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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1725114 times)

aikixd

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2385 on: August 02, 2024, 05:34:35 AM »

The price of d-mod moving doesn't make sense. I have a Castigator with Erratic Injector. Fixing it in the restoration docks costs 100,800. Moving it to another hull costs, normalized: 123,200. The actual cost is higher due to relations.

I would assume that going over the trouble of finding two hulls with different d-mods should have an incentive. With the prices above there's no point in having mod moved.
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(REDACTED)

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2386 on: August 02, 2024, 06:26:28 PM »

Is there a way the max level an administrator can be trained to can be increased?
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Skivvy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2387 on: August 03, 2024, 05:55:45 AM »

Is this mod compatible with the Ashes of Domain mods? Apologies if this has been asked before.
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Cassius

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2388 on: August 04, 2024, 04:23:07 PM »

Hey!

I found a bug: when the market you recruited an ambassador from is destroyed and the ambassador then returns home (in my test because the faction is turned hostile when I used a planetkiller from TASC on the market, may also occur on dismissal after the market decivilized) the game crashes since the market the ambassador attempts to return to doesnt exist anymore.

Log:
328325 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.addAmbassadorToMark et(AmbassadorPersonManager.java:327) ~[?:?]
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.returnToHome(AmbassadorPersonManager.java:406) ~[?:?]
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.getWarConsequences(AmbassadorPersonManager.java:167) ~[?:?]
   at indevo.industries.embassy.listeners.AmbassadorPersonManager.onNewDay(AmbassadorPersonManager.java:102) ~[?:?]
   at indevo.utils.timers.TimeTracker.onNewDay(TimeTracker.java:136) ~[?:?]
   at indevo.utils.timers.TimeTracker.advance(TimeTracker.java:117) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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Octavus

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2389 on: August 05, 2024, 05:53:09 AM »

not sure if this has been reported before, but due to patrol station and high command not having the military tag but instead the unique "patrol" and "command" tags, monastic order's upkeep reduction doesn't apply to them. Canonically I feel a monastic order would have the same effect on patrol station and high command since they are in essence also "military" installations, is there a way to have monastic order affect them also? Thank you for reading!
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AdamLegend

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2390 on: August 05, 2024, 06:21:20 AM »

Is there a way we can modify the number of free ships or the types of ships (based on owned blueprints) we get from the Monastic Order? Maybe via LunaLib.

Also I feel like the Underworld Government type is pretty OP, I had negative 30k income on a colony, changed it to underworld, now it generates positive 180k credits per month... Size 3 world with mining, salvage yards, and space ports. That's it. It has stability zero but I don't have much downside from that, maybe add a floor to the max boost to income?
« Last Edit: August 05, 2024, 07:54:48 AM by AdamLegend »
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Bucket

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2391 on: August 06, 2024, 12:41:01 AM »

Code
java.lang.NullPointerException: Parameter specified as non-null is null: method exerelin.campaign.intel.hostileactivity.DefenseFleetsFactor.getDesc, parameter intel
at exerelin.campaign.intel.hostileactivity.DefenseFleetsFactor.getDesc(DefenseFleetsFactor.kt) ~[?:?]
at indevo.industries.embassy.scripts.HAAmbassadorEventFactor.getReductionAmtForFaction(HAAmbassadorEventFactor.java:99) ~[?:?]
at indevo.industries.embassy.scripts.HAAmbassadorEventFactor.getProgress(HAAmbassadorEventFactor.java:71) ~[?:?]
at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.getMonthlyProgress(BaseEventIntel.java:850) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.intel.events.BaseEventIntel.reportEconomyTick(BaseEventIntel.java:867) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:119) ~[starfarer.api.jar:?]
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
This may have to do more with the way hostile activity interacts with embassies, but not sure why it crashes after inaugurating an ambassador.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2392 on: August 06, 2024, 05:44:24 AM »

