Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

Pages: 1 ... 29 30 [31] 32 33 ... 67

Author Topic: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion  (Read 262462 times)

UberWaffe

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #450 on: November 14, 2020, 12:52:20 AM »

Allright, bug report, but keep in mind I have been mucking about in the source code, so might be totally on me.

Version: 1.8.c + source code changes

Crashlog.
Spoiler
93202 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
93202 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
93257 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Built two interstellar arrays in the same system. (Yes, I know that was redundant.) Also had another two military relays in the same system.
Game would throw the above error whenever I docked with any planet or fleet in the system. Would be fine outside the system.

I downgraded the two interstellar arrays down to military arrays. No longer get the above error.
I did not make changes to the "IndEvo_ComArray" class, otherwise wouldn't have report this.

Would still first find out if anyone else that hasn't mucked about with the source can replicate this behavior before diving too deep into code.
Logged

Ultrarattecoon

  • Ensign
  • *
  • Posts: 1
    • View Profile
    • Email
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #451 on: November 15, 2020, 10:52:23 AM »

 :) Hi. I don't understand how to use forge templates. Please explain or point me where to read on that. :P
Logged

SirHartley

  • Captain
  • ****
  • Posts: 450
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #452 on: November 15, 2020, 11:56:15 PM »

Bug report

I'd need to know which classes you touched on - but yes, it's possible that's on me.

Hi. I don't understand how to use forge templates. Please explain or point me where to read on that.

Forge templates are Explorarion content and I won't spoil what they do!
Hint: survey some planets in systems with [redacted] presence.
Logged

drbonsai

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #453 on: November 17, 2020, 01:12:54 PM »

So far I'm loving this mod, but I have a question.  I dropped an administrator into a different faction academy, and I have completely forgotten where I left them.  I know there was a small popup notification but I ignored it.  Is there a way to track all administrators/officers in academies or am I out of luck?
Logged

TiberQ

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #454 on: November 17, 2020, 03:03:10 PM »

Hi,

Very nice mod, keep it going !

Bug;
An officer whit available levelling being retrained in academy results in the officer to be no longer upgradeable, and even losing it's made progress before he/she went into academy.

Your settings file is missing stuff, i tried to deactivate salvage yards and supercomputers. Salvage yard because AI builds them for no reason, forgoing heavy industry/ orbital. Resulting in crappy AI fleets. Not sure if that was intended / bug.

Adding all your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD

« Last Edit: November 17, 2020, 03:05:53 PM by TiberQ »
Logged

UberWaffe

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #455 on: November 18, 2020, 12:57:16 AM »

I'd need to know which classes you touched on - but yes, it's possible that's on me.

WinMerge report csv.
Left side is modified source. Right side is original.

