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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion  (Read 589315 times)

SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #855 on: May 27, 2021, 01:59:49 PM »

Thanks Mytre! I don't remember putting a luddic ship in there, but I don't even come close to saying I didn't. They're a scourge and I use their ships as screens for more important ones. I must have tossed a freighter of theirs in there and forgot about it.

Hopefully the Hegemony do not have a similar issue because they're my new target on another playthrough. I didn't rotate saves (my fault) so I can't get back to the dock and remove them, I am super close too. Sad, but again why didn't I have multiple save slots, that's on me, and my voracious attempts to crash starsector with mountains of mods.

Honestly this is the only non-version related crash so far. Starsector has been unbelievably solid for being in beta and suffers from a fantastic modder population that appears to have a very high level of solid coding experience.  Compared to Skyrim, there really isn't a comparison.
if you have console commands, type "devmode", then type "goto [starsystem], then goto [planet] - that'll teleport you right next to the planet while no time passes, so you can remove the ship!

Sorry for the bricked save.
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beyondfubar

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #856 on: May 27, 2021, 02:09:46 PM »

Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.


EDIT:

Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!

Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.
« Last Edit: May 27, 2021, 02:17:35 PM by beyondfubar »
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sharkley123

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #857 on: May 27, 2021, 02:59:45 PM »

How exactly do you use the forge templates provided by a hull deconstructor?
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Mytre

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #858 on: May 27, 2021, 07:08:35 PM »

Thanks! That's great I do have that mod. No worries on the save thing, like I said it's on me for not having a backup. If it turns out to be a luddic ship I'll just move on but if it isn't I'll report back with what it was. I assume that will make it easier to track down the offender.


EDIT:

Yep it was ill-advised modifications, I actually had two ships with it, removing them and waiting for the next month resulted in no crash. Thank you Mytre and SirHartley!

Info: Both were luddic path, both had just one D-mod left and removing them (the ships) resulted in no crash.

Yep,  this is a simple compatibility issue, since ill advised modifications have no cost, they cuase just a issue. So anyone having that crash know this, avoid putting luddic ships with ill advised modifications.
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.b - Campaign content expansion
« Reply #859 on: May 28, 2021, 12:24:55 AM »

How exactly do you use the forge templates provided by a hull deconstructor?
With another matching ruin.
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #860 on: May 28, 2021, 10:08:59 AM »



Save Compatible with 2.2.


Integrated with Version Checker
Requires MagicLib
Pairs well with Grand.Colonies



4 new items (for now), a bunch of fixes, proper drop behaviour for parts, more options for the salvage yards.
Items are a pain to make, mostly because I did not plan for them a year ago.


Change Log
2.2.c
  • General
  • Fixed - Parts now properly drop from combat
  • Fixed - Parts now properly drop when salvaging a ship wreck
  • Fixed - "nullpointerException" when docking at abandoned stations
  • Commerce (can be disabled in settings)
  • Added - Can only have one in the system
  • Adjusted - Dealmaker Holosute from 50 to 25% income bonus
  • Adjusted - Story Point increase from 25 to 10% income bonus
  • Adjusted - Alpha core now reduces tariffs on the open market by 25%
  • Military Base/High Command
  • Added - Special item (Relay Hypertransmitter)
  • Variable Industries
  • Fixed - Capacity too low tooltip (Missing String: "outputRestriction")
  • Supercomputer
  • Added - Special item (Simulation Engine)
  • Added - Now displays the second AI core as sprite on the industry
  • Fixed - Now properly recognizes if a condition is active or not (Supressing Cold with the Lamp no longer works)
  • Fixed - No longer vanishes from selection if unavailable to build
  • Centralisation Bureau
  • Added - Special Item (Logistics AI core)
  • Added - Whitelisted Shadowyards Industries
  • Added - Whitelisted LOA Void Extraction
  • Military/Interstellar Relays
  • Added - Special item (Relay Hypertransmitter)
  • Adjusted - Now needs a military base or a high command in the system to be built (reverted to old system)
  • Adjusted - Build cost increased by 1.2x when no Patrol HQ is present
  • Restoration Docks
  • Adjusted - Can't restore in-built D-mods if they are specified in the hull variant (vanilla game limitation)
  • Adjusted - Tooltip now better communicates this
  • Fixed - Alpha Core upkeep modifier no longer displays as Gamma Core
  • Fixed - Tooltip now correctly displays ship names instead of planet faction
  • Salvage Yards
  • Added - Option to trade in ships for production budget
  • Added - Option for Story point usage to double production budget
  • Adjusted - Max bonus output is now colony size + 4 (that's still a lot!)
  • Fixed - No longer spam the raid message, don't report anything if not under player control
  • Senate
  • Added - Special item (Neuroconditioning Compounds)
  • Fixed - Forced Reloaction no longer enactable at max colony size
  • Fixed - Edicts no longer randomly cancel after being enacted
  • Privateer Base
  • Adjusted - Fleets are now actually called "Privateers" (It's the small things)
  • Engineering Hub
  • Fixed - Tooltip properly displays unavailability reason for printing defects
  • World Wonders
  • Adjusted - Stability bonus longer stacks
  • Derelict Infrastructure
  • Fixed - Infinite loop that only wasn't one because it always crashed due an unrelated bug before it got stuck
  • Fixed - World Wonders now properly award the SP when built via Infrastructure
  • Derelict Industries
  • Adjusted - "Deliver to closest X" setting now delivers to Industrial Storage
  • Fixed - No longer builds in Militarized Subsystems if the ship is not civilian
[close]
« Last Edit: May 29, 2021, 04:00:18 AM by SirHartley »
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megabot

