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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1258597 times)

SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1260 on: April 21, 2022, 02:27:28 PM »



NOT SAVE COMPATIBLE


Requires MagicLib
Requires LazyLib

Integrated with Version Checker
Pairs well with Grand.Colonies
as well as Substance.Abuse


Split your fleet into Detachments! Research Projects! Weapons! Minefields!
Courier port has a proper UI and is no longer broken!
New icons for normal and relic components!
I have not slept in weeks!

Get the alcohol mod too it's great and the reason why this wasn't release like a month ago!

Spoiler

[close]


Change Log
3.0.a
  • General
  • Added - Minefields (this changelog is starting off great, isn't it?)
  • Added - Some settings
  • Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
  • Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)
  • Items
  • Adjusted - New Icon for Ship Components
  • Adjusted - New Icon for Relic Components
  • Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
  • Removed - Unfinished industry items are now no longer present in the files and will maybe STOP *** DROPPING
  • Weapons
  • Added - Research Projects at the Galatian Academy
  • Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
  • Added - Research Project for Relic Components
  • Abilities
  • Added - Ability to create detachments from your fleet (with different behaviour modes)
  • Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
  • Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
  • Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
  • Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.
  • Tech Mining
  • Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
  • Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
  • *** - T*chpriest, lmao
  • Embassy
  • Adjusted - No longer buildable on Nexerelin Governed Colonies,
  • Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
  • Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
  • Fixed - No longer crashes when a world with an ambassador decivilizes
  • Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...
  • Senate
  • Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
  • Added - Info about active edict to edict removal screen
  • Fixed - Labour restrictions are now actually unavailable when market is a freeport
  • Privateer Base
  • Adjusted - Minor sprite contrast touch-ups
  • Salvage Yards
  • Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
  • Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer
  • Academy
  • Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
  • Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
  • Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
  • Fixed - no longer crashes when training an admin with a skill
  • Fixed - "ESC" shortcut on leave option at galatia academy
  • Courier Port
  • Added - Proper User Interface
  • Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
  • Adjusted - Now allows shipping from stockpile
  • Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
  • Adjusted - Gamma core now makes the interface accessible at any comm relay
  • Fixed - No longer loses shipments
  • Removed - Insurance
  • Removed - Item drops on fleet death
  • Derelict Industries
  • Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
  • Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
  • Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
  • Fixed - Rift Generator - no longer considers nex outposts as colonies
  • Fixed - Printed Ships now properly work with Starship Legends
  • Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
  • Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
  • Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull
  • Exploration
  • Added - Arsenal stations orbiting planets will now spawn with a special surprise
  • Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
  • Adjusted - Reduced the requirement to get relic components from hard battles
  • Adjusted - Increased relic component drops from derelict Survey and Motherships
[close]
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Kakroom

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1261 on: April 21, 2022, 02:38:24 PM »



NOT SAVE COMPATIBLE


Requires MagicLib
Requires LazyLib

Integrated with Version Checker
Pairs well with Grand.Colonies
as well as Substance.Abuse


Split your fleet into Detachments! Research Projects! Weapons! Minefields!
Courier port has a proper UI and is no longer broken!
New icons for normal and relic components!
I have not slept in weeks!

Get the alcohol mod too it's great and the reason why this wasn't release like a month ago!

Spoiler

[close]


