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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1264701 times)

SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1290 on: April 29, 2022, 12:58:01 PM »



NOT SAVE COMPATIBLE
3.0.c is save compatible with 3.0.


Requires MagicLib
Requires LazyLib

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


Fixes, Fixes, Fixes. Courier port no longer crashes, neither do transport detachments. Shipping contracts for ship hulls bill you the correct amounts now (no more 1$ shipping), detachments no longer make your AI cores full members of society (and demand a wage, as if they were worth more than the clearly superior human officers). Minor adjustments to Causality Gun.

Most importantly, the research project Gacha now properly rolls 5 times and returns the best result. Rewards will be much, much better.



Change Log
3.0.c
  • General
  • Fixed - Minefields should no longer blow up friendly NPC fleets. Should.
  • Items
  • Adjusted - Terrible typo in Relic Components description (Made the mod hightly unplayable)
  • Fixed - Logistics Core no longer installable in certain industries
  • Supercomputer
  • Fixed - Orbital Lamp now properly affects output
  • Courier Port
  • Fixed - No longer crashes when transporting ships from a planet you haven't been to
  • Fixed - No longer crashes when transporting ships in general
  • Fixed - Now correctly bills you for ship transports
  • Fixed - Intel now displays correct costs
  • Weapons
  • Adjusted - Drastically reduced Causality Gun arcing chance (Courtesy of Nia Tahl)
  • Fixed - Crash on Linux systems due to lowercase pathing, again
  • Research Projects
  • Adjusted - New projects notification will now also trigger if you find omega weapons through something scripted (on month end)
  • Fixed - Spyglass (Gacha) Now properly returns the best result of 5 rolls. Rewards will be much, much better now.
  • Exploration
  • Adjusted - D-mod repair event repairs 1 d-mod less on average (on new game)
  • Fixed - Ruined Infrastructure no longer causes two buildings to be built at the same time when finishing construction
  • Detachments
  • Fixed - Detachment spawn supply requirement now matches tooltip
  • Fixed - Rare crash when clicking transport detachment after interacting with it
  • Fixed - AI core officers no longer appear as regular officers when merging a detachment
  • Fixed - AI cores in ships no longer sometimes get cleared on merge or split
  • Fixed - AI core officers can no longer be "recovered" as full officer person when an AI ship is destroyed in combat
  • Fixed - Crash when dormant transport detachment AI updates
[close]
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Arthur_The_Ok

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1291 on: April 29, 2022, 05:12:10 PM »

I have found a problem: the detachment ability, for some reason, doesn't exist for me. Like, I go to the ability, right-click one of the slots, but the detachment ability doesn't show up as an option to put there
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1292 on: April 29, 2022, 06:02:19 PM »

did you install the mod onto an ongoing save? or even worse, did you update from 2.2.h to any 3.0 version? Cause that'll do it.
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Arthur_The_Ok

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1293 on: April 29, 2022, 06:36:35 PM »

Maybe? I've been running this save for too long to remember
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Tigasboss

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1294 on: April 29, 2022, 07:12:31 PM »

I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.
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Supreme stone gamer

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1295 on: April 30, 2022, 03:07:46 AM »

Add a building that helps 5k, 10k if smodded, marines simulate real battles and train them 5% every month but requires A Core, 5/10/15 and 5% more if s modded
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Kh0rnet

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1296 on: April 30, 2022, 03:43:00 PM »

I'm not sure if this is intended or an oversight, BUT:
Spoiler
You can use the hull deconstructor reclaimed industry on the Ziggurat. I now have 2 Ziggurats with 6 S-mods each. Balanced? Absolutely not. Fun? Haha motes go popopopopopopopopop.
[close]
« Last Edit: April 30, 2022, 03:46:35 PM by Kh0rnet »
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Efgbog

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1297 on: May 01, 2022, 08:05:34 AM »

Do I need to have my salvage yards on the same planet as my heavy industry? If so what bonus does it give aside from the increased budget?
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Arthur_The_Ok

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1298 on: May 01, 2022, 12:59:32 PM »

