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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion  (Read 659081 times)

123nick

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1470 on: September 22, 2022, 01:51:32 PM »

i think i found a bug! i used an edict :forced reelocation on the first colony, and the second colony (which is in system) doesnt get the buff, while the first one DOES get the debuff to growth, and all get stab penalities

here is the colony with the senate and where i enacted the edict:


and second colony:


Loge: https://gist.github.com/0510f128bc0f2daeca8e4378ccceeb70
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Wallace Lord of Owls

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1471 on: September 22, 2022, 04:15:56 PM »

I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships
I suspect if you build a Reverse Engineering on the destination planet, you'll find them in the industrial storage.

I gave that a try, build an engineering hub and no dice. Seems like the ships are just deleted.
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Wallace Lord of Owls

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1472 on: September 22, 2022, 04:22:20 PM »

I've got a bug to report. While setting up my courier contracts to allow me to automate ship printing, I appear to have deleted all my ships in storage on my main world. This appears to be because I accidentally set a courier contract to ship everything to a hull forge on another planet. For the items, this correctly only shipped filled templates to the hull forge, but it also appears to have shipped the ships in storage as well, and because the hull storage doesn't have a ship storage section, it appears to have simply deleted them.

The storage part of the intel backs this up, as the ships are nowhere to be found. Checking the courier log unfortunately cannot confirm this, as after a delivery is finished, when "everything" is selected it appears to simply say "All ships and All items" instead of what exactly was shipped.

I have tested it out and it seems pretty easy to reproduce.

Steps to reproduce:
- Have two planets, one with ships in storage and another with a hull forge
- Create Courier contract to transport all items and ships (everything) from first planet storage to second planet hull forge inventory
- Watch as all the ships are deleted

Expected result:
- Hull forge would not allow ships to be sent to it, preventing accidental deletion of ships

oh my bad I thought it was already in game XD

It seems like the same thing happens with the hull deconstructor; accidentally lost a bunch of ships sending repaired forge templates to that with a courier contract as well. I'd imagine the same issue exists for many of the buildings.

I appear to have found another bug as well. The bonus production the ancient laboratory gives seems to work fine for the heavy armaments and ship hulls, but when you install an alpha ai core it doesn't actually increase the organ production for your Population and Infrastructure building like it's supposed to.
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Phalamy

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1473 on: September 24, 2022, 12:10:04 PM »

Hey there is seems I encountered a weird problem.
I can't but a Radiant into the Hull Deconstructor anymore.
The Radiant is in the whitelist, I was able to put it in there in my previous playthrough and I only added a couple mods since.
All other base game Redacted ships still work perfectly fine as far as I can tell.

The mods I added since

Scrapyard Armories
Vayra's Ship Pack
Stop Gap Measure
Nes's SAW
EXPSP
Biltach Coalition
Arsenal Expansion
Truly Automate Ships


Would really appreciate any help!
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Waladil

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1474 on: September 24, 2022, 05:36:10 PM »

Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.

This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.

In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.

I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.
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jocan2003

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1475 on: September 26, 2022, 12:12:18 PM »

Hey, I found a bug that caused a NullPointerException relating to the Courier ports.

If you shipped something from a station (Haven't tested it on a planet yet, but I believe it cause the same issue), and then consequently cause decivilization on said station, opening the intel screen will cause a CTD with said NullPointerException.

This bug was causing crashes for me too. It took me a while to figure out what was going on. In my case, I had captured a small colony, it's original owners re-captured it, and then it decivilized. I didn't think anything of the deciv warnings because I didn't really care about the colony. You know until my game started crashing.

In my case, it was a volcanic world, so it happens to planets as well as stations. It may be worthwhile to note that the contract should have been finished before the decivilization occurred -- it was a one time contract to haul everything from the small colony to my central market world.

I fixed it by flying back to the planet and re-colonizing it without opening my intel screen. It seems like once the planet was re-colonized the crashes stopped.
It seem i suffer from the same ill-fate of crashing when opening the intel screen. Now to find wich market went bye bye, without using the intel screen.
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justnewaccount3131

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1476 on: October 01, 2022, 07:31:41 AM »

just made this account (I am just a passive reader usually on forums) to ask you to make minefields an option I can at least toggle off.

thank you!

