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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1418086 times)

sanhedrin13

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2400 on: August 15, 2024, 04:55:37 PM »

Heey just want to say that the mod adds cool stuff the game. Had a suggestion though, please change the "sacrifice to factory" text when interacting to the ship scraper factory in the wild, to "time to blanda up". It gives a more varied and realistic, compatible, context for the imagination to work better.
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HandfulStroker

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2401 on: August 15, 2024, 06:58:28 PM »

How do I retarget a system I've been to with the rift generator?
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Amon

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2402 on: August 16, 2024, 02:30:27 AM »

Heey just want to say that the mod adds cool stuff the game. Had a suggestion though, please change the "sacrifice to factory" text when interacting to the ship scraper factory in the wild, to "time to blanda up". It gives a more varied and realistic, compatible, context for the imagination to work better.

You should be able to change it by yourself, look for the "sacrifice to factory" text in the rules.csv of the mod and replace it with whatever you want.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2403 on: August 16, 2024, 06:55:43 AM »

Heey just want to say that the mod adds cool stuff the game. Had a suggestion though, please change the "sacrifice to factory" text when interacting to the ship scraper factory in the wild, to "time to blanda up". It gives a more varied and realistic, compatible, context for the imagination to work better.

ok done

Edit - added a setting
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Malignantcookie

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2404 on: August 18, 2024, 10:21:26 PM »

So what industries besides Farming are 'rural' for the Rural polity governance? The game doesn't really make that clear so is farming the only industry that doesn't have increased costs and reduced stability?
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zecond

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2405 on: August 21, 2024, 02:03:07 AM »

SirHartley have you thought about reaching out to Kaysaar for a compatibility patch between your Industrial Evolution mod and their AoTD vaults of knowledge? If not how a bout a pretty please? Both mods are great but some stuff dont work well together.
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TigrisJK

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2406 on: August 22, 2024, 11:05:50 AM »

Okay this is actually kind of a mod-compatibility issue but since they're BOTH SirHartley mods I figured I should flag it for SirHartley--

Using IndEvo to change the polity of any planet/station away from Population & Infrastructure removes the need and importation of any mod-related good--including alcohol from Substance Abuse.

When it removes importation need of other goods, that just makes sense (the other example I noticed was water from AotD). Too many cross-compatibility issues, but I wonder if it's able to add in the Substance Abuse ones without breaking anything if one or the other aren't installed.

If not no biggie, just something I noticed!
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Bigsky

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2407 on: August 23, 2024, 01:50:25 AM »

Bug report: Using an alternative government type seems to cause the planet's hazard rating multiplier to be multiplied twice. (At least for underworld)
Also, skill issue, but having the *entire* platform defense fleet respawn when retreating is a bit much, isn't it?
« Last Edit: August 23, 2024, 02:13:58 AM by Bigsky »
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TaxEvader

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2408 on: August 24, 2024, 09:40:35 AM »

I think I've found a bug, or a compatibility issue with Xhan Empire? A ground battle starts between the Xhan Empire and Persean League right after my most recent save. By what I can assume to be the result of the fight, the game crashes. Any ideas or fixes?
Thanks!!

Code
190635 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Rebel trade rep: 0.0
190638 [Thread-3] INFO  exerelin.campaign.intel.rebellion.RebellionIntel  -   Government trade rep: 0.0
190639 [Thread-3] INFO  exerelin.campaign.intel.fleets.OffensiveFleetIntel  - Reporting raid: Invasion: Sindria - Over
190639 [Thread-3] INFO  exerelin.campaign.intel.invasion.InvasionIntel  - Invasion event ending
190640 [Thread-3] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
190649 [Thread-7] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
115110 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at indevo.industries.artillery.industry.ArtilleryStation.matchStationAndCommanderToCurrentIndustry(ArtilleryStation.java:323)
    at indevo.industries.artillery.industry.ArtilleryStation.notifyDisrupted(ArtilleryStation.java:452)
    at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1793)
    at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1772)
    at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1119)
    at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1497)
    at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
    at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1478)
    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.super(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
« Last Edit: August 24, 2024, 09:42:25 AM by TaxEvader »
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Robosium

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2409 on: August 28, 2024, 04:08:45 AM »

I found an automated shipyard earlier in my playthrough but I seem to have forgotten which star it was orbiting, is there any way to easily locate a previously found automated shipyard?
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Kuroe

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2410 on: August 28, 2024, 07:23:16 AM »

I might be doing math wrong but I think one of your research has wrong info displayed. Says ship components are 0.1% progress but when I submit 1000 it's half that.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2411 on: August 28, 2024, 10:47:01 PM »

I might be doing math wrong but I think one of your research has wrong info displayed. Says ship components are 0.1% progress but when I submit 1000 it's half that.
I don't think it can display less than tenths, and 0.05 would round to 0.1.
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Dragonfly

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2412 on: August 31, 2024, 11:39:45 AM »

There seems to be an issue with detached fleets and empty solar systems or a compatibility issue with LOST_SECTOR.
Steps to reproduce and spoilers for Kesteven quest
  • Enter system through nascent gravity well.
    (System seems to get setup by attached file from mods\LOST_SECTOR\src\scripts\kissa\LOST_SECTOR\world\systems\nskr_cache.java)
  • Use Fleet Detachment Ability to create fleet with "Intercept" order
  • Solve puzzle, fight enemy fleet with detachment as allies
  • Game crashes after "Pick through the wreckage" menu is closed
[close]

Code
 
1341140 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
 java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.PlanetAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.StarSystemAPI.getStar()" is null
  at indevo.abilities.splitfleet.OrbitFocus.getClosestEntityWithCenteredOrbit(OrbitFocus.java:267) ~[?:?]
  at indevo.abilities.splitfleet.OrbitFocus.getOrbitFocusAtTokenPosition(OrbitFocus.java:53) ~[?:?]
  at indevo.abilities.splitfleet.fleetManagement.CombatAndDerelictionScript.reportBattleOccurred(CombatAndDerelictionScript.java:107) ~[?:?]
  at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:816) ~[starfarer.api.jar:?]
  at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615) ~[starfarer.api.jar:?]
  at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
  at com.fs.starfarer.ui.W.o00000(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) [?:?]

System:
Game: 0.97a-RC11
Java: 23-beta (64-bit)
OS: Windows 10 10.0

Version of Mods:
lost_sector 0.6.2d
IndEvo 3.3.e
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ADH166

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2413 on: September 02, 2024, 03:59:14 PM »

Hello! I love the mod but I wanted to see if anyone knows of the solution to the water demand problem while using alternative governance(meaning when I use a different governance it takes away the water demand but still penalizes my colony stability for not having a water import)? As far as mods that affect colonies I am running AotD, Grand Colonies, TaSC, and Unknown Skies. Any known fixes for this issue would be greatly appreciated.
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Corelious

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2414 on: September 06, 2024, 05:57:22 PM »

Having an issue where this mod does cause Galatia Academy to Decivilize, especially if there are other commodities added by other faction mods. Any console commands I can use to fix this?  It has happened every play through since the .97 update.
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