Spoiler
com,,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
fs,com,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
starfarer,com\fs,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
api,com\fs\starfarer,Folders are different,* 01/11/2020 21:25:49,  22/10/2020 23:40:17,
impl,com\fs\starfarer\api,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
campaign,com\fs\starfarer\api\impl,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
econ,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
conditions,com\fs\starfarer\api\impl\campaign\econ,Folders are different,* 01/11/2020 21:35:21,  22/10/2020 23:40:17,
IndEvo_edict_forced_reloc.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are different,* 18/10/2020 15:58:24,  14/09/2020 19:00:32,java
IndEvo_baseEdict.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_BeaconCondition.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_CryoRevivalDisabler.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  17/09/2020 13:17:39,  17/09/2020 13:17:39,java
IndEvo_edict_cleanse.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_edict_conscription.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_edict_customs.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_edict_deadlines.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  20/07/2020 17:52:04,  20/07/2020 17:52:04,java
IndEvo_edict_growth_reinv.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:28,  02/07/2020 16:59:28,java
IndEvo_edict_ind_incent.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:30,  02/07/2020 16:59:30,java
IndEvo_edict_labour_rest.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  02/07/2020 16:59:29,  02/07/2020 16:59:29,java
IndEvo_edict_lockdown.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
IndEvo_pirate_subpop.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,* 01/11/2020 21:35:19,  11/10/2020 15:23:54,java
IndEvo_RuinsCondition.java,com\fs\starfarer\api\impl\campaign\econ\conditions,Text files are identical,  11/10/2020 14:50:31,  11/10/2020 14:50:31,java
impl,com\fs\starfarer\api\impl\campaign\econ,Folders are different,* 14/11/2020 17:41:51,  22/10/2020 23:40:17,
derelicts,com\fs\starfarer\api\impl\campaign\econ\impl,Folders are different,* 01/11/2020 21:41:27,  22/10/2020 23:40:17,
IndEvo_AdAssem.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 14/11/2020 17:41:51,  14/09/2020 00:36:21,java
IndEvo_AdManuf.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 17/10/2020 22:50:50,  14/09/2020 00:36:21,java
IndEvo_ComArray.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 12/11/2020 10:15:45,  21/10/2020 20:48:05,java
IndEvo_dryDock.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 18/10/2020 15:52:40,  26/09/2020 23:34:14,java
IndEvo_EngHub.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 05/11/2020 15:35:30,  17/10/2020 18:21:57,java
IndEvo_PrivatePort.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are different,* 10/11/2020 21:17:49,  18/10/2020 12:42:16,java
Contract.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 21:17:55,  ,java
IndEvo_ShieldArray.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 14/11/2020 13:05:31,  ,java
ShippingContainer.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 22:03:21,  ,java
ShippingStatus.java,com\fs\starfarer\api\impl\campaign\econ\impl,Left only: C:\Games\Simulation\Starsector\Extra\Version 0.9.1\IndustrialEvo 1.8\src\com\fs\starfarer\api\impl\campaign\econ\impl,* 10/11/2020 21:20:43,  ,java
installableItemPlugins,com\fs\starfarer\api\impl\campaign\econ\impl,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
subindustries,com\fs\starfarer\api\impl\campaign\econ\impl,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
IndEvo_Academy.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  14/09/2020 19:51:52,  14/09/2020 19:51:52,java
IndEvo_AdInfra.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  22/09/2020 23:25:34,  22/09/2020 23:25:34,java
IndEvo_ComForge.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  27/09/2020 00:40:11,  27/09/2020 00:40:11,java
IndEvo_embassy.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  19/10/2020 21:13:29,  19/10/2020 21:13:29,java
IndEvo_pirateHaven.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  20/10/2020 17:46:48,  20/10/2020 17:46:48,java
IndEvo_ReqCenter.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  19/08/2020 13:41:57,  19/08/2020 13:41:57,java
IndEvo_ScrapYard.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  30/09/2020 23:09:30,  30/09/2020 23:09:30,java
IndEvo_senate.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  14/09/2020 19:00:32,  14/09/2020 19:00:32,java