I love all the ideas in this mod except minefields. they make me enjoy the game less.

thanks for your and all the other modders's great work.
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1477 on: October 01, 2022, 11:28:53 AM »

There is a setting already
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jocan2003

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1478 on: October 02, 2022, 12:13:59 PM »

Any chance for a fix on the NPE? My game as been broken for a few days now. Hard to play without the intel screen. Even after recapturing/colonizing all planet i could find in my savefile that had the wascivilized=true tag (wich was only 4 abut was a pain to find without the intel tab haha)
« Last Edit: October 02, 2022, 02:10:56 PM by jocan2003 »
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1479 on: October 03, 2022, 04:36:46 AM »

ye, it's fixed in the dev version, but I sadly can't fix it with a hotfix since the codebase is so far gone from the release version it'd just die horribly...
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Fishbones

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1480 on: October 05, 2022, 03:45:48 PM »

Got a bug i think crashes after i set my shipping at a com relay (assigned gamma core at the courier port) then after a few seconds my game crashed, here's the log

Spoiler
139353 [Thread-3] INFO  exoticatechnologies.modifications.ShipModFactory  - Generating bandwidth for fm ID [214f66d]
139387 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
139776 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.chargePlayer(ShippingManager.java:93)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.ini t(Shipment.java:66)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.performShippingActions(ShippingManager.java:86)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.ShippingMana ger.onNewDay(ShippingManager.java:65)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.onNewDay(IndEvo_TimeTracker.java:136)
   at com.fs.starfarer.api.plugins.timers.IndEvo_TimeTracker.advance(IndEvo_TimeTracker.java:117)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Items i added on the shipping menu were just vanilla colony items, a drug vpc, and some Terraforming Items from DIY planets, was happening during a Raid in system if that helps.
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jocan2003

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1481 on: October 07, 2022, 01:02:04 AM »

Is there a way i can delete reference to route saved in my savefile so it doesnt kick in when i open the intel screen? Any kind of pointers would help.
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Fishbones

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1482 on: October 07, 2022, 01:57:36 AM »

Man i keep Crashing at anything concerning courier ports, raid notif popped up on my system after checking intel screen game crashed.
here's the log
Spoiler
63577 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.ge tMapLocation(ShippingIntel.java:306)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel.ge tIntelTags(ShippingIntel.java:321)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
« Last Edit: October 07, 2022, 02:42:21 AM by Fishbones »
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JustThatGoo

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1483 on: October 07, 2022, 07:48:33 PM »

What does the "CommerceBalanceChanges" setting change? Tried searching through the posts here but couldn't find out exactly
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jocan2003

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Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« Reply #1484 on: October 09, 2022, 05:42:41 AM »

For those crashing when opening the 8intel screen, i managed to fix the crashes. It involves editing the savegame.

basicly search for <com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel> and delete everything between all these tags and </com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel>