Change Log
3.0.a
  • General
  • Added - Minefields (this changelog is starting off great, isn't it?)
  • Added - Some settings
  • Added - Admin salary at 2 skills is now 20.000c (Vanilla balance change)
  • Adjusted - reduced Admin salary at 1 skill from 20.000c to 10.000c (Vanilla balance change)
  • Items
  • Adjusted - New Icon for Ship Components
  • Adjusted - New Icon for Relic Components
  • Adjusted - Item drop rates across the board. IndEvo Industry items now rarer, as are VPCs.
  • Removed - Unfinished industry items are now no longer present in the files and will maybe STOP *** DROPPING
  • Weapons
  • Added - Research Projects at the Galatian Academy
  • Added - 5 different researchable Weapons (Courtesy of Nia Tahl)
  • Added - Research Project for Relic Components
  • Abilities
  • Added - Ability to create detachments from your fleet (with different behaviour modes)
  • Added - Behaviour: Stay - Stay in place, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Follow - Follow the main force, do not engage enemy fleets unless attacked.
  • Added - Behaviour: Hide - Go dark, attempt to hide in a good location, and avoid other fleets.
  • Added - Behaviour: Escort - Escort the main force, attack equal-strength visible hostile fleets.
  • Added - Behaviour: Intercept - Escort, only intercept enemy fleets that target the main force.
  • Added - Behaviour: Transport - Transport cargo to selected colony, then store fleet and cargo.
  • Tech Mining
  • Added - compatibility with Yunru Techmining (Yunrus Mod will take precedence)
  • Added - implemented the Better Colonies changes (Diplays a tooltip showing the total remaining salvage)
  • *** - T*chpriest, lmao
  • Embassy
  • Adjusted - No longer buildable on Nexerelin Governed Colonies,
  • Fixed - Ambassadors can no longer be installed on Nex Governed Colonies (Fixes the "Compromised" bug)
  • Fixed - No longer allows hiring ambassadors when the only open embassy is on a Nex Governed Colony
  • Fixed - No longer crashes when a world with an ambassador decivilizes
  • Note - The "Governed Colony" problem is not fixable without a complete re-write of the system...
  • Senate
  • Added - Edict: Mandated Overtime. Doubles building construction speed, halves all commodity production.
  • Added - Info about active edict to edict removal screen
  • Fixed - Labour restrictions are now actually unavailable when market is a freeport
  • Privateer Base
  • Adjusted - Minor sprite contrast touch-ups
  • Salvage Yards
  • Adjusted - Moving D-Mods now works between ships of similar tech type and hull size (Midline cruiser to midline cruiser...)
  • Fixed - Ship building budget should no longer display 0 or negative values, and should no longer throw an occasional Nullpointer
  • Academy
  • Added - 3 additional colony admin skills that can be obtained by training an admin at the academy
  • Adjusted - Hire-able Admins spawned by the academy have a 10% chance to spawn with one of the new Admin skills
  • Fixed - can no longer replace an admins brain with an AI core (can't train admins in hypercognition)
  • Fixed - no longer crashes when training an admin with a skill
  • Fixed - "ESC" shortcut on leave option at galatia academy
  • Courier Port
  • Added - Proper User Interface
  • Added - Timed failsafe to refund the shipment cargo if it does not arrive where it should
  • Adjusted - Now allows shipping from stockpile
  • Adjusted - Can now ship from and to any planet, not only planets you have things in storage at
  • Adjusted - Gamma core now makes the interface accessible at any comm relay
  • Fixed - No longer loses shipments
  • Removed - Insurance
  • Removed - Item drops on fleet death
  • Derelict Industries
  • Adjusted - Rift Generator - added a failsafe to make sure the colony teleports even if the animation fails
  • Adjusted - Rift Generator - the jump points it makes now point towards the location of the planet
  • Adjusted - Fleet Members with Unremoveable, Non-AI officers can no longer be deconstructed
  • Fixed - Rift Generator - no longer considers nex outposts as colonies
  • Fixed - Printed Ships now properly work with Starship Legends
  • Fixed - Forge templates should no longer display a nebula when fed with D-Modded ships (probably)
  • Fixed - Forge templates no longer build in hullmods with the "no_build_in" tag
  • Fixed - Deconstructor now moves AI cores installed in ships to the storage when deconstructing a hull
  • Exploration
  • Added - Arsenal stations orbiting planets will now spawn with a special surprise
  • Adjusted - Arsenal station officer sleeper pod events now conform to the new vanilla max officer levels
  • Adjusted - Reduced the requirement to get relic components from hard battles
  • Adjusted - Increased relic component drops from derelict Survey and Motherships
[close]

Finally, an excuse to start a new campaign!

Oh no, an excuse to start a new campaign!
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Oni

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1262 on: April 21, 2022, 02:46:03 PM »

...
Finally, an excuse to start a new campaign!

Oh no, an excuse to start a new campaign!
I will endure until the new Neutrino Corp is ready... I... will... endure!
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nukularpower

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1263 on: April 21, 2022, 02:48:05 PM »

Glad to see the update coming out, though I have to question being stuck with the broken Courier Port all this time because of the alcohol mod :P
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1264 on: April 21, 2022, 02:56:47 PM »

Glad to see the update coming out, though I have to question being stuck with the broken Courier Port all this time because of the alcohol mod :P
I have my priorities, mah man
memes > fixing stuff that has been broken for months
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Helldiver

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1265 on: April 21, 2022, 03:31:55 PM »

Split your fleet into Detachments!
  • Added - Ability to create detachments from your fleet (with different behaviour modes)

This and Nex's recent real-time planetside battles have blown anything vanilla's added in a long while gameplay-wise.
What a time to be alive, hats off to you as usual.
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Prolbo

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1266 on: April 22, 2022, 12:57:22 AM »

Detachments? Oh God! It's amazing! At least I can leave part of my highly visible and resource hungry fleet without any additional movements and complications.

