Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2 3 ... 283

Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1814694 times)

Histidine

  • Admiral
  • *****
  • Posts: 3434
    • View Profile
    • Bitbucket profile
    • Email


(explanation)

Nexerelin v0.10.3g

Requires LazyLib, MagicLib
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
    • Alliances offer mutual assistance in times of war
    • Planet descriptions can change as territory is won and lost (in development)
  • More things to do
    • Mine planets and asteroids for useful resources for trade, or some treasure
    • Use operatives to subvert other factions to your own ends
    • Requisition fleets from your colonies to carry out tasks
    • Pay tribute for the right to infringe on factions' territory
    • Bring aid to troubled worlds to keep them from decivilization
    • Turn in prisoners for reputation or cash
    • Browse the Prism Freeport for rare and pricey ships
    • Construct remote outposts to aid exploration
  • More events
    • Remnant raids
    • Relief fleets
    • Vengeance fleets
  • New starting options
    • Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods
    • Begin your journey with a range of starting factions and ships
  • Gameplay tweaks
    • Befriend pirates to lower the effects of their activity on your colonies
    • Lower tariffs on trade
    • ...and more enhancements

Report issues on GitHub

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?
  • Conquest victory: Your faction or alliance controls a simple majority of the total market size in the sector, or two-thirds of the heavy industries (not weighted by size).
  • Diplomatic victory: You are friendly or better with every faction.
  • Story victory: Complete the Galatia Academy quest.
Note that pirate-type factions (including Luddic Path) are not counted for victory conditions with default config settings.

How do I disable a vanilla faction from interacting with the invasions, diplomacy and such?
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]

Changelog
Spoiler
## v0.10.3g ##
* Mining harassment fleets are 30% smaller when they're Remnants
* Fix NPC ground units stealing player's marine XP when generated
* Fix crash after purchasing governorship of a market with scheduled NPC construction
* Fix a minor GUI issue with unofficered merc ships

## v0.10.3f ##
* Fix invasions not autoresolving if player is far away
* Try to fix misleading invasion intel title if ground battle succeeds before invasion success notification is sent

## v0.10.3e ##
* Fix hang on generating fleet for an invasion intel that was started in previous version

## v0.10.3d ##
### Gameplay ###
* Ground battles
    * Implement ground battles for NPC invasions
        * These will obey the legacyInvasions setting as well
        * Also change invasion marine counts to use a total figure (across all fleets) instead of per-fleet
            * This also affects legacy mode; please inform me if invasion success rate changes significantly
    * Add a sneak attack bonus if player reached the target undetected and without combat
    * Reduce defence bonus of most military structures slightly
    * EW ability reduces effect of ground defenses/heavy batteries by 30% (was 25%)
    * AI adjustments
    * Add a tutorial/story mission
* New game stuff
    * Start with a contact on starting planet
    * Non-random sector: Hegemony starts hostile to League, and Tri-Tachyon to Luddic Church (to mimic vanilla starting hostility events)
    * Random sector/own faction start: Optimize core system finder a bit, don't pick systems with plaguebearer
    * Use a couple more station images in random sector
    * Skip story option starts with the three potential story contacts available
        * Also sets up academy properly, if player should choose to visit
    * "Solo frigate" start renamed to "Frigate (classic)", now includes vanilla tutorial starting frigate pairs
* Rebellion improvements
    * Increase initial strength of rebellions (except those caused by successful invasion)
    * Reduce and cap effect + heavy arms cargo of suppression fleets
    * Instigate rebellion action gets bonus chance of success in 'liberation' cases
        * Initial rebel strength mult for rebellions by market's original faction also applied (with smaller mult) when current faction is not original faction, and rebel faction is a third party
    * Reduce total agent level required for information by 1 for each detail level
        * Now sponsor faction is known at level 1, strength colors at level 2, strength values at level 4
* Add a station construction mission for pirates and Remnants
* Bounties no longer a priority mission for Remnant contact
* Operatives' destroy commodity action stacks between multiple operatives
* Deciv colony 'revival' event is now permanent until accepted; adds an intel event for player to find it again
* Player-requested colony fleets are always from player faction, even if launched from commissioning faction's market
* Get story point refund if officers (mentored and/or with elite skills) are lost
* Add handling for special task groups that have lost their faction
* Hypershunt special encounter has Remnant faction, to avoid some weirdness
* If not killed, hypershunt special encounter will try to hang around the shunt instead of despawning

