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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 1742587 times)

Throckmorton

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2655 on: April 16, 2025, 07:34:27 PM »

I don't know if this is a bug, but pet food is just constantly accumulating in my colonies. I disabled the pets part of the mod after seeing this and its still appearing.
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2656 on: April 17, 2025, 02:44:51 AM »

I think the code is using the base building time in some way,  because it only seems to affect buildings that can be upgraded, IE: orbital stations. That's why the Megaport only took 7 days, the spaceport takes 15 days to build.
Yeah, that's what it is. Not sure how it factors into not applying to some buildings though.

my goal is to have the watchtowers spawn in the usual positions and i can then command line add industry to my colony. ideally this would be set to always happen at sector generation but im not that good at coding and barely understand setting orbits.
Dock with the planet, open console, "Addcondition IndEvo_artillerystationcondition", done. Watchtowers spawn automatically. Note: Artillery Stations are "Very Bad" when spawned en-masse, both for performance and for scripted fleets that may be thrown off-course, so use with care.

Am I the only one that feels like the juice from VPCs really isn't worth the squeeze? All they ever really seem to do is increase upkeep costs when I could just sell the chip for the high credit amount instead and rely on industrial output. Maybe I'm not understanding the math.
Assemblers deliver to cargo. They are structures and not intended to turn a profit without factoring in the cargo quantities which you sell. Upgrade to a manufactory if you want profitable exports.

VPCs are intended to provide a stable supply of things you can just pick from cargo, like supplies, marines or whatever you need.

I don't know if this is a bug, but pet food is just constantly accumulating in my colonies. I disabled the pets part of the mod after seeing this and its still appearing.
That is a bug. Thanks for the report.

« Last Edit: April 18, 2025, 06:37:48 AM by SirHartley »
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2657 on: April 17, 2025, 11:47:16 AM »

As a quick suggestion: Right now the Salvor's tally isn't entirely sure how to label pet centers for salvage and just labels them as a 'other source of salvage'. Also, I tried to touch the automated shipyard and it didn't create an intel entry in my fleet log (unlike hypershunts/cryosleepers after defeating their guards). It'd be REAL nice to see some integration of those things into these new systems (also please consider adding artilleries to the fleet log automatically upon interacting with a watchtower/the station itself... or don't. Because I know you made those things to be mean and leaving a reminder would make them less mean. :P )
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2658 on: April 17, 2025, 12:32:29 PM »

Thank you for the reports!

These are 0.98 features that I didn't know to account for as I hadn't had the chance to actually play the game yet ':)

I will, of course, add the stations to the fleet log system - including the artillery. While it's supposed to shake up the campaign movement routine, it most definitely isn't intended to skip new QOL features. They, like most of my work, will try to follow vanilla conventions.
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NasaBrindle

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2659 on: April 18, 2025, 04:41:03 PM »

I left an Administrator for training on a Persian League world. Is there any way to know which world? She doesn't seem show up on my payroll, and there's no storage fee like when I forget to come back for a nanoforge ship.
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2660 on: April 19, 2025, 02:44:35 AM »

Thank you for the reports!

These are 0.98 features that I didn't know to account for as I hadn't had the chance to actually play the game yet ':)

I will, of course, add the stations to the fleet log system - including the artillery. While it's supposed to shake up the campaign movement routine, it most definitely isn't intended to skip new QOL features. They, like most of my work, will try to follow vanilla conventions.

Good to know. Btw uhhh my rural polity farming isn't producing supplies as advertised. It's making organics instead. And a lot of food. Pls fix.
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2661 on: April 19, 2025, 07:35:19 AM »

Soooo... I've broken your *** again. :D

Turns out. You can completely bypass domain-era artillery stations if there happens to be some pour souls stuck on the planet.

To reproduce:
Spoiler
Find a station with domain era artillery and I guess deciv'd subpopulation, keep approaching and reloading until you get a hail, like this one:

Answer the hail.
Complete the event (not sure if actually required)
You're now able to survey the planet:

After surveying, you can colonize the planet. Doing this will instantly destroy the artillery station without needing to fight it. Which is really funny.

If you don't colonize and go back, the game won't let you try so it's a one-time thing.
[close]

Also you can put down a nex outpost on a planet with domain era arty. Might wanna check that out too.
« Last Edit: April 19, 2025, 07:37:32 AM by RoadTrain »
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Alex_V69

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2662 on: April 19, 2025, 08:34:27 AM »

Is there a chance that this mod causes ships to lose CR if you store them in a colony storage?
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2663 on: April 19, 2025, 10:02:07 AM »

RoadTrain, thank you for the bug reports :)

Is there a chance that this mod causes ships to lose CR if you store them in a colony storage?
Nope!
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RoadTrain

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2664 on: April 19, 2025, 01:39:13 PM »

RoadTrain, thank you for the bug reports :)

Is there a chance that this mod causes ships to lose CR if you store them in a colony storage?
Nope!

