can we get dates on the changelogs
They all already have dates on the GitHub changelog, so you can look there. Maybe I'll make a habit of having them in the forum OP as well.
Hi,
Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.
There isn't an option for that currently. In a later version the upcoming strategy AI may prioritize reconquest, albeit depending on the faction's personality.
Although if
Sindria with its orbital works and such is lost, the Diktat is going to have a real hard time taking it back without outside help.
So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.
My design idea is that factions should not generate their designed systems/planets/stations in random sector (I don't draw a distinction between vanilla and modded planets here), unless there's some specific functionality tied to that location like with Styx.
To make them appear anyway, you'll have to ask the faction modder to make them do so (since it's handled in the faction mod's code), either always (I think you could make a good case for UAF, for instance) or with an optional setting. Or, write your own mod with code that calls each mod's system generation code; this is easy enough to do for any one mod, although doing it for every mod you're using might be a bit troublesome.
Well actually, you could also modify
ExerelinModPlugin and
ExerelinNewGameSetup in the Nex source to make it so the mod generates the random core worlds and not the vanilla ones, while still telling the mods it's in non-random sector. If something burns down in the process, well