IndEvo_SharedSubmarketUser.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  18/09/2020 22:07:30,  18/09/2020 22:07:30,java
IndEvo_SharedSubmarketUserAPI.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  18/09/2020 23:18:13,  18/09/2020 23:18:13,java
IndEvo_SupCom.java,com\fs\starfarer\api\impl\campaign\econ\impl,Text files are identical,  09/10/2020 19:08:10,  09/10/2020 19:08:10,java
fleets,com\fs\starfarer\api\impl\campaign,Folders are different,* 10/11/2020 21:22:30,  22/10/2020 23:40:17,
IndEvo_ShippingManager.java,com\fs\starfarer\api\impl\campaign\fleets,Text files are different,* 10/11/2020 21:22:30,  07/10/2020 20:35:30,java
IndEvo_ShippingFleetAssignmentAI.java,com\fs\starfarer\api\impl\campaign\fleets,Text files are identical,  18/10/2020 16:02:49,  18/10/2020 16:02:49,java
ids,com\fs\starfarer\api\impl\campaign,Folders are different,* 12/11/2020 14:44:17,  22/10/2020 23:40:17,
IndEvo_ids.java,com\fs\starfarer\api\impl\campaign\ids,Text files are different,* 12/11/2020 14:44:17,  21/10/2020 11:14:33,java
adInfraAllowedIDs.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  02/07/2020 16:59:28,  02/07/2020 16:59:28,java
IndEvo_AmbassadorIdHandling.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  10/10/2020 22:17:35,  10/10/2020 22:17:35,java
IndEvo_Items.java,com\fs\starfarer\api\impl\campaign\ids,Text files are identical,  15/08/2020 17:38:45,  15/08/2020 17:38:45,java
intel,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
misc,com\fs\starfarer\api\impl\campaign\intel,Folders are different,* 10/11/2020 21:23:32,  22/10/2020 23:40:17,
IndEvo_ShippingFleetIntel.java,com\fs\starfarer\api\impl\campaign\intel\misc,Text files are different,* 10/11/2020 21:23:32,  18/10/2020 19:08:17,java
rulecmd,com\fs\starfarer\api\impl\campaign,Folders are different,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
portRules,com\fs\starfarer\api\impl\campaign\rulecmd,Folders are different,* 10/11/2020 21:26:38,  22/10/2020 23:40:17,
IndEvo_CreateShippingSelectionList.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:25:18,  10/10/2020 22:17:35,java
IndEvo_DisplaySubListPage_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:24:46,  27/09/2020 00:40:11,java
IndEvo_OptionStartsWith_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:38,  13/09/2020 18:41:57,java
IndEvo_ShippingAllowed.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:38,  29/09/2020 19:50:20,java
IndEvo_ShippingCargoRemovalSelection.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:25:40,  22/09/2020 16:07:16,java
IndEvo_ShippingCargoSelection.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are different,* 10/11/2020 21:26:05,  18/10/2020 22:58:57,java
IndEvo_DesignateSubListPageToLoad_Shipping.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are identical,  01/09/2020 21:20:30,  01/09/2020 21:20:30,java
IndEvo_ShippingVariables.java,com\fs\starfarer\api\impl\campaign\rulecmd\portRules,Text files are identical,  12/09/2020 18:28:08,  12/09/2020 18:28:08,java
academyRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
ambassadorRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,* 01/11/2020 21:46:12,  22/10/2020 23:40:17,
edictRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
riftGenRules,com\fs\starfarer\api\impl\campaign\rulecmd,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
IndEvo_marketHasIndustry.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  20/08/2020 11:52:54,  20/08/2020 11:52:54,java
IndEvo_marketIsPlayerOwned.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  02/07/2020 16:59:29,  02/07/2020 16:59:29,java
IndEvo_notAtWar.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  20/07/2020 17:52:04,  20/07/2020 17:52:04,java
IndEvo_requiresColonyMenuPoint.java,com\fs\starfarer\api\impl\campaign\rulecmd,Text files are identical,  14/09/2020 19:00:31,  14/09/2020 19:00:31,java
entityplugins,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
hullmods,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
submarkets,com\fs\starfarer\api\impl\campaign,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:17,
campaign,com\fs\starfarer\api,Identical,  01/10/2020 23:13:50,* 22/10/2020 23:40:16,
plugins,com\fs\starfarer\api,Identical,* 01/11/2020 21:27:15,  22/10/2020 23:40:17,
IndEvo_IndustryTools.java,com\fs\starfarer\api,Text files are identical,* 01/11/2020 21:25:44,  19/10/2020 21:01:52,java
RandomCollection.java,com\fs\starfarer\api,Text files are identical,  24/03/2020 19:11:42,  24/03/2020 19:11:42,java
META-INF,,Identical,  01/10/2020 23:13:51,* 22/10/2020 23:40:17,
[close]
« Last Edit: November 18, 2020, 01:02:30 AM by UberWaffe »
Logged

