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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 1750875 times)

Stavinair Caeruleum

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2535 on: March 05, 2025, 01:05:19 PM »

Strange. When i'm destroying artillery stations, they don't seem to blow up after I win the battle. Trying to settle on the planet afterwards immediately crashes the game. Possible mod conflict? I'll try with just ind evo alone and see if it still persists
Same problem here with the station.
Sorry to pile onto the Artillery Station train, but I've noticed I can fight the things twice if I engage the actual station first, then visit the planet. Great for loot, but I'm going to go out on a limb and say it's unintended.
Yeeeah, I was really hoping I had fixed that, but apparently not. Since I now have a save file and modlist to replicate the problem thanks to Hegemont, it's a matter of time before I can address it - since it seems to be a mod conflict.

Pets just feel too impractical. Like, I can accept them having negligible benefit and like the idea of them just being the vanity of your captain and crew, but as it stands their logistical demands feel too high to even keep them around for flavour:
  • The sensibly-priced food options can only be bought from a few planets even though it's just food
  • Even a single animal goes that food pretty fast despite being only a single animal, so you need to pack a lot for long exploration missions where your cargo space may already be strained
  • You still need to manage their food even when the ship they're on is in storage, which is a big problem to deal with
  • Pets can die oddly quickly for no reason, making it pointless to even bother dealing with them since you're just going to lose them almost immediately

It would be a *huge* improvement if pet food was simply scrapped from the mod, and caring for pets became a simple credit cost like crew and officer wages.
You could even add more personality and flair to the mod if the costs for each pet on the income screen were broken down into funny subcategories that vary from pet to pet.
e.g. one of those leopard-type ones might be something like this:
Food expenses: 150c
Salon fees: 200c
Treating crew injuries from petting: 50c
Thank you for the great feedback. You are mentioning points that I was afraid of, and since my runs never last very long (I get distracted by stuff I want to mod in after a cycle at most) the lifetimes felt okay.

Since this is not the first time I've been told that they die too soon, most lifespans will be drastically increased with the next patch.
I haven't heard about the food issue yet, but it's something I can see happening. Your proposed solution is very good as well. It might become a toggle with the credits as default, or be scrapped entirely, we'll see.

I wish there was an option to prevent pets from dying.
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taerkar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2536 on: March 06, 2025, 07:23:38 AM »

yeah it's broke, and fixed for the next version. Currently rather useless, sorry!

Is there a way we can fix this manually before the next version is out?
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BrokenMirror

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2537 on: March 07, 2025, 03:50:15 AM »

question, where do you even build hidden arcologies, no matter what I try I've yet to find a world that lets me make em.
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Making the Sector better through excessive amounts of farms.

Shinr

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2538 on: March 07, 2025, 04:46:22 AM »

question, where do you even build hidden arcologies, no matter what I try I've yet to find a world that lets me make em.

The post above yours is a latest post on that topic.

Summary: You cannot because it is currently broken, because it requires a Volcanic world while at the same time it cannot be built on a Volcanic world. Will be fixed next version.
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Reshy

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2539 on: March 10, 2025, 02:19:31 AM »

If I wanted to make a modded industry take ship parts how would I go about that?  I did a basic entry though it appears to be missing a proper path and I'm not quite sure where to start.

Spoiler

[close]
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2540 on: March 10, 2025, 03:23:41 AM »

Hey, I'm currently travelling without access to a pc, but I'll post a small guide once back on wednesday. So sorry!
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taerkar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2541 on: March 13, 2025, 08:55:19 AM »

question, where do you even build hidden arcologies, no matter what I try I've yet to find a world that lets me make em.

The post above yours is a latest post on that topic.

Summary: You cannot because it is currently broken, because it requires a Volcanic world while at the same time it cannot be built on a Volcanic world. Will be fixed next version.

I actually somehow got one on a Volcanic world in my current game.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2542 on: March 13, 2025, 09:46:11 AM »

question, where do you even build hidden arcologies, no matter what I try I've yet to find a world that lets me make em.

The post above yours is a latest post on that topic.

Summary: You cannot because it is currently broken, because it requires a Volcanic world while at the same time it cannot be built on a Volcanic world. Will be fixed next version.

I actually somehow got one on a Volcanic world in my current game.
Did you maybe do it with an older version of ind.evo? It's a problem that only exists in the current one.
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taerkar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2543 on: March 13, 2025, 09:06:36 PM »

Nope, I did it with the current one. Though it did have a megastructure from AotD so maybe that affected things?
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ICP8

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2544 on: March 16, 2025, 05:05:31 PM »

So... I saw some people ask about it in the ModdedGameplay channel in the Discord server and there hasn't been a good answer to this, so I decided to ask it here.

The Monastic Order governance type promises to train your marines passively and I have tested it and didn't see any experience whatsoever being given to my marines.

Is it a bug from the latest version? Is it a compatibility issue with some other mod? Has anyone else had this problem?

My modlist:

Spoiler
adjustable skill tresholds
ai portraits of ai
astral ascension
audio plus
captain's log
combat activators
combat chatter
comissioned crews
console commands
content unlocking missiona
dynamic tariffs
Star Federation
fuel siphoning
grand colonies
graphics lib
industrial evolution
lazy lib
luna lib
magic lib
more military missions
nexerelin
planetary shield acces control
qol pack
random assortment of things
ship and weapon pack
slightly better tech-mining
special hullmod upgrades
arma armatura
player faction flags extended
stellar network
terraforming and station construction
too much information
truly automated ships
united aurora federation
unpack blueprints
whichmod
yunrucore
yunru hullmods
[close]
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taerkar

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2545 on: March 18, 2025, 06:38:51 AM »

That is currently not functional IIRC.
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2546 on: March 18, 2025, 06:55:11 AM »

Yup, it's bugged - fixed for the next version. So sorry!
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Theluin

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2547 on: March 18, 2025, 07:40:02 AM »

Is there any way to spawn the industrial ruins and/or the artillery station via console commands?
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2548 on: March 18, 2025, 11:27:17 AM »

dock at the colony, open the console, type "addcondition IndEvo_ArtilleryStationCondition" and press enter
That'll spawn the full setup including watchtowers and you can repair it as usual.

For the ruins - no, but you can manually add the industries via "addindustry", same as above.
IndEvo_HullDecon
IndEvo_HullForge
IndEvo_ResLab
IndEvo_RiftGen (careful with that one, may bug out if added to a planet that doesn't fit the prereq's)
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ThirdDawn

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2549 on: March 20, 2025, 05:02:34 AM »

 What are the conditions to build the hidden Arcology, Cause I cant seem to build one
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