should look something like that

Spoiler
<com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel z="534510" tt="-55586113092000" nC="true" ending="true" eTR="7.0">
<shipment z="534511">
<contract z="534512">
<id>8bba85</id>
<name>Contract 1</name>
<fromMarketId>market_system_4426:planet_3</fromMarketId>
<toMarketId>magellan_planet_annore</toMarketId>
<fromSubmarketId>storage</fromSubmarketId>
<toSubmarketId>storage</toSubmarketId>
<scope>EVERYTHING</scope>
<targetCargo cl="CargoData" z="534513" uS="true" mC="1000.0" sU="50.0" mF="500.0" mP="750.0" fT="false">
<s z="534514"></s>
<c z="534515">
<value>0.0</value>
</c>
</targetCargo>
<variantList z="534516"></variantList>
<recurrentDays>31</recurrentDays>
<isActive>true</isActive>
<elapsedDays>0</elapsedDays>
</contract>
<cargo cl="CargoData" z="534517" uS="true" mC="1000.0" sU="0.0" mF="500.0" mP="750.0" fT="false">
<s z="534518"></s>
<c z="534519">
<value>0.0</value>
</c>
<mS z="534520" nP="ISS" nSf="player" nS="true" oSML="false">
<m z="534521"></m>
</mS>
</cargo>
<fleet cl="Flt" z="534522" sS="125.0" sP="125.0" mO="false" f="-103.256134" n="Courier Fleet" aM="true" nFIN="true" dF="-103.256134" fAI="true">
<loc z="534523">5188.573|-6123.5</loc>
<vel z="534524">-46.027588|-194.6316</vel>
<j0>{"f6":0,"f0":"Null","f1":true,"f2":[255,200,200,255],"f4":"8cf29d","f5":true}</j0>
<o z="534525">
<id>IndEvo_couriers</id>
<memory z="534526">
<d z="534527">
<e>
<st>$nex_random_diplomacy_traits</st>
<list z="534528">
<st>neutralist</st>
<st>lowprofile</st>
<st>law_and_order</st>
</list>
</e>
</d>
</memory>
<illegal z="534529"></illegal>
<shipsWhenImporting z="534530"></shipsWhenImporting>
<knownShips z="534531"></knownShips>
<knownWeapons z="534532"></knownWeapons>
<knownFighters z="534533"></knownFighters>
<knownIndustries z="534534"></knownIndustries>
<knownHullMods z="534535"></knownHullMods>
<priorityShips z="534536"></priorityShips>
<priorityWeapons z="534537"></priorityWeapons>
<priorityFighters z="534538"></priorityFighters>
<priorityHullMods z="534539"></priorityHullMods>
<hullFrequency cl="l-h-m" z="534540"></hullFrequency>
<variantOverrides cl="l-h-m" z="534541"></variantOverrides>
<overriddenHulls z="534542"></overriddenHulls>
<doctrine z="534543">
<warships>4</warships>
<carriers>2</carriers>
<phaseShips>1</phaseShips>
<officerQuality>2</officerQuality>
<shipQuality>3</shipQuality>
<numShips>2</numShips>
<shipSize>3</shipSize>
<aggression>3</aggression>
<fleets>3</fleets>
<autofitRandomizeProbability>0.0</autofitRandomizeProbability>
<combatFreighterProbability>0.0</combatFreighterProbability>
<combatFreighterCombatUseFraction>0.0</combatFreighterCombatUseFraction>
<combatFreighterCombatUseFractionWhenPriority>0.0</combatFreighterCombatUseFractionWhenPriority>
<commanderSkillsShuffleProbability>0.0</commanderSkillsShuffleProbability>
<strictComposition>false</strictComposition>
<commanderSkills z="534544"></commanderSkills>
</doctrine>
<production z="534545">
<interrupted z="534546"></interrupted>
<current z="534547"></current>
<faction cl="Faction" ref="534525"></faction>
<accruedProduction>0</accruedProduction>
<costMult>1.0</costMult>
</production>
<weaponTimestamps cl="l-h-m" z="534548"></weaponTimestamps>
<fighterTimestamps cl="l-h-m" z="534549"></fighterTimestamps>
<shipTimestamps cl="l-h-m" z="534550"></shipTimestamps>
<showInIntelTabOverridden>false</showInIntelTabOverridden>
<isShowInIntelTab>false</isShowInIntelTab>
<autoEnableKnownShips>false</autoEnableKnownShips>
<autoEnableKnownWeapons>false</autoEnableKnownWeapons>