This is the best God damn addition I ever saw.
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raffysauce

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1267 on: April 22, 2022, 03:14:59 AM »

With the new version, the game crashes during sector generation if nex random core worlds is activated.

java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.spawnMineFields(IndEvo_modPlugin.java:163)
   at com.fs.starfarer.api.plugins.IndEvo_modPlugin.onNewGameAfterEconomyLoad(IndEvo_modPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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)

Without it enabled it works fine though!   ;D
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1268 on: April 22, 2022, 03:39:45 AM »

Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!


I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.

Specific questions you could answer in regards to this:
  • Did the ability work the way you thought it would?
  • Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
  • Did you find everything where you thought it would be?
  • Does the information the UI provides feel complete?
  • Does the detachment (usually) behave like you expect it to?
  • Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?
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beaster9999

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1269 on: April 22, 2022, 05:56:05 AM »

Hi. This mod is essential to the game.. thank you for taking the time to make it.
I'm just coming up to getting my first colony running well in my current playthrough and, on loading, noticed this update. I updated and ran my game(not reading properly). It seems to be working with my save. Is there going to be something missing or does the bust save crash happen straight away, or am I lucky ATM?
 :'(
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Chairman Suryasari

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1270 on: April 22, 2022, 08:26:40 AM »

Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in
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Kakroom

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1271 on: April 22, 2022, 10:01:28 AM »

Welcome to the forums!
Yeah, I know - will fix when I am home from work, thank you for the report!


I do have a request - if anyone takes the time to seriously engage with the detachment ability I'd appreciate any feedback you can provide (regardless of form) - especially in regards to information feedback and "feeling of being in control", and if your expectations are met by how everything is explained.

Specific questions you could answer in regards to this:
  • Did the ability work the way you thought it would?
  • Did something happen to your detachment that you did not see coming (run out of supplies, fuel, combat...)
  • Did you find everything where you thought it would be?
  • Does the information the UI provides feel complete?
  • Does the detachment (usually) behave like you expect it to?
  • Did you feel safe using the ability, or does the unknown risk outweight the reward of the feature for you?

I came to this thread specifically to gush about the detachment ability.

1. Yes
2. No, but the operation I was performing was very short-term and we were in friendly space so there wasn't much that could happen
3. I found way, way more than I expected to and it makes me super happy. I can't believe you can transfer cargo between fleets
4. Yes
5. It behaved more intuitively than I expected it to. It was tiny and I was expecting to have to pixel hunt it down and merge it with my fleet. Instead when I got close it zeroed in on me.
6. I do feel safe using the ability.

When doing an extraction mission for Iron Shell I detached my high-sensor profile Izanami and Dram in an asteroid belt, ordered them to stay, approached the target with my two Valkyries, raided the objective, reignited my transponder in another asteroid belt and reconnected with my fleet.

This feature is genuinely one of the best things ever. I admit i don't really know what it's doing in this mod but I would be lying if I said I cared.
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Chairman Suryasari

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1272 on: April 22, 2022, 10:57:29 AM »

Found error on Linux version of the game, probably because miss-match lowercase and uppercase name.

Quote
172697 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/indevo_cryoartillery_hardpoint.png] resource, not found in

Found a fix for this, if you have this problem, go to /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/ and find IndEvo_cryoartillery.wpn and open it with notepad or linux equivalent of it then change the line :

Quote
  "turretSprite": "graphics/weapons/indevo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/indevo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/indevo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/indevo_cryoartillery_hardpoint_glow.png",

to

Quote
  "turretSprite": "graphics/weapons/IndEvo_cryoartillery_turret.png",
  "turretGlowSprite": "graphics/weapons/IndEvo_cryoartillery_turret_glow.png",
  "hardpointSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint.png",
  "hardpointGlowSprite": "graphics/weapons/IndEvo_cryoartillery_hardpoint_glow.png",
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-Some random Youtube comment on video about Sonic OC.

SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1273 on: April 22, 2022, 12:25:23 PM »



3.0.b is save compatible with 3.0.a
NOT SAVE COMPATIBLE WITH 2.2!


Requires MagicLib
Requires LazyLib

Integrated with Version Checker
Pairs well with Grand.Colonies
as well as Substance.Abuse


Nothing major, fixed a crash on linux and one for nex random mode.
Also update a sprite.


Change Log
3.0.b
  • General
  • Fixed - Nex Random mode Crash
  • Removed - some names that should not have shown up in game yet
  • Items
  • Adjusted - VPC Ship Components sprite updated
  • Weapons
  • Fixed - Crash on Linux systems due to lowercase pathing
[close]
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Kaokasalis

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1274 on: April 22, 2022, 02:15:17 PM »

Does this have synergy with Substance Abuse? Could I for example use a centralization bureau and the industrial incentives edict in a system with multiple colonies that each has a brewery to become liquor lord of the Persean arm?
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