Courier Port keeps crashing when I click on "Ships origin planet"

2005701 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.ShippingTargetHelper.g etValidTargetPlanets(ShippingTargetHelper.java:43)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.dialogue.ContractSideP anelCreator$6.onToggle(ContractSidePanelCreator.java:429)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin$ButtonEntry.checkButton(InteractionDialogCustomPanelPlugin.java:72)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin.checkButtons(InteractionDialogCustomPanelPlugin.java:29)
   at com.fs.starfarer.api.splinterFleet.plugins.dialogue.customPanelPlugins.Interact ionDialogCustomPanelPlugin.advance(InteractionDialogCustomPanelPlugin.java:35)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
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MrTwister

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1299 on: May 01, 2022, 01:08:19 PM »

Just wanted to give feedback about Salvage Yards - their current mechanic is very wonky and is throwing the ship quality off in unpredictable ways by nullifying the effects of Orbital and Nanoforge for the entire faction.

For example you have two colonies the same size, one colony with Orbital + any Nanoforge and another colony with Heavy Industry + Salvage Yard. In this case Salvage+Heavy will completely nullify all effects of Orbital+Nano and you ship quality bonus will be zero nation-wide. Sometimes, Salvage Yard alone without the industry will do the same, but not always, don't know why.

It turns out the only way to use Salvage Yards correctly is to build it on the same colony where you have Orbital+Nano, this is the only way to keep quality intact. Needless to say it completely throws the balance off for AI under Nexerelin, as the computer randomly builds some Salvage Yards all around and very soon the entire sector has between 5 and 3 d-mods average.

Interestingly, only the Hegemony is somehow immune in my current save, possibly because the Nanoforge is in Chico, which is size 8 colony.

Is there any way to turn off the feature related to ship quality of salvage yards in this mod?
« Last Edit: May 01, 2022, 01:21:08 PM by MrTwister »
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1stStrikeRecon

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1300 on: May 02, 2022, 12:48:00 AM »

Interesting duplication bug with courier ports on a regular contract between owned planets/storage.

I have a system with four planets and a station, with VPCs producing items on all five locations.

I set up monthly contracts to transport the output from three of the planets and the station to send it all to my "central" or capital planet for consolidation so I can grab them all at once (drugs, marines, and heavy weapons for the most part). So four contracts, all "send all cargo" from storage only every month.

The contract will charge me for the items and deliver them to my centralized storage, but won't actually remove/delete the items from the origination storage. This leads to an ever-increasing amount of materials from those locations as the VPCs continue their production, adding to the amount they put in storage, which then increases the amount the couriers then duplicate. From VPC overflow and the courier duplication bug I've gotten 12k drugs and 20k fuel in just a couple of months :o
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Tigasboss

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1301 on: May 04, 2022, 04:29:16 PM »

I colonized a planet with mines but they still affect me even though it says the mines shouldn't explode if i owned the planet.
Im guessing this isnt intended.

i figured it out, if i colonize a planet while on a comission the mines will explode on me.
Resigning and restarting the comission fixes the problem.
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Vrh0

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1302 on: May 06, 2022, 12:22:09 PM »

Is there an option to disable minefields?
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759566002

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1303 on: May 06, 2022, 06:03:48 PM »

a woderful mod,may i translate it into chinese so that more players could enjoy it?I'll label the author and url
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Sincronic

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Re: [0.95.1a] Industrial.Evolution 3.0.c - Campaign content expansion
« Reply #1304 on: May 06, 2022, 09:01:42 PM »

Courier ports seemed to have thrown fatal error. Had some marines and heavy weapons delivered from one planet to another, it happened after couple of fleets sent

12670539 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI.reportFleetDespawnedToListener(CourierFleetAssignmentAI.java:126)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.listeners.Shipment.fin alizeAndRemove(Shipment.java:84)
   at com.fs.starfarer.api.impl.campaign.econ.impl.courierPort.fleet.CourierFleetAssi gnmentAI$6.run(CourierFleetAssignmentAI.java:96)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
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