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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)  (Read 2065891 times)

Histidine

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[0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« on: March 07, 2015, 12:40:41 AM »


(explanation)

Nexerelin v0.10.4d

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.getManager().isCorvusMode())
    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 corvus_spawnpoints.csv in the same way and have the file contain appropriate entries for your faction. This tells Nexerelin where to spawn the player at start.
[close]
[close]

Changelog
Spoiler
## v0.10.4d ##
### Gameplay ###
* Sat bombing can lead to permanent loss of maximum reputation with other factions (and provoke retaliation)
    * Lowers max rep with relevant factions by 24 points (effect doubled for actual victim)
    * Does not apply in situations where Nexerelin reduces the sat bomb rep penalty
    * Relationship cap currently only applies directly to player, not any commissioning faction
    * Amount can be modified in exerelin_config.json
* Prism no longer sells boss ships by default, recover what you want to use
* Partly revert unintentional super buff to hypershunt encounter
* 'Don't ceasefire with ongoing invasion attempts' logic extends to allies as well
* Special task group's ship revive cost is computed from the cost of supplies to repair and recover
* Commodity deficits reduce ground defense effectiveness during ground battle drops
* Agent bar event slightly more common
* Galatia Academy spawns in random sector, with random missions from Sebestyen
* Add exerelin_config setting to disable (non-story) victory conditions
* Conquest missions on invasion fail streak will no longer be issued by allies of the failing faction, only the faction itself

### GUI ###
* Add a "time to next turn" bar to ground battle intel screen
* Conquest missions mark their target as important

### Fixes ###
* Fix unique faction leader skills breaking some ground defense modifiers for unrelated markets
* Fix Militia Power (UNGP rule) penalty calculation being broken
* Fix new vengeance fleets not having all the buffs they should
* Fix identity of unknown faction in operative actions being leaked through intel faction tab
* Remnant mission 1 can spawn even if Prism Freeport is no longer under independents
* Remnant mission 'Showdown' is automatically completed if battle stage is not resolved within 45 days of starting (non-betrayal route only)
* Fix alliance votes taking place when player changes hostile state with a no-relationship-sync faction
* Fix crash if trying to assign no ship to a special task group officer

### Modding ###
* Implement Predatory faction trait
    * Can opportunistically declare war on other factions even at Welcoming relations (Suspicious for player) and disregarding disposition limit
* Faction alignments: 'hierarchial' -> 'hierarchical' (correct spelling)
    * Old incorrect spelling also works for reverse compatibility reasons
* Player starting fleet type saved to player memory
* Submarkets can be set to not change faction on capture by modifing the relevant static list in SectorManager
    * Currently applies to Roider Union market

### Misc ###
* Stronger ground invaders in ground battle tutorial (defenders probably won't autowin)
* Remove most of the added player faction flags
* Add cargo sounds for High Value Prisoners
* Mercenary company contract time can be changed in settings.json
* Add settings.json option to set default for 'skip story' option
* Fix captured planet descs entry for Jangala's station
* Bunch of text adjustments

## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
* UNGP rule updates for new version
    * Militia Power counts ships with CIVILIAN hint as civilian
* Remnant mission improvements
    * Captive Cores: Make mission stage update immediately on obtaining cores, instead of requiring a brief wait
    * Fragments: Fix mission breaking if player decides to run but then defeats attack fleet anyway
    * Showdown: Remove Hyperwarp mod ability from straggler fleet if present
    * Showdown: Merc fleets slightly smaller; get reset to independent faction shortly after mission ends (so they don't get attacked when they return to their origin)
* Improvements to respawning dead ships in player special task group
    * Revive cost mult 0.5 -> 0.25 (so it's not wildly more expensive then taking back the ships and fixing them yourself)
    * Increase max range to nearby planet a bit
* Governorship purchase has a 20% discount on industry value (can be modified in settings.json)
* Adjust Omega special encounter strength to account for new player strength calculation; alter behavior
* Commissioning faction can use player nav buoy and sensor array
* Special task groups don't patrol hidden markets (including player outposts)
* Player faction doesn't spawn conquest missions from invasion fail streak