<autoEnableKnownFighters>false</autoEnableKnownFighters>
<autoEnableKnownHullmods>false</autoEnableKnownHullmods>
</o>
<cL cl="Sstm" ref="291411"></cL>
<ls cl="Plnt" ref="291408"></ls>
<me z="534551">
<d z="534552">
<e>
<st>$fleetType</st>
<st>trade</st>
</e>
<e>
<st>$sourceMarket</st>
<st>market_system_4426:planet_3</st>
</e>
<e>
<st>$salvageSeed</st>
<Lp>961934809601497074</Lp>
</e>
<e>
<st>$spawnFPMult</st>
<fp>0.97863245</fp>
</e>
<e>
<st>$ignorePlayerCommRequests</st>
<bp>true</bp>
</e>
<e>
<st>$sawPlayerTransponderOn</st>
<bp>true</bp>
</e>
<e>
<st>$cfai_ignoredByOtherFleets</st>
<bp>true</bp>
</e>
<e>
<st>$cfai_ignoreOtherFleets</st>
<bp>true</bp>
</e>
<e>
<st>$cfai_prevAvoidDir</st>
<fp>-60.0</fp>
</e>
<e>
<st>$terrain_radio_chatter</st>
<bp>true</bp>
</e>
</d>
<e z="534553">
<MExp z="534554" k="$cfai_prevAvoidDir" t="0.087999925"></MExp>
<MExp z="534555" k="$terrain_radio_chatter" t="0.0"></MExp>
</e>
</me>
<sc z="534556">
<TrA z="534557" id="transponder" dF="0" tO="true" cL="0.0" iAC="true" l="1.0">
<e cl="Flt" ref="534522"></e>
</TrA>
<GoDA z="534558" id="go_dark" dF="0" tO="false" cL="0.0" iAC="false" l="0.0">
<e cl="Flt" ref="534522"></e>
</GoDA>
<SeBA z="534559" id="sensor_burst" dF="0" tO="false" aDL="0.0" cL="0.0" l="0.0" lFF="0.0" fO="false">
<e cl="Flt" ref="534522"></e>
</SeBA>
<EmB z="534560" id="emergency_burn" dF="0" tO="false" aDL="0.0" cL="0.0" l="0.0" lFF="0.0" fO="true">
<e cl="Flt" ref="534522"></e>
</EmB>
<SuBA z="534561" id="sustained_burn" dF="0" tO="false" cL="0.0" iAC="false" l="0.0">
<e cl="Flt" ref="534522"></e>
</SuBA>
<InPA z="534562" id="interdiction_pulse" dF="0" tO="false" aDL="0.0" cL="0.0" l="0.0" lFF="0.0" fO="false">
<e cl="Flt" ref="534522"></e>
</InPA>
<com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI z="534563">
<f cl="Flt" ref="534522"></f>
<giveInitial>true</giveInitial>
<container ref="534511"></container>
</com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssignmentAI>
</sc>
<abilities cl="l-h-m" z="534564">
<e>
<st>transponder</st>
<TrA ref="534557"></TrA>
</e>
<e>
<st>go_dark</st>
<GoDA ref="534558"></GoDA>
</e>
<e>
<st>sensor_burst</st>
<SeBA ref="534559"></SeBA>
</e>
<e>
<st>emergency_burn</st>
<EmB ref="534560"></EmB>
</e>
<e>
<st>sustained_burn</st>
<SuBA ref="534561"></SuBA>
</e>
<e>
<st>interdiction_pulse</st>
<InPA ref="534562"></InPA>
</e>
</abilities>
<noAutoDespawn>true</noAutoDespawn>
<fD z="534565" nP="ISS" nSf="player" nS="false" oSML="false">
<m z="534566"></m>
<cargo z="534567" uS="true" mC="0.0" sU="155.0" mF="0.0" mP="0.0" fT="false">
<s z="534568">
<CIStack z="534569" rS="false" s="155.0" mS="1000000.0" cSPU="1.0" t="RESOURCES">
<d cl="st">IndEvo_parts</d>
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<e>
<st>nex_max_agents</st>
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</dL>
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</fleet>
<intel ref="534510"></intel>
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<done>true</done>
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</shipment>
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</com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.intel.ShippingIntel>
[close]

After you might have to delete this entry

Spoiler
<e>
<st>IndEvo_couriers</st>
<Faction ref="534525"></Faction>
</e>
[close]
It did allow me to access the intel screen, but i have no idea the effect long term yet so BACK UP YOUR SAVE!!!!

Logged
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