Leaving this here as a reminder but it turns out it's even easier to circumvent domain era artillery: Just try to build a nexerelin outpost, then cancel. You can now survey the planet and colonize it. Unlike my previous exploit which required a planet to be 'decivilized', this one will work 100% of the time.
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Hague

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2665 on: April 19, 2025, 02:04:21 PM »

I was thinking of some ideas to spice up the relations between some of the structures in your mod. In particular, it would be neat if you could enact trade policies at the Senate that alter the way the Embassy structure works:

Magnanimous Policy - Trade is made deferential to the faction that this embassy is associated with via its slotted ambassador. This increases maximum reputation bonus this embassy can reach but grants an access penalty to colonies in the system with the Policy with a value based on the size of the faction while granting an diffuse access bonus to all colonies associated with the ambassador's faction. Alternatives could include a faction-wide access penalty, a bonus only for

Reciprocal Trade Policy - Trade is opened between both factions increasing access for both colonies in the system containing this embassy and across all markets owned by the faction. The bonus should be based on the sum of the affected markets per faction so a large receiving faction will receive a small boost across all markets while providing a large boost to access. This is similar to the new deals you can make during the resolution of colony crises in the latest game version and probably needs to have this bonus reconciled with the one generated by the embassy.

Mercantilist Trade Policy - Policy is geared toward protecting select merchant groups from trade duties, among those in particular, your fleet. Access is slightly penalized in all markets in the system containing this embassy (based on the sum of the market sizes of the affected faction against the sum of market sizes in this system) while granting a reduction in tariffs with this embassy's associated faction. Multiple systems with Mercantilist policies could potentially bring the tariff rate to 0% but that's a choice for balance that needs to be made.

The general idea here is that by building multiple Senates and Embassies in many systems you can tie as much or as little of your market policy toward a particular faction, improving both in some way.
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FreedomFighter

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2666 on: April 20, 2025, 12:13:40 AM »

I left an Administrator for training on a Persian League world. Is there any way to know which world? She doesn't seem show up on my payroll, and there's no storage fee like when I forget to come back for a nanoforge ship.

Quote
Where are the Academies in the Core worlds?
The three Academies are in Galatia, Hybrasil – Eochu Bres, and Westenesse - Fikenhild.

Most of info about this mod's facilities are on the first page under FAQ.
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Jihelu

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2667 on: April 20, 2025, 03:18:40 AM »

I don't have access to my starsector log but when trying to view the codex entry for the pet items it gives me an error. It doesn't crash or anything, the description is just an error message for the codex item. Doesn't seem to effect anything.
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NasaBrindle

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Re: [0.98a] Industrial.Evolution 4.0.f - Campaign content expansion
« Reply #2668 on: April 20, 2025, 07:38:48 AM »

I left an Administrator for training on a Persian League world. Is there any way to know which world? She doesn't seem show up on my payroll, and there's no storage fee like when I forget to come back for a nanoforge ship.

Quote
Where are the Academies in the Core worlds?
The three Academies are in Galatia, Hybrasil – Eochu Bres, and Westenesse - Fikenhild.

Most of info about this mod's facilities are on the first page under FAQ.

Ah, thank you! It didn't occur to me that the academies were predefined with permanent locations; I was looking for some kind of widget or intel tab. Thanks!
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SirHartley

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Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2669 on: April 20, 2025, 01:09:13 PM »




Save Compatible with version 4.0+


Download
Older versions and changelogs

Requires MagicLib
Requires LazyLib
Requires LunaLib
Requires GraphicsLib


Or support me on Ko-Fi

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



The first round of replacing all AI images in the mod with hand-drawn ones. Consider supporting the mod to help me replace more of them - thank you :)

I also added a consumable item to make a location-independed slipsurge. It's very cool.
In addition, all open issues except the ones affecting the detachments are now addressed.



4.0.g
Added - Consumable item: Slipsurge Catapult - generate a slipsurge without a gravity well
Added - Starting to switch out all AI images in the mod:
Added - New image: Ore refining
Added - New image: Transplutonics refining
Added - New image: Organics extraction
Added - New image: Transplutonics mining
Added - New image: Volatile extraction
Added - New image: Ore Mining
Added - New image: Managed democracy
Added - New image: Outpost (old one was also human-made)
Added - Missiles to the Arsenal Station drop pool
Added - Added the planet_search tag back to the simulation engine item
Added - Automated Shipyards now show up in intel fleet log like hypershunts or cryosleepers
Adjusted - Removed technical RuinfraCond entry from planet search
Adjusted - Edict: Forced Relocation no longer works on colonies of size 3
Adjusted - Added industrial tag to supercomputer
Adjusted - Forge World experiment ships now follow local production quality conventions
Fixed - Turned off the unfinished NPC Missile Reaction manager that would make fleets behave strangely upon shooting a consumable missile
Fixed - Pet Management Ability no longer available when pets are turned off
Fixed - Hellpods hullmod description values corrected (5% increase in marine effectiveness, 10% increase in casualties)
Fixed - Can no longer circumvent artillery station combat through mod-added planet interactions (sorry!)
Fixed - Edict: Mandated Overtime - finally works as it should. Wow.
Fixed - Added a button to remove the relay hypertransmitter when downgrading an interstellar relay to a military relay with the item installed
Fixed - Pet Cryochamber no longer crashes in the codex
Fixed - Industry Items now tagged as industry items for the codex
Fixed - Ancient Laboratory crash due to getMemory() call on game procGen
Fixed - Game now correctly classifies the mod-specific salvageable stations as stations in the salvage tally
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