Krelian

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #456 on: November 18, 2020, 02:44:08 PM »

Will the AI faction use them? In nexerelin?
Logged

pipai

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #457 on: November 19, 2020, 03:26:15 AM »

Bug report:

The Courier Port doesn't seem to work for me. I created 2 contracts to ship a bunch of Heavy Armaments to storage somewhere else, and although it said that it was successful, I saw no Heavy Armaments in storage at the destination. But the source's Heavy Armaments were gone. I saw no errors in logs.

EDIT:
A later shipment worked. Storage happened to have the first 2 slots blank because I took some supplies and fuel beforehand, and the heavy armaments showed up in the first slot, so maybe there's a clue there.
« Last Edit: November 19, 2020, 02:46:34 PM by pipai »
Logged

Chairman Suryasari

  • Captain
  • ****
  • Posts: 363
  • The Deployer of John Lennon's.
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #458 on: November 19, 2020, 05:47:04 PM »

Combine industries proposal

Hi there!
I did actually try making something like this - but failed at it, since I would have to overwrite some vanilla code for it, which is considered a massive no-go in the modding community.
The issue is that if you have an industry combined into two, the game will no longer register these industries as present - and they will be build-able again, which would allow stacking duplicates.
That problem is only solvable by changing the industries themselves.

Oh well..

But will we get another industries with 2 slot beside Privateer? Maybe make the cloning facility as 2 slot with better effect, and more dark industries like slave trade industries that will boost other production and population with little harvested organ commodity but add  downside effect like constantly have bad reputation with "good" moral alignment faction, some faction mod like Diable Avionics and Legio Infernalis run on slave population so it's not that jarring in modeverse, this also perfect for pirate playthrough because pirate doesn't have top of the line equipment and must rely on hard labor to make their ship flying at all. It's probably feel like cloning facility but more grounded in a way.

But in the end of the day, i'm happy to see any content you add in this mod in the future  ;D
Logged
"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.

battleturkies

  • Ensign
  • *
  • Posts: 7
  • ceiling opossum
    • View Profile
    • Email
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #459 on: November 21, 2020, 09:33:42 PM »

This mod makes me happy. Thank you
Logged

N3V3R

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #460 on: November 22, 2020, 06:57:41 PM »

Question: is there a limit to how many planets u can have in a system with "extra" means?
Logged

SirHartley

  • Captain
  • ****
  • Posts: 450
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #461 on: November 27, 2020, 10:16:16 AM »

So far I'm loving this mod, but I have a question.  I dropped an administrator into a different faction academy, and I have completely forgotten where I left them.  I know there was a small popup notification but I ignored it.  Is there a way to track all administrators/officers in academies or am I out of luck?
unless you are playing nex random sector, there are only two academies in the sector - check the FAQ. Otherwise, you are out of luck, sorry!

Bug;
An officer whit available levelling being retrained in academy results in the officer to be no longer upgradeable, and even losing it's made progress before he/she went into academy.
I'll fix it for the next release, thanks for the report.

Your settings file is missing stuff, i tried to deactivate salvage yards and supercomputers. Salvage yard because AI builds them for no reason, forgoing heavy industry/ orbital. Resulting in crappy AI fleets. Not sure if that was intended / bug.

Adding all your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD
There are setting entries for deactivating industries. AI won't build them if they are deactivated, also, NPC colonies building stuff is Nexerelin.
Adding "all my stuff" to settings is not possible, both due to time constraints and balance reasons. I did add a plethora of options, take a look.

Will the AI faction use them? In nexerelin?
Some, yes.

But will we get another industries with 2 slot beside Privateer? Maybe make the cloning facility as 2 slot with better effect, and more dark industries like slave trade industries that will boost other production and population with little harvested organ commodity but add  downside effect like constantly have bad reputation with "good" moral alignment faction, some faction mod like Diable Avionics and Legio Infernalis run on slave population so it's not that jarring in modeverse, this also perfect for pirate playthrough because pirate doesn't have top of the line equipment and must rely on hard labor to make their ship flying at all. It's probably feel like cloning facility but more grounded in a way.
I won't make "X but better" buildings, they are uninteresting and do not facilitate choice. Also, avoiding on-the-nose edgy topics has worked well for me so far, narrative is better interpreted than told. Check out the Senate / Edicts for some morally questionable options.