### GUI ###
* New, improved faction directory
    * Can search for planets with certain industries (heavy industry, fuel production, military base, and IndEvo's academy and restoration docks)
* Ground battle
    * Defence modifiers are shown on unit card
    * Add a settings.json option to include estimated fleet support effect in unit strength display (default off)
    * Operatives can show enemy morale levels
    * Fix text wrapping for some really big numbers
* Rebellions: don't report disruption failure unless event is important to player in some way
* Some image+text elements that had a tooltip for the text now have it applied to the image as well
* Add a continue/leave screen after confirming fleet request, to make it clearer and avoid accidental request stacking
* Put victory intel in story tab instead of its own intel tab

### Text ###
* Fix broken string in agent garrison estimate
* Adjust/fix various bits of dialog
* Remove some bits of debug logging
* Don't print credit loss text on buying governorship, if price is zero
* Fix chance of using predefined alliance name (it claims to be 1 in config but was actually functionally hardcoded to 0.5)
* Dead officer lists are sorted by date of death

### Bugfixes ###
* Ground battles
    * Fix morale effects of hazard rating breaking if any units were undeployed
    * Fix a crash experienced by some users with ground battles on Luddic Church market
    * Fix NPC abilities sometimes breaking
* Fix colonies from colony expedition fleets becoming huge instantly
* Fix VIC using virus bomb when event claims to be a regular sat bomb
* Fix Derelict Empire crash on startup due to heavy industry raiding anti-exploit
* Fix Pather cell infiltrations from internal security mode not actually costing any credits
* Remnant surplus ship offer won't pick non-recoverable ships (e.g. Timeless)
* Alliance sharing of array/buoy effects also applies to player commissioned with an alliance member
* Can't abandon story-critical markets (can cause missions to silently fail to generate)
    * Can be overriden with the `allowInvadeStoryCritical` setting
* Fix the A-Team milestone not being awarded if any player officers are below max level
* Civilian capitals don't count for the 'kill a capital' milestone
* Fix player getting free industries due to queued NPC construction
* Fix CreateAlliance console command not working on player faction

### Modding ###
* Add a `noStartingContacts` setting to faction configs
* New method for how ground battle plugins read defence bonuses (old one is deprecated)
* Prism Freeport checking for HVB completion with Bounties Expanded
* Fix faction config data being duplicated if another mod (i.e. Vayra's Sector) reloads it

## v0.10.3c ##
* Ground battle:
    * Military-type structures will not be disrupted by fire support
    * NPCs can't use fire support ability on invalid targets
    * Militia being "unleashed" (able to move to other industries) now reported in intel popup and log, reduce turns needed (now market size×2, was 15 + size×4)
    * Agents display info on the local garrison in their intel item
    * Fix CTD when rebel units don't have a faction defined
    * Don't play combat sound on turn update if no combat occurred the last turn
* Mercenaries:
    * Increase average S-mods of most merc companies by 1
    * Theft prevention: Merc ships can't be sold (transaction will be reversed immediately), and will disappear at contract end if placed in storage
* Add a historian offer for finding coronal hypershunts
* Add a "surprise" for finding a shunt (with or without historian)
* If sat bombing leaves a market over its max industry count, the cheapest industry will be removed
* Add "Militia Power" rule for Unofficial New Game Plus
* Don't launch faction respawn invasions if `enableInvasions` is false in config
* Ceasefire offers can be handled directly from the popup dialog
* Victory state can be removed from the intel item; removed the old console command to do this

## v0.10.3b (2021-09-11) ##
* Vengeance changes
    * Vengeance fleets required to next vengeance level 3 -> 2
    * Reduce vengeance generation from raids (now uses market size instead of square of size)
    * Level 1 vengeance fleets slightly stronger
    * Don't use vengeance greeting in comm link for special task groups
* Rebel ground battle strength 0.8 -> 0.5
* Stolen merc ships have their merc officer (if any) removed when contract ends
* Change Persean League's morality value from good to neutral
* Improve placement of ground battle industries
* Add more help info on ground battles
* Fix player tracker null pointer on some invasions
* Fix ground battle arrow drawing on station-only maps

## v0.10.3 "SpaceLand Battle" (Discord-only, 2021-09-08) ##
### Changes from beta 0.10.2y -> 0.10.3
* Add Monstrous diplomacy trait
* Offensive fleets have fewer tankers/freighters; mining fleets have fewer freighters
* Ground battle fixes and improvements
    * Reduce heavy unit strength to 5.5× marine strength (from 6×), increase drop cost mult to 1.3× (from 1.25×)
    * EW ability has same space superiority requirement as bombardment (prevents random loitering patrols from allowing defender to use it)
    * Add a bonus from FPE's Imperial Defensive Works condition
    * Fleet support per-unit bonus capped at unit's base strength
    * Structures under construction don't contribute to response fleet or ground battle garrison
    * If battle ends due to ceasefire/peace with faction, return deployed player units back to fleet cargo (avoids them being stuck in inaccessible local storage)
    * Fix a memory leak
    * Hax fix for ClassCastException experienced by some users
    * Don't resolve unit movements if they're currently reorganizing
    * Don't allow deployment via quick move if insufficient supplies
    * Fix tactical/saturation bombardments from other battles being logged

