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Author Topic: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)  (Read 3313312 times)

Histidine

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(explanation)

Nexerelin v0.11.2c

Requires LazyLib, MagicLib
Integrated with Version Checker

Download

Make sure UAF is updated to 0.74a1 or later and Arma Armatura is updated to later than 2.2.4

Previous downloads

On Nexus
Git repository

Ko-fi


Can be added to existing save; updates will almost always be save-compatible for several versions
Make sure to delete your old Nexerelin folder before installing a new full version!

Having problems? Visit the Mod Troubleshooting Guide!

Third-party translations
Only provided here for convenience, not quality-checked or otherwise endorsed.
Russian by WhitePulsar (partial MTL)
Chinese (TBD)

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

Changelog
Spoiler
## v0.11.2c (2024-06-15) ##
* Add option for player faction to automatically resist the police colony crisis
* Fix some dialog options for vanilla colony crises being removed
    * This bug made the negotiation options for Luddic Church and Sindrian Diktat crises inaccessible
* Fix strategic AI not being able to form new alliances
* Fix multiple player special task groups sharing the same financial report node until next game load
* NPC operatives don't try to sabotage non-disruptable industries
* Lost scientist mission should work if retried
* Diktat colony crisis shows appropriate texts if PAGSM mod is running
* GroundBattleLog supports custom message types

## v0.11.2b (2024-06-02) ##
* Blockade nerfs
    * When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
        * Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
    * When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
    * Remove 35% invasion point discount for blockades
    * Blockade period 180 -> 120 days
* Fix a concurrent modification exception when bulk reviving ships in special task groups
* Prevent a crash with UNGP's John Wick rule
* Fix a dialog interaction in police colony crisis

## v0.11.2 "Concert of Persea" (2024-05-18) ##
### Changes from beta 0.11.1x ###
* Can't weaken rebellions by buying more goods on the black market than were sold into it
* Player special task groups will use a gate if both they and the task target are in gate systems
* 'No invade story-critical markets' and 'no invade starting markets' settings won't affect raids or blockades
* Fix free port crisis crash when no eligible factions
* Fix crash on start when using ApproLight in random sector
* Fix strategic AI ignoring 'invasions only after player colony' setting and a bug in fleet event targeting
* Fix random sector memkey being set only after new game time pass
* Fix blockades always being replaced by invasions with strategic AI off
* Alliance offer intel includes relevant strategic AI info and link button if applicable
* Don't double stack defenses on Agreus when Ko Combine mod is running

### Gameplay ###
* Alliance fixes/improvements
    * NPCs joining or merging an alliance requires player consent if player is a member
    * Fix strategic AI spamming player with invites to an existing alliance
    * Alliance offer cooldown is short if player accepts, long if rejected or expires
    * Strategic AI can request an alliance merger
    * When using strategic AI, don't ally outside of AI actions
    * Pirate factions won't spontaneously join alliances
* NPC factions can launch blockades
    * Unlike the League colony crisis blockade, these are smaller but don't have command or supply fleets to snipe
    * Blockade has chance to replace raid if strategic AI is disabled (sat bomb now replaces invasion instead of raid)
* Colony crisis stuff
    * Crises that originate from a specific market (League, Church and Diktat ones) will be properly suppressed if the origin (Kazeron, Hesperus or Sindria) is captured by another faction
    * Add a pseudo-Independents colony crisis involving free ports (can be disabled in config)
    * Remnant contact will now negate Remnant colony crisis points
* Remnant mission 'Salvation' improvements
    * Knight fleet will use ships from Knights of Ludd mod if available
    * Boss shard launch behavior closer to what was intended
    * Fix some irregularities in special merc's immortality
* Invasion etc. adjustments
    * Player colonies below size 4 won't be targeted for military actions (except in Starfarer mode)
    * Autoresolve for Nex military events will take into account allied factions in the system
    * Base strike missions and colony expeditions consume invasion points
    * 'Revenge' invasions will not spawn if invasion points too low
* Ground units fighting won't cause industry disruption any more
* Strategy AI can have captured markets returned to the original owner if sufficiently friendly
* Luddic shrines can be visited even if the markets are captured
* Having an outpost won't block supplies request from quartermaster
* Derelict Empire also takes over pirate-type factions' markets at start, if pirate invasions are enabled
* Luddic Church ground battle bonus is squared on worlds with Luddic Majority
    * Previously it was squared for being militia
* Increase bonus XP for agent action SP use and ground battle Inspire
* NPC special task groups 1/13th smaller, respawn delay 30 -> 60
* Proxy raids launched by strategic AI won't be hostile to sponsor faction
* Base strike missions should happen half as often or less

### UI ###
* Boolean settings to disable invasions/raids/sat bombs and colony expeditions
* Faction directory won't display factions that only have hidden markets

### Text ###
* Clarify intel text when tribute is cancelled by external factors
* Fix inconsistent captain's pronouns in 'File Drawer Problem' mission
* Market desc changer handles player colonize/abandon

### Bugfixes ###
* Fix undersupplied market concern crashing on update() if no producers left
* Fix an unusual crash with player special task group on game load
* Fix NPC factions not invading if their invasion point capacity has reached the minimum allowed
* Fix strategic AI general warfare concern causing sabotage of unrelated factions' industries
* Fix joining a ground battle sometimes not forcing relations to hostile when it should
* Fix stabilize package option being available when it shouldn't if a dialog option is removed
* Fix player saturation bombardments not being tracked in some places
* Buy ship rule should now work properly with S-modded built-in hullmods
* Fix invasion point refund for cancelled actions not taking stage into account
* Don't generate conquest mission if the reward is zero
* Fix repeat relations action allowing free reuse of story point effect
* Fix recruit operative action not showing on own markets
* Maybe fix prices not updating sufficiently after delivering commodities to suppress rebellion
* NPC ground units shouldn't be able to deploy if their fleet is destroyed (if fleets were not abstracted on battle start)

### Modding ###
* Ground battle stuff
    * Add some config options for ground battle attacker and defender strengths
    * Fixes/improvements in support for custom ground unit types and Crew Replacer mod
    * Market conditions can generate ground battle troops
    * Add handling for HMI Fang and Draco market conditions, AotD Planetary Defense Bureau industry
* Add some relevant getters/setters for insurance intel

### Misc ###
* End vanilla faction hostilities on loading Nex into existing save
* Update Silverlight variants for new OP costs
[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: June 14, 2024, 09:19:15 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
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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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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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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