Code
java.lang.NullPointerException: Parameter specified as non-null is null: method exerelin.campaign.intel.hostileactivity.DefenseFleetsFactor.getDesc, parameter intel
at exerelin.campaign.intel.hostileactivity.DefenseFleetsFactor.getDesc(DefenseFleetsFactor.kt) ~[?:?]
at indevo.industries.embassy.scripts.HAAmbassadorEventFactor.getReductionAmtForFaction(HAAmbassadorEventFactor.java:99) ~[?:?]
...
This may have to do more with the way hostile activity interacts with embassies, but not sure why it crashes after inaugurating an ambassador.
running dev-builds downloaded from github is ill-advised
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Skivvy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2393 on: August 07, 2024, 06:45:56 AM »

For some reason an artillery station isn't firing at my fleet even though i'm detected is this meant to happen sometime when exploring or is it bugged?
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wodzu_93

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2394 on: August 08, 2024, 10:22:17 AM »

For some reason an artillery station isn't firing at my fleet even though i'm detected is this meant to happen sometime when exploring or is it bugged?

Two things must happen - first, you must be in range of a Watchtower - those do the detection part, and are always placed at each Jump Point, Gas Giant and sometimes in a ring system around a star (the eye indicator over your fleet).

Second, you ALSO have to be in range of the artillery station itself - those do have max range limit and don't cover the whole system. You can see if you're within artillery range by the text indication in the bar above the ability slots - it will say in orange text if you're within range.
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AdamLegend

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2395 on: August 08, 2024, 05:50:42 PM »

Can you add an ambassador to independents? I want to improve my relations with them via the Embassy but there's no option to do so in the comms directory. I think it would make sense to have some sort of outreach / diplomacy with them with the embassy, maybe a little less effective than normal factions if you want to make it thematic, but I would still love the option nonetheless.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2396 on: August 09, 2024, 12:12:14 PM »

For some reason an artillery station isn't firing at my fleet even though i'm detected is this meant to happen sometime when exploring or is it bugged?

Two things must happen - first, you must be in range of a Watchtower - those do the detection part, and are always placed at each Jump Point, Gas Giant and sometimes in a ring system around a star (the eye indicator over your fleet).

Second, you ALSO have to be in range of the artillery station itself - those do have max range limit and don't cover the whole system. You can see if you're within artillery range by the text indication in the bar above the ability slots - it will say in orange text if you're within range.
Three, actually; You also need to be hostile with the faction controlling the station. Neutral and friendly artillery stations will not fire at you, though they may fire at hostiles near you.
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Delta1642

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potentially game-breaking bug
« Reply #2397 on: August 10, 2024, 03:31:08 PM »

sorry if this is the wrong place to post or if it's not appropriate here, just made this account to report this, but I just ran into a pretty serious issue. after I built up a massive colony, I've got a really nice collection of the various factions capital ships I've captured or salvaged over time and have everything I own in one massive storage on my strongest and most well defended planet, and of course, they are all armed to the teeth and are frequently take into and out of storage with the same loadout of the best weapons I have anywhere including the [REDACTED] along with the [SUPER REDACTED] cache you find at alpha site. this all changed when I finally put in an order for my orbital works industry through the custom screen for special projects to build myself an astral-class supercarrier. I only realized after it had been done and the ship delivered to my local storage, but I was horrified when I realized after saving the game and coming back from a long exploration mission that all my ships in storage had all of their mounted weapons completely removed, not in storage, on the ship, in my cargo, anywhere to be found. all my ships were stripped clean of the best weapons in the game I had found up until this point and I realized belatedly it happened right after I had put in the order to build my new astral class.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2398 on: August 11, 2024, 01:52:27 AM »

that is an ashes of the domain bug, not industrial evo. Kindly report it on that thread!
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AdamLegend

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2399 on: August 12, 2024, 07:19:14 AM »

Would it be possible to add LPCs / Fighters and Hullmods to the Requisition Center?
« Last Edit: August 12, 2024, 09:53:28 PM by AdamLegend »
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