### Fixes ###
* Player special task group fixes
    * Fix a CTD from assigning a shipless officer as commander of task group
    * Disbanding no longer requires the current market to be a player market
    * Fix ship losses in the last combat round (the one that kills the fleet) not being recoverable
    * Fix dead ships recovered on disband vanishing if not immediately repaired
    * Fix being able to assign merc officers to task groups by transferring their ship
    * Task group can't receive commands while in a battle for now (causes dialog errors)
    * Clarify intel display for dead groups
* Ground battle map should work properly on markets that previously had too many industries
* Fix possible case of mining fleet loss applying output reduction multiple times
* Fix AIM merc fleetFeeMult being rounded to nearest integer
* Fix tips referencing outdated hotkey for menu button
* Remove confusing "[reputation check]" text in ground battle tutorial
* Fix some dialog visual panel issues
* Fix 'donate admin' option on autonomous colonies requiring the conversation target to be a military-type official

## v0.10.4b ##
* Fix crash when NPCs attempt to merge alliances
* Fix stack overflow on saving after battle in Remnant mission 2
* Fix Remnant brawl mission preferring damaged stations instead of the opposite; increase merc fleet size
* Fix starting officer XP

## v0.10.4 ##
### Controls ###
* Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)

### Gameplay ###
* Ground battle changes
    * Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
    * Garrison health reset on a successful non-player invasion now based on surviving attacker units
    * Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
        * Also divided into 40% smaller units
    * Ground battle defender can use EW ability if admin has EW or Hypercognition skills
    * AI tweaks/fixes
    * Set market "local interest" lockout if player joins ongoing ground battle as attacker
    * Set and display rules on when industry items can/can't be looted during ground battles
    * Ground battle attacker AI withdraws if nothing happens for 6 turns
    * New ground battle settings for players who want battles to last longer
        * `groundBattleDamageMult` in `exerelin_config.json`, `nex_gbTurnDaysPlayer` and `nex_gbTurnDaysNPC` in settings.json
* Add player version of the special task group
    * Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
    * Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
    * Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
    * If ships are lost in battles, can be respawned for a fee
    * Can be disbanded, returning assets to player fleet
* New game creation
    * Add "flatten" option (in addition to "random") for starting faction relationships
    * Add option for own faction start to create homeworld in a core system, outside the core, or either
    * Player homeworld doesn't normally have heavy industry, unless the bonus item is used
    * Add a gate to Prism Freeport's system
    * Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
    * Random sector improvements
        * Try harder to concentrate factions in systems where they already have a presence
        * Put gamma cores on high commands, if the faction traits allow it
        * Seed more abandoned stations (at least 2; 3 if enough markets are present)
    * Avoid large swings in random faction weights in random sector
* Hypershunt surprise encounter improvements
    * Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
    * Tweak pursuit behavior
    * Entire thing can be disabled in settings.json
* Alliance improvements
    * Alliances can be merged (through alliance menu, or by spontaneous NPC action)
        * All members of the "giving" alliance must be able to join the "receiving" one
    * Allies will vote yes on a war vote if they're already hostile to target
    * Alliance votes can modify disposition towards other factions
* Add two new Remnant story missions
* Lower max marine count to prefer target planet in Remnant mission 1
* Nex no longer doubles weapon count in stores from vanilla (can be changed back in `exerelin_config.json`)
* Increase bonus admin availability
    * Previous thresholds: 10, 25, 50, 80, 120, 200, 300
    * New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
* Make mining harassment fleets more/less frequent depending on current system's markets
* Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
* Add unique colony skills for certain faction leaders
* Rework player fleet strength estimation used in some places
* Ceasefire prompt decision time now 5-7 days (was 14-21)
* Operative procure ship action: base XP 500 -> 750
* Add chance of creating a conquest mission following a failed NPC invasion
* Rebellion suppression fleets can't spawn from markets already having their own rebellions
* Respawn invasions have 1.4 times the base marine count
* Don't generate conquest missions on behalf of factions that can't invade
* Sindrian Diktat can send colony expeditions sometimes
* NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
* Derelict Empire: Factions start with invasion meter 80% charged
* Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
* Losing a mining fleet can cause commodity shortages for the host market
* Set the "gave Daud the Yaribay contact" flag when skipping story

