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 GitHubQuick helpAlliancesMiningFaction config filesFAQSpoiler
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 crashingYour sector generation code should have something like this:
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 listOpen
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 supportCopy
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.
Changelog## v0.10.6d (2023-02-12) ##
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
### GUI ###
* Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side
### Fixes ###
(note: these fixes do not apply if the bugs are already in the save)
* Fix a rare save-breaking bug when saving immediately after giving orders to a special task group
* (officially) Fix incompatibility with MOSS mod manager
* Fix player special task group not costing any upkeep if killed and revived
* Fix oddities with Sitnalta system name in UI
* Prevent some missions from generating in star systems they shouldn't
* Fix being able to accept ceasefire offers twice
* Ship size rule for buy ship mission uses externalized strings
### Modding ###
* Save starting player faction to sector memory as `$nex_startingFactionId`
* Allow blocking AIM representatives from specific markets with `$nex_no_AIM_representative` memory key
Spoiler
## v0.10.6c (2023-01-27) ##
* Update handling of ApproLight's Unos station in random sector
* Draw map location and arrows of special task group in intel screen
* Fix issues with zero or negative profit/cost in calculating XP from profitable colonies
* Fix a savegame load failure involving AIM merc fleets
* Fix buy ship crash when selecting no ships
* Fix crash if using Ignis Pluvia ability with no available targets
* Fix a random sector generation crash when no enabled factions have synchrotrons
* Fix fleet request origin list
* Previously it didn't list player faction markets if player had a commission and commissioner was allied with anyone
* Fix/refactor a new game custom start fleet bug
* Previously if selecting a faction, then going back and selecting own faction, the available ships would still be from the previous faction
* Fix AI core bribe of Omega encounter not actually giving up any cores
* Buy ship mission: Fix DP check, add a `nex_buy_ship_mission_exclude` tag to prevent its use in mission
* Fix transponder check in supply rebels mission
* Fix briefing text in contact conquest mission
## v0.10.6b (2022-12-24) ##
* Reduce market size multiplier for XP from colony profits
* Was (size), now (size - 2) with floor of 0.5
* Fix crash on starting a Derelict Empire game
* Don't auto-abort recruit operative action on own markets
* Fix a previous-version-save compatibility issue with ongoing ground battles
* Fix/improve Crew Replacer handling with ground battles
* Show available amounts of all usable commodities, and breakdown of commodities used by each unit
* Fix commodity transformation bug
* Fix unit composition after splitting
* Fix possible double payment of commission bounty for kills
## v0.10.6 (2022-12-17) ##
### Gameplay ###
* Add custom start fleet
* Add Buy Ship, Military System Bounty and Supply Rebellion missions, and a contact version of conquest mission
* Increase reward of existing conquest and build station missions
* Adjust behavior of liberation outcome for rebellions
* Previously would happen if a new faction that was Suspicious or better with rebel faction took over the market
* Now requires the new owner to be at least Welcoming, and if liberator is a non-player faction it will give the planet to rebel faction
* Peaceful transfer of market to rebel faction also counts as liberation
* Ground battle improvements
* Combat on an industry can disrupt it for up to its base disrupt time from a marine raid
* Depends on local attacker damage dealt that round compared to local defender damage dealt, scaling from zero at equal strength to full time at attacker strength being twice defender strength
* Attacker must do at least 15% more damage than defender to inflict any disruption
* Inspire gives 25% bonus XP (was zero)
* Unrest from raiding is reduced based on existing unrest
* Market transfer no longer requires the spaceport not be disrupted, only that it exists
* Player gains XP monthly based on size and profit margin of colonies personally governed
* New dialog options for removing AI core admin
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
* Add a new raid task to the decivilized planet random encounters
* Remnant mission adjustments/fixes
* Player special task groups: Another attempt to fix losing variants; don't allow training commanders in hidden skills
* Fleets can be requested from allied markets
* Settings option for factions to start invasions only after player faction is created
* Try to make agent sabotage industry count for completing Nex's disrupt industry mission
* Hiring AIM mercs gives a bit of rep with the relevant faction
* Restrict starting contacts to certain posts (e.g. base commander)
* Random sector improvements
* Strengthen defenses on markets when they are given a synchrotron core or pristine nanoforge
* IndEvo Salvage Yards require heavy industry instead of excluding it
* League has 0.5 corporate alignment, Diktat has 0.5 technocratic alignment
### UI ###
* Ground battles: New GUI for selecting industry destination/target
* Ongoing ground battles can be opened from the military options menu
* Operative repeat relations won't happen if another action is manually queued
* Mining cooldown bar works with UI scaling
* Revamp some parts of mining info display
### Fixes ###
* Fix storage unlock crash after ground battle if storage submarket is absent for any reason
* Fix faction commission crash with Boggled PK
* Smuggling doesn't cause trading-with-enemies penalty
* Try to fix a bug with incorrectly attributed rep loss after supplying a successful rebellion
* Work around framerate drop when viewing many blueprints in new game bonus picker
* Fix a weird sector manager crash
* Max relations between two factions can't drop below -100 (e.g. if you sat bomb too many times)
* Fix Hegemony not inspecting colonies of player with Hegemony commission
* Fix ground battle UI spamming texture loads
* Fix a bug where colony expedition might fail when attempting autoresolve
* Fix a bug where conquest missions could underpay due to heavy industry anti-exploit
* Fix special task group interrogating player even with transponder already on
* Fix invisible Brother Cotton in random sector
* Fix player colonies not having admins on comm board sometimes
### Text ###
* Write strength effect of rebellion-related contributions/transactions to dialog
* Add some Sierra thoughts after Remnant missions 2 and 3
* Remove some out-of-place jokes from dialogs
* Random sector tooltip warns of mod incompatibilities
### Modding ###
* Various compatibility changes for Crew Replacer mod
* Added the following CR jobs for ground battles:
* `nex_groundBattle_marines`
* `nex_groundBattle_heavyarms`
* `nex_groundBattle_tankCrew`
* Add relevant Nex functions to some UAF admins
* Faction rulers generate autonomous colony income from faction markets they don't control directly
* Move autonomous colony income mults to settings.json
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).
CreditsZaphide: 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