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #861 on: May 28, 2021, 10:43:49 AM »

small thing about the wonders: you forgot a no, for no longer stacks
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Helldiver

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #862 on: May 28, 2021, 11:17:18 AM »

Commerce nerfs lookin good. Being able to feed ships to salvage yards directly is also very welcome.
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Paper Kite

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #863 on: May 28, 2021, 01:41:58 PM »

Commerce is GUTTED but i'm still completely okay with it
not like this game is hard anyway lmao
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KDR_11k

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #864 on: May 28, 2021, 03:01:46 PM »

I think my salvage yard just claimed that salvage was available because of a successful incursion.... which was a bribed AI inspection. That was with the old version, if you fixed that already then ignore this.

I wish we could reverse engineer weapons, with ships I usually don't need more of one after I have enough copies to actually do the reverse engineering but with weapons it's likely that I still want more even after finding 3-5 of one. The only ships I'd want more than 2 of in my fleet are logistics ships and I don't think you can get enough Revenant/Phantom ships to finish the reverse engineering. If we could use hull forged ships for reverse engineering then it would be more practical to reverse engineer truly rare ships and give more reasons to actually bother with setting up the whole hull forge production chain.
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captinjoehenry

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #865 on: May 28, 2021, 03:33:49 PM »

I have a notable bug to report.  When I mouse over the add item option for the interstellar relay ( the upgraded version ) the game crashes to desktop without a message or anything.
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Cerevox

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #866 on: May 28, 2021, 04:42:54 PM »

When I mouse over the "downgrade to miltiary relay" option on an interstellar relay I get an instant CTD. No clicking or anything, the moment the tooltip would pop up, starsector is gone.
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mechanicalFactory

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #867 on: May 28, 2021, 07:08:12 PM »

Is commerce supposed to be unbuildable? The tool tip says there can only one in a system, but my solar system out in the frontier doesnt have any.
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Oni

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Re: [0.95a] Industrial.Evolution 2.2.c - Campaign content expansion
« Reply #868 on: May 28, 2021, 09:16:23 PM »

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.
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SirHartley

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Re: [0.95a] Industrial.Evolution 2.2.d - Campaign content expansion
« Reply #869 on: May 29, 2021, 03:14:32 AM »



Save Compatible with 2.2.


Integrated with Version Checker
Requires MagicLib
Pairs well with Grand.Colonies



Fixed crash on hover for relays, fixed commerce being unbuildable, totally and entirely removed militarized subsystems from military hulls I swear it's fixed


Change Log
2.2.d
  • Commerce
  • Fixed - Now buildable again (bit too much of a nerf there)
  • Military/Interstellar Relays
  • Fixed - Crash on hover
  • Derelict Industries
  • Fixed - No longer builds in Militarized Subsystems if the ship is not civilian (for real this time, I swear)
[close]
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