but still, EV Nova was absolutely brilliant.
This mod is awesome. It will be interesting to see how it develops along side the Vanilla game, since it seems like most of what you are doing is stuff that's not in the Vanilla game yet... at least in some fashion. I wonder how much influence you will have on the finished game.
Haha yes I suspect core StarSector features will replace a lot of this mod eventually, and it will be 100x better

Until then... well it is an interesting coding experiment for me, and Alex & Co have done an absolutely amazing job with modding support.
It's something really special when your favorite game to play is also your favorite game to mod. What more can you ask for?
Still, I guess it depends how those features are implemented in core StarSector. Perhaps Exerelin will survive as a alternative game mode or similar

While I'm anxiously waiting for the 0.6.1a version before I start a new game up, I'm looking at other mods and thinking it would be great to see more factions compatible with this. I'd love to have The Nomads faction in Exerelin, for example.
Keep up the good work.
Nomads are a great faction. They were supported in 0.54 and perhaps will be soon. I would love to implement it in a way to stay true how Trylobot has them in the Nomads most recent version; roaming the stars, rather than conquering stations but it would mean adding a huge amount more code (although then I could use it for other factions/groups too...)
Just started up a new game on the latest snapshot download, and found my system occupied by no less than two rebel fleets within a few days of my first station popping out their initial mining fleets, despite sharing my system with the TriTachs. Not sure what's going on?
Also, I appreciate the new diplomacy options in the station menu - but maybe they belong after the repair option, just above Leave?
Oh, and the new expanded list of system count options now overflows off the bottom of the menu. It's too bad Alex can't add some additional controls to the menu system - a simple counter control with an upper and lower bound, or maybe just a generic text box with an input validation callback would go a long way towards simplifying some of these dialogs.
Ah so some people do play the most recent builds? Good to know

I guess the only thing to be aware of is it may not be save compatible between builds, and obviously bugs

Rebel fleets are now smaller and will spawn from the outset of the game, mainly to provide light combat options for starting out. They will scale (until a point, and with some leeway) with your fleet size.
Hmmm yes maybe I should move those options.
Yeah it does overflow, looks a bit ugly but still I think I'll leave it there as you hardly spend much time looking at the game setup options anyway
