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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 593289 times)

Chairman Suryasari

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1275 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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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1276 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 #1277 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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bodeshmoun

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Re: [0.95.1a] Industrial.Evolution 3.0.a - Campaign content expansion
« Reply #1278 on: April 22, 2022, 02:31:45 PM »

Nothing major, fixed a crash on linux ...

I have still the problem : lines with *Indevo* miss the capital E in file /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/IndEvo_cryoartillery.wpn.
The solution given by Chairman Suryasari still works.

Great mod, and thanks for this update  ;D
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Bastion.Systems

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1279 on: April 23, 2022, 09:03:55 AM »

Bloody awesome update.  ;D

I must say the new art fits FAR better to the base game, the mod is a joy to use now.
« Last Edit: April 23, 2022, 09:41:56 AM by Bastion.Systems »
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Justinkid

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1280 on: April 23, 2022, 11:59:19 AM »

Great mod.

I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":

"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"

The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1281 on: April 23, 2022, 12:14:45 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?
Main synergy is being able to ship the output from the stockpile of multiple planets to a single one. The brewery produces so much, it doesn't need more production :P

Great mod.

I was wondering if you could de-couple the settings for enabling/disabling Indevo_derelics and salvage events? Specifically, is there any way you could make it so I can disable salvage events without disabling the industrial derelicts and station types? The setting I'm referring to is under "campaign features":

"Enable_Indevo_Derelicts": TRUE, #Also includes salvage events and station types"

The salvage mission I want to disable (or at least reducing the frequency of) is the one where you find a stash of credits, usually in the range 10-50k. I enjoy the financial struggle of the early game and this event alleviates that struggle too much for me.
set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
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Justinkid

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1282 on: April 23, 2022, 02:08:20 PM »

set "IndEvo_SpecialApplicationChance" to 0. Will need you to make a new game.
[/quote]

Thank you for your reply, I will try that on my next play-through. Just wondering though, what other events/features, if any, would that disable in addition to that one specific salvage event (the one where you find credits)?
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1283 on: April 23, 2022, 02:34:18 PM »

All Industrial Evolution events, namely:
- the "Choose blueprint" event
- the "Use VPC" event
- the "Credit stash" event
- the "Repair D-Mods" event
- the "Survey Data" event
- the "Fuel Tanks" event
- the "Exploding Rare Item" event
- the "Send Intel to a Faction" event
- the "Use a Forge Template" event
- the "Sacrifice ships to the machine god" event
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SoSD

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1284 on: April 23, 2022, 02:36:58 PM »

Enjoying the update and the new research projects are a neat idea.

Some thoughts, though:

It feels a bit weird that results are instant - my expectation was that I would provide resources/credits, start the project, and receive an update at some point in the future that they'd succeeded or needed more resources, etc., and I was a bit surprised by the instant completion.

Next, it would be neat to be able to build your own research centre, even if it had an expensive upkeep, as an option for campaigns where it wouldn't make as much sense for you to be interacting with the academy.
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1285 on: April 23, 2022, 04:03:59 PM »

Okay, since I have now been asked 5 *** times in the last 2 weeks, here is an official statement:


Q: Can you make the courier port or the detachments take supplies from a planet and bring them to my fleet?
A (short): Yes, but I won't.
A (long): This is an absolutely terrible idea, and if you had thought about it for more than ten seconds you would have been able to draw that conclusion by yourself. Fleet logistics are a major gameplay motivator, and if I circumvent them, what creates urgency? What would extrinsically motivate the player to move? What would create situations in which you have to adapt due to running out of time, would lead to having to make decisions about your inventory space, would have you fight the enemy for their stuff when you run low? Why would you even take a single logistics ship with you if you can just have every single thing you need conveniently delivered? Why even play the game at that point?

There is a very simple rule that I use to decide if a feature is a good idea or not when making something.
I answer each of these within the timeframe:
ask (20s): how is this fun for the player?
ask (40s): how can the player engage with this?

if I fail to answer these in the required timespan, the idea is probably dumb. And guess what, getting supplies delivered free house actually actively detracts from the fun, because it takes away opportunity.

This is a classic case of optimizing the fun out of a game.
I don't do that.
Use console commands if you want that.

Thank you for your consideration.
/Hartley
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Flamingo

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1286 on: April 27, 2022, 03:11:27 PM »

Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.
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Ruddygreat

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1287 on: April 27, 2022, 03:40:36 PM »

Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.

update the mod, you're a big version behind

Kh0rnet

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1288 on: April 27, 2022, 06:43:21 PM »

What is the exact interaction between an Orbital Fusion Lamp and a Supercomputer? I've noticed that its industry icon changes immediately, but I noticed no detrimental effects gameplay-wise, the income multiplier remains the same. Is it because the "Cold"/"Extreme Cold" hazard modifiers remain regardless so the Supercomputer is not affected?

Also, is the Simulation Engine special item for it meant to scale with distance? Because I noticed it only provides a 1.18 (instead of 1.3) income modifier to my planets in a system 5 LY away.
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Flamingo

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Re: [0.95.1a] Industrial.Evolution 3.0.b - Campaign content expansion
« Reply #1289 on: April 27, 2022, 11:37:07 PM »

Hello all,
I noticed the academy is crashing the game if you get a tier 3 Admin trained on it.
A string shows up advising: "blah blah blah "adminSalaryTier3" not found."
After digging a bit I found an academy file and added the string to it.

Transcript here, but since I can't attach the file, here's the directory for it:
Fractal Softworks\Starsector\mods\Industrial.Evolution2.2.h\data\config
Once you get to config, open the settings.json file.
Go to line 83 for the academy stuff.

#Academy:
  "dailyOfficerSpawnChance": 0.15f,
  "dailyAdminSpawnChance": 0.10f,
  "personalityTrainingDayCount": 93,
  "personalityTrainingCost": 30000,
  "adminTrainingDayCount": 124,
  "adminTrainingCost": 20000,
  "monthlyAIStorageCost": 2000,
  "adminSalaryTier3":1000, <-- adding this line fixed the crash, adjust the number to your liking :)
Disclaimer: I don't know what the hell I am doing cause I don't code. I just added this line to this file and it somehow worked.  ;D magic I guess (but if someone more experienced could have a look at the academy plis)

Cheers,
Ya boy.

update the mod, you're a big version behind

Oh, that explains it perfectly, thanks :D
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