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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1236082 times)

redvyper

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #870 on: May 29, 2021, 07:19:18 PM »

I was upgrading from 2.1b to 2.2d and kept getting an error regarding this mod... fortunately I read this thread some more (as well as the main page!) before I posted. RTFM right?
Anyway, thanks so far for the mod! I've used it a lot. It's a very welcome addition and when I start a new campaign, I'll be excited to try the newer version. Cheers
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phoenixaa

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #871 on: May 30, 2021, 01:56:42 AM »

last hotfix fixed that
Good work. Thanks.
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #872 on: May 30, 2021, 02:42:57 AM »

Not sure I agree with reducing the Story Point increase for Commerce down to 10%.

Those can become a pretty hefty investment of SP later in the game (which is usually when you start managing colonies) and an investment should feel worthwhile. 10% just... doesn't feel like much of an increase.

Most of the SP increases are pretty minor, +1 output or +20% accessibility. Since Commerce boosts multiple industries for that SP it seems fine that you get less of a boost from it.
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dotdotdot

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #873 on: May 30, 2021, 06:51:18 AM »

I think I ran into a bug with mercenary officers and the academy on 2.2d.
It won't let you retrieve regular officers if you're at a number of officers equal to your cap even if you technically have a slot free (like 7 regulars + 1 merc).
Likewise, it won't let you retrieve merc officers if you're at your cap + 1.
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NoDebate

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #874 on: May 30, 2021, 08:24:26 PM »

Hi! I've made an account to report a bug (loving IE otherwise). For some context, I had an Admin in the Academy storage at Fikenhild (they had successfully completed their training). I saved my game, closed Starsector. Game CTDs when I attempt to continue the save. I can provide more of the log if needed, anything else I can do to help squash this bug, let me know.

Thanks again for IE, I have thoroughly enjoyed the versatility in colony builds!

Spoiler

38787 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Fikenhild: replacing IndEvo_Academy
38798 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
39307 [Thread-3] 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.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
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GaryVary

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #875 on: June 01, 2021, 07:06:05 AM »

I have problems with rift generator, after a few jumps my fleet starts to accumulate ship components shortage quality debuff
Spoiler
[close]
But there is no components shortage
Spoiler
[close]
I never saw this bug in runs without using rift generator and unfortunately I can't provide reasonable steps to duplicate this bug.
Also game sometimes crashes when I use rift generator (not exactly during jump) and for whatever reason I can't post exception text here.
Spoiler
[close]
I really like rift generator playstyle, but it's causes such problems.
« Last Edit: June 01, 2021, 07:31:12 AM by GaryVary »
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Yunru

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #876 on: June 01, 2021, 08:49:06 AM »

Okay I feel like I've asked this before for a previous version, buuut...
What are the requirements for an Interstellar Relay? It's not showing up on my list of industries and structures.

Killian

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #877 on: June 01, 2021, 09:34:37 AM »

Okay I feel like I've asked this before for a previous version, buuut...
What are the requirements for an Interstellar Relay? It's not showing up on my list of industries and structures.

IIRC it's an upgrade of the Military Relays.

Because Military Relays are system-wide, but Interstellar Relays are... well, sector(ish)-wide.

If you can't build Military Relays it's because those require a Military Base or High Command somewhere in the same system.
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #879 on: June 01, 2021, 01:03:17 PM »

Hm, with 2.2d I still got Militarized Subsystems built into a Phantom even though that's not a civilian ship. With my first batch I thought that maybe the template was encoded with a prior version so it could have been fitted that way with the bug present so I scanned another Phantom and ran it through the production chain, still MilSub.

Dunno what mod interactions could cause this, do you need an exhaustive list?
« Last Edit: June 01, 2021, 01:07:20 PM by KDR_11k »
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #880 on: June 01, 2021, 01:11:07 PM »

Hi! I've made an account to report a bug (loving IE otherwise). For some context, I had an Admin in the Academy storage at Fikenhild (they had successfully completed their training). I saved my game, closed Starsector. Game CTDs when I attempt to continue the save. I can provide more of the log if needed, anything else I can do to help squash this bug, let me know.

Thanks again for IE, I have thoroughly enjoyed the versatility in colony builds!

Spoiler

38787 [Thread-3] INFO  com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater  - Fikenhild: replacing IndEvo_Academy
38798 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
39198 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
39307 [Thread-3] 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.api.plugins.update.IndEvo_ModUpdater.replaceIndustries(IndEvo_ModUpdater.java:131)
   at com.fs.starfarer.api.plugins.update.IndEvo_ModUpdater.run(IndEvo_ModUpdater.java:44)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.updateVersionIfNeeded(IndEvo_modPlugin.java:129)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onGameLoad(IndEvo_modPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
Thank you for the report, fixed it - will hotfix asap.
I have problems with rift generator, after a few jumps my fleet starts to accumulate ship components shortage quality debuff
Spoiler
[close]
But there is no components shortage
Spoiler
[close]
I never saw this bug in runs without using rift generator and unfortunately I can't provide reasonable steps to duplicate this bug.
Also game sometimes crashes when I use rift generator (not exactly during jump) and for whatever reason I can't post exception text here.
Spoiler
[close]
I really like rift generator playstyle, but it's causes such problems.
same for this - fixed in dev, will release hotfix tomorrow.

Hm, with 2.2d I still got Militarized Subsystems built into a Phantom even though that's not a civilian ship. With my first batch I thought that maybe the template was encoded with a prior version so it could have been fitted that way with the bug present so I scanned another Phantom and ran it through the production chain, still MilSub.

Dunno what mod interactions could cause this, do you need an exhaustive list?
yeah I know, it doesn't want to stay dead
i made it dead again, I hope, maybe
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Light of Other Days

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #881 on: June 01, 2021, 11:56:14 PM »

I've noticed that my privateers are entering their target system, gathering all fleets at the waypoint, then immediately declaring the raid failed and heading home without ever even coming in sight of a hostile fleet; my transponder is on as well when I'm escorting them, so I'm not scaring them off somehow. It happens regardless of the fleet's projected strength relative to the system's defenders. I've had privateers running for around three years and they've yet to successfully complete a raid.

Any idea what's causing this behavior? If it makes a difference, I'm back on version 2.1.b.

Also, is it possible to steadily "step up" my save from 2.1.b to 2.2.d, adding a version, saving, adding the next version, etc. until it's fully updated? Or am I effectively stuck at 2.1.b until I start a new game?
« Last Edit: June 01, 2021, 11:57:52 PM by Light of Other Days »
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #882 on: June 02, 2021, 02:36:12 AM »

yeah I know, it doesn't want to stay dead
i made it dead again, I hope, maybe
Maybe it would be worth removing MilSub from the list of possible built-ins anyway, it has its downsides and players may not want it in their ships (or can add it themselves if they want it).
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DownTheDrain

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #883 on: June 02, 2021, 08:18:10 AM »

Just ran into the same Admin in Training bug someone else reported before. Wish I'd read about that earlier cause right now the save is borked.
So about that hotfix...
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OJ

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #884 on: June 03, 2021, 11:18:47 AM »

Tossed an alpha core into hull forge before I tossed a doom-class template in there and it ended up having integrated targeting unit and militarized subsystems built in so... guessing that's not intended to be possible on an already military grade hull. It does give all the intended benefits at least. Unsure if there's a build-in hull mod blacklist/whitelist or not but figured Id toss this out there.

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