12/16/2023 0 Comments Download total conquest java* Fix buy ship crash when selecting no ships * Fix a savegame load failure involving AIM merc fleets * Fix issues with zero or negative profit/cost in calculating XP from profitable colonies * Draw map location and arrows of special task group in intel screen * Update handling of ApproLight's Unos station in random sector * Allow blocking AIM representatives from specific markets with `$nex_no_AIM_representative` memory key * Save starting player faction to sector memory as `$nex_startingFactionId` * Ship size rule for buy ship mission uses externalized strings * Fix being able to accept ceasefire offers twice * Prevent some missions from generating in star systems they shouldn't * Fix oddities with Sitnalta system name in UI * Fix player special task group not costing any upkeep if killed and revived * (officially) Fix incompatibility with MOSS mod manager * Fix a rare save-breaking bug when saving immediately after giving orders to a special task group (note: these fixes do not apply if the bugs are already in the save) * Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side * Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much) This tells Nexerelin where to spawn the player at start. Edit this copy to contain your faction(s) (and only yours the other factions should remain in Nexerelin's master copy).Ĭopy corvus_spawnpoints.csv in the same way and have the file contain appropriate entries for your faction. Then make a copy of data/config/exerelinFactionConfig/mod_factions.csv in your mod. See this page for details on the various tags and what they do. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way. Open data/config/exerelinFactionConfig and make a. 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.īe 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. New MySectorGen().generate(Global.getSector()) If (!haveNexerelin || SectorManager.getManager().isCorvusMode()) Public class MyModPlugin void onNewGame()īoolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin") (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) How do I make my mod compatible with Nexerelin? Open its faction config in data/config/exerelinFactionConfig and set the playable tag to false. How do I disable a vanilla faction from interacting with the invasions, diplomacy and such? Note that pirate-type factions (including Luddic Path) are not counted for victory conditions with default config settings. Story victory: Complete the Galatia Academy quest.Diplomatic victory: You are friendly or better with every faction.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).It is essentially a reimplementation of Zaphide's project (and in fact uses it as a codebase), but updated for new Starsector versions. This is my personal fork of Exerelin, given its own thread because I wanted to be able to maintain my own OP. Befriend pirates to lower the effects of their activity on your colonies.Begin your journey with a range of starting factions and ships.Play in a randomly generated Sector, or travel the star systems seen in vanilla and other mods. ![]()
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