### Changes from beta 0.10.2x -> 0.10.2y
* Modified ground battle GUI (smaller rectangles with different layout), tries to avoid issues like text wrapping
* Non-random sector own faction start fixes
    * Homeworld picker now obeys new game seed
    * Clean up derelicts and Remnants from starting system
    * Fix system not being explored at game start
* Fix crash when repeating agent action
* Actually fix the Midnight Dissonant dialog bug
* Ground battle: Fix oversized units sometimes being generated for defender

### Gameplay
* Add new invasion system, as a turn-based tactical minigame
    * It's quite complex, so read the help panel in the intel item and consult the tooltips for help; don't be afraid to explore
    * Old invasion system can be enabled with `legacyInvasions` setting in exerelin_config.json
    * Currently NPC invasions use the old system regardless
* Allow own faction start in non-random sector (will try to find a decent starting planet for player in/near core worlds)
* Rebellion suppression fleet interval size 60 -> 120
* Invasion fleet target priority uses inverse square distance (previously just inverse distance)
* Don't spawn response fleets from hidden markets (e.g. popup pirate bases)
* Agents have an "internal security mode" toggle that lets them automatically clean up Pather cells and find pirate bases when idle
* Add a rare type of high-level military bounty
* Replace 25% of starting supplies in super ship starts with heavy machinery
* Derelict Empire markets transfer their invasion point output to human factions (specifically the market's "original" owner)
* Factions wait 25% longer on average before sending expeditions against pirate/Pather bases

### Fixes
* Don't target hyperspace markets for invasions etc. (can cause a CTD)
* Fix operative's repeat action creating a 'ghost' action that doesn't appear in operative intel
* Fix response fleets never being afraid of player
* Fix Low Profile trait not actually having an effect on invasion targeting
* Fix merc fleet sizes being affected by market fleet size mult, no more easy huge merc companies for you
    * Increase `extraFP` value of merc companies that use them, to compensate
* Fix merc officers potentially being stuck on a player ship forever when contract ends, if they lost their original ship and were reassigned
* Fix cases of player potentially getting stuck when interrogated by special task group
* Raids don't do anything to markets that were captured by a friendly faction just before the raid fleet does its thing
* Fix Heavy Industry own faction starting bonus not upgrading existing HI to Orbital Works
* Relief fleet only triggers rep gain if unrest removal was not zero
* Try to prevent a case where raid condition sticks around a bit longer than it should
* Fix merc ship tooltips not being visible in company list panel

### Text
* Change synchrotron's "no planet" limitation text to "standalone station"

### Modding
* 'Z key' campaign menu now uses rules.csv (allows third-party additions if needed)
[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).

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
Weezer, Mace: Captured planet descriptions
The SS mod community: various content contributions, tips, pointers and feedback
Zeke "MesoTroniK" W.: Starsector team assistance
Alex, David, Ivaylo, StianStark: Starsector, what keeps us here
And lastly you, for playing this

Metadata

true
https://i.imgur.com/3nMFPev.jpg
exerelin_config.json

[close]
« Last Edit: November 26, 2021, 12:35:48 AM by Histidine »
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3353
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
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]
Logged
 

HELMUT

  • Admiral
  • *****
  • Posts: 1361
    • View Profile
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.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 3434
    • View Profile
    • Bitbucket profile
    • Email
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 »
Logged

Ahne

  • Captain
  • ****
  • Posts: 321
    • View Profile
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
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1361
    • View Profile
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.
Logged

gruberscomplete

  • Captain
  • ****
  • Posts: 253
    • View Profile
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 »
Logged
Click here for FREE ships!               Plentysector               Robots With Souls

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2791
  • Your Friendly Forum Friend
    • View Profile
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!
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Histidine

  • Admiral
  • *****
  • Posts: 3434
    • View Profile
    • Bitbucket profile
    • Email
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.
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 4927
  • naively breaking things!
    • View Profile
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 :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
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.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 3434
    • View Profile
    • Bitbucket profile
    • Email
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
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1693
  • I am going to destroy your ships
    • View Profile
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 :)

Tartiflette

  • Admiral
  • *****
  • Posts: 3353
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
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.
Logged
 

Nicke535

  • Commander
  • ***
  • Posts: 240
  • Degenerate Core
    • View Profile
    • Email
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.
Pages: [1] 2 3 ... 283