I've noticed the "Follow Me" command is a bit buggy. It does make your patrols "follow you", however, when you engage an enemy fleet, the fleets "orbiting you" from the "follow me" command won't actually join the battle. I've only been able to get my patrols to reinforce me when I don't use the follow me command and they are nearby.
Hmm it works for me in a minimal test, but any mod that overrides the fleet interaction dialog plugin is likely to break it, since that's what Nex relies on to make the following fleets join player battles. The easy workaround (use an 'aggressive orbit' assignment instead of a 'passive orbit' one) is undesirable since the followers will chase random tiny fleets that get nearby, while the hard one (manually monitor the fleets and give them assignments) will be somewhat smarter about this but is, well, hard. Might still have to do it anyway, at some point?
Also another issue I noticed is that allies often don't join wars? I saw the Persean League and Mayasuran Navy in an alliance but only the Mayasurans were at war with the Hegemony. The Mayasurans were getting constantly invaded and eventually got eliminated from the game. The Perseans never joined the war (and was at peace with the Hegemony), despite having an alliance.
There should be a way for Mayasura to call their allies to war (through the strategic AI maybe, "lets join our ally?"). Similarly, I would love the ability as a player to call allies to war so they can help out. It's frustrating when you're fighting off back to back invasions while your allies do nothing.
Alliances will have a war/peace vote when a member has a war/peace action, but they won't join any pre-existing wars unless a member decides for its own reasons to become hostile to the other party as well.
If this happened since the start of the game, Knight Chase ought to fix it on the Mayasura end (either by creating a Nex alliance vote event, or setting the Persean League to hostile directly). Adding a strategic AI action to intervene later is a good idea though, wrote than down for later.
Could you change the faction config for pirates to let them have one special forces fleet (similar to the independents)? I think it would be a cool change that lets them have some extra punch in their raids and help defend a bit against the dozens of modded factions smacking them constantly.
I probably don't (yet?) want a permanent pack of elite pirates, but if you like you can edit this yourself in the Nex faction configs

(Nexerelin/data/config/exerelinFactionConfigs/pirates.json, change the
specialForcesMaxFleets value)
Also, I think special task groups should be able to aid a blockade and also value attacking more, I always just see them patrolling or defending rather than helping win the war.
Hmm I think I made them play more defensively to help reduce the speed of territorial changes, and they don't join blockades because those are big enough as it is, but if other people think they could be more aggressive I could make it so. Could add differences based on faction, too.
On another note, I feel like the STG upkeep for players is a bit too high (especially since the AI doesn't use credits, we can never match the fleets they spawn), I would love to see the upkeep reduction exposed in the exerelin config so we can tune it ourselves.
I could add to config, yeah!
bug report time!
for nexerlin 0.11.2c, on starsector 0.97a-RC11
what happend: I attempted to load my game. and it failed, refusing to load the save.
Thanks, I'll take a look. Does the error have any more lines after the last one posted ("Caused by")? That would help me narrow it down.