This mod makes me happy. Thank you
Nice to hear that, thank you :)

Question: is there a limit to how many planets u can have in a system with "extra" means?
I don't quite know what you are referring to here - if it's the exploration content, then the limit is 2 per system.
Logged

Farya

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #462 on: November 27, 2020, 10:41:08 AM »

What about some industries centered about [REDACTED] shenanigans? Not availible from the start though. You have to either be a friend of TT or successfuly destroy fully intact [REDACTED] station for that technology, or both. Like being able to build their station as orbital yourself. Or maybe you could build a relay that would make local automated fleets treat your colony as protected facility - they will basically act like defensive patrols instead of drifting dormant and will no longer attack factions that are not hostile to Tritach. So your indie friends would be safe now.
And for Derelicts there could be a kind of beacon that attracts them to your system - could be useful to make it harder for other factions that share system with your colony at the cost of some access. And maybe there would be a chance for Comsec or Knights of Ludd to find out your involvement.
Logged

Twilight Sentinel

  • Commander
  • ***
  • Posts: 131
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #463 on: November 29, 2020, 11:25:43 AM »

Some questions.  I'm having a lot of trouble knowing whether or not I should build any of the new buildings in the mod and had mostly been using trial and error until now.  I figured I should ask rather than spend money on any more buildings I'm going to immediately shut down after I finish them because I can't use them.

1. Is there any way to know how many ships you need before you can do a full reverse engineering project?  Preferably without needing to build the reverse-engineering building first.

2. Is the intention of reverse-engineering purely for flavor reasons to add ships to your faction's navies?  It seems that you need five ship hulls to do reverse-engineering and I'm not sure of any situations where a player would need more than five of any given ship for their own fleets.

3. Is there any way to know if you can make use of an ancient ruin building without building it first?

4. If you do find that you have no use for an ancient ruin, is the ruin suppose to disappear if you shut down the building you made from it?  Say in case you don't want to pay for maintenance at the moment, but might want it back in 5-10 cycles?

5. Is a combination of 10 buildings and industries (not including population + spaceport) a hard limit on building things on planets?

6. Does a variable assembler produce automatically exported resources to make up for its maintenance cost?  How many units does each variant produce?

7. How long does it take for a restoration dock to remove a D-mod?

8. Can salvage yards be used instead of heavy industry for custom production and to give my faction doctrine fleets?

9. Do any of the buildings waive their maintenance costs by default if they are not in active use?
Logged

SirHartley

  • Captain
  • ****
  • Posts: 450
    • View Profile
Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« Reply #464 on: November 29, 2020, 12:15:58 PM »

1. Is there any way to know how many ships you need before you can do a full reverse engineering project?  Preferably without needing to build the reverse-engineering building first.
cap/cruiser/dest/frig 3/3/4/5
2. Is the intention of reverse-engineering purely for flavor reasons to add ships to your faction's navies?  It seems that you need five ship hulls to do reverse-engineering and I'm not sure of any situations where a player would need more than five of any given ship for their own fleets.
It's intended as addition to the combat/salvage gameplay loop, to give ships you'd otherwise scrap a use. Also, anything you can come up with.
3. Is there any way to know if you can make use of an ancient ruin building without building it first?
No.
4. If you do find that you have no use for an ancient ruin, is the ruin suppose to disappear if you shut down the building you made from it?  Say in case you don't want to pay for maintenance at the moment, but might want it back in 5-10 cycles?
Ruins are ancient, advanced pieces of tech on a planet, that can no longer be built with post-collapse knowledge. Nuking one means permanent removal.
5. Is a combination of 10 buildings and industries (not including population + spaceport) a hard limit on building things on planets?
That is the vanilla cap, yes. Can't be changed, it's hardcoded.
6. Does a variable assembler produce automatically exported resources to make up for its maintenance cost?  How many units does each variant produce?
It's not supposed to make up for its' maintenance cost, but it sometimes does under good circumstances. Assembler produces less than Manufactory, exact numbers don't matter - it's enough to be generally worth it.
7. How long does it take for a restoration dock to remove a D-mod?
month tick over
8. Can salvage yards be used instead of heavy industry for custom production and to give my faction doctrine fleets?
probably not - it's supposed to supplement, not replace.
9. Do any of the buildings waive their maintenance costs by default if they are not in active use?
check the AI core effects
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 67