### Graphics ###
* New portrait for Midnight Dissonant, created with Coherent Watermelon

### GUI ###
* Add a Scoreboard intel item to show which factions are closest to victory
* Ground battle: Skip deployment confirm prompt when using quick move
* Procure ship action: destination can be set for queued actions; tweak button layout
* Ground battle tutorial: Go to intel screen directly after convo
* Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped

### Text ###
* Ground battle help explains movement points
* Ground battle tutorial dialog explains what it's a tutorial of
* Minor fixes

### Fixes ###
* Fix a crash with post-Ziggurat encounters in random sector
* Fix null error when using faction directory while running Legacy of Arkgnesis mod
* Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
* Fix own faction start setup picker not taking into account screen scaling
* Remove TITAN option from military options dialog (handled by II)
* Fix ground battle not promptly removing its ongoing stability penalty
* Fix ground battle abilities not being blocked by active station
* Player officers on new game no longer have random personalities
* Fix Ancyra not having comm directory officials
* Fix post-tutorial faction change of Derinkuyu Mining Station
* Fix multiple Remnant station build missions going to same system
* Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
* Fix Militia Power UNGP rule not applying to ships properly
* Safety for ground battle AI ability use
* Fix rep multiplier for returning freshly captured markets while commissioned
* Increment faction respawn count only on launching invasion, not on getting back in the game
* Fix Stalwart/Weak-Willed faction traits being applied improperly
* Maybe fix a minor memory leak involving player marine XP in ground battles
* Fix station insta-construction in build station missions
* Don't spawn Return the Data Core mission in random sector

### Modding ###
* Alliances can have permanent members
* Add "Forever War" diplomacy trait, removes war weariness gains
    * Used by Luddic Path
* Add `$nex_npc_no_invade` memory key to prevent NPCs from targeting a market for invasions
* AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
* AIM merc FleetMemberAPIs have an identifying buff (`nex_mercBuff`)
* Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
* Make sure some mission fleets don't get cleaned up by ClearCommands
* Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
* Don't hard crash if random sector bonus items lack generators, just write a warning to log

## v0.10.3i (2021-12-17) ##
* Electronic Warfare ground battle ability's base cost 40 -> 30
* Fleets currently in a space battle can't support ground battles
* Agents give an estimate of ground battle unit drop costs
* Fix ground battle allies using the player's abilities for them

## v0.10.3h (2021-12-16, private beta only) ##
Update for Starsector 0.95.1a

### Gameplay
* After player is targeted by an invasion or military raid, don't target player again for 60 days
    * Disabled in Starfarer mode
* Don't spawn post-invasion rebellions if conqueror is ally of original owner
* Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
* Bonus XP from hiring an AIM mercenary company 25% -> 75%
* More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
* Story skip sets flag needed for new 0.95.1a secret quest
* enableInvasions setting no longer affects player's direct invasions

### GUI
* Update some contact missions to use the map display feature
* Faction directory allows showing preview map for specified market
* When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
* Don't mark ground battle intel as important when it involves commissioning faction
    * Only player-initiated battles are important now
* Skip story option adds a fleet log intel with the Alpha Site's location
* Bonus picker in own faction start has larger window

### Text
* Player can rename alliances they are a member of
* Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
* Fix typo in Omega surprise dialog
* Remove tutorial start bug warning (no longer needed)
* Tweak ally victory texts
* Add a new tip

### Fixes
* Fix requested invasion fleets not obeying marine count setting
* Fix a crash when loading Nex into an existing save
* Fix Remnant raids always failing due to having no crew space
* Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
* Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
* Fix ordering of dead officer lists

### Modding
* Colony expeditions don't go to `THEME_UNSAFE` systems, unless already inhabited
* Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
* Fix remaining cases of non-externalized strings
[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: April 08, 2022, 07:46:38 PM 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
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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
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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 :)

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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Nicke535

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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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