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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1266849 times)

SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1575 on: November 01, 2022, 12:50:43 PM »

Thanks :)

I made the gacha station because someone (I think Derp?) on discord asked for a repeatable ship printer event. I thought about how to do that, decided that it should probably be an endgame thing, and just implemented it that way - no real point to it past late game entertainment, as you said!

Regarding the whitelist - there is a setting in settings.json to turn the whitelists off!
I do think that I might have forgotten to turn the whitelist for the printer chain back on after I turned it off for dev purposes like a year ago, though.
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Harlequin

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1576 on: November 02, 2022, 03:24:26 PM »

Hello- I love the mod

I am, however having an issue with Watchtowers. While the AI fleets seem to have no issue capturing them, the only option I have when I approach them is to leave; the message accompanying implies the station is shutdown. Could this potentially be a mod conflict?
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Freaky

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1577 on: November 03, 2022, 03:56:06 AM »

Hello- I love the mod

I am, however having an issue with Watchtowers. While the AI fleets seem to have no issue capturing them, the only option I have when I approach them is to leave; the message accompanying implies the station is shutdown. Could this potentially be a mod conflict?

i have the same problem.
i have a colony in a system with an artillery but the planet it orbits is not yet colonized by me. i got a pirate raid and they took over the towers and i cant get them back even after the raid was destroyed :(

some problem in other systems where pirates or other factions controll the towers and even with the artillery or mortar destroyed.
« Last Edit: November 03, 2022, 04:00:47 AM by Freaky »
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SpaceDrake

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1578 on: November 03, 2022, 04:37:35 AM »

Also, in 3.1f, it... now appears as if the player is no longer aggressed by the derelict or remnant-owned watchtowers/defense stations. I no longer get an eye icon over my head, and I'll watch it aggress others, but I never seem to get targeted.
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NasaBrindle

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1579 on: November 03, 2022, 05:51:32 AM »

Are you friends with the remnant?
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Amoebka

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1580 on: November 03, 2022, 05:59:04 AM »

I'm playing 3.1f and I very much do get targeted by remnant artillery.
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SpaceDrake

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1581 on: November 03, 2022, 06:34:25 AM »

Are you friends with the remnant?

Very much not. Both show as hostile and I'm not getting targeted.
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TheLemu

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1582 on: November 04, 2022, 07:07:20 AM »

I've seen few factions, mainly Anarakis Reparations Society, who while having a station somewhere in the system, do not have any presence on the planet the orbital artillery is anchored to, only having a fleet stationed at it.

Is there a way we can achieve it as well? I mean, without editing conditions via console commands. Something like a remote access to it if we destroyed it, and have a colony in the same system.
I came across so many nice systems with artillery, whose value was diminished by the fact that it was orbiting a worthless planet with little to no colonizing value, all while there's a Class V planet few klicks away.
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WeWickYou

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1583 on: November 05, 2022, 08:41:19 AM »

Hello Harvey,

Would like to know if you could be possible to change the scrapyard a bit?
i don't know if it's possible but it could spawn a salvage fleet of market owner faction who gather the scrap by itself and put it inside a special storage that the scrapyard will use to have production.

(idea come from me being sadge of seeing neutral salvage or vulture salvage clearing the huge ammount of stuff from invasion fleet my faction killed).

Regards,
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SlightEye

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1584 on: November 05, 2022, 02:10:48 PM »

Are you friends with the remnant?

Very much not. Both show as hostile and I'm not getting targeted.

Same here. I am friendly with the remnants but the automated defenses are hostile but will not target my fleet. They still target other fleets.

Edit: When Interacting with a watchtower it says :
"The Domain Defence System Watchtower lies silent and any
attempts at interfacing with it are unsuccessful - it might be in
some kind of emergency shutdown.

It is unknown if, and when, it might start working again."

You decide to...
  1. Leave[Esc]"
It still targets other fleets so I don't know If this is intentional.
« Last Edit: November 05, 2022, 02:23:29 PM by SlightEye »
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Zhein

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1585 on: November 05, 2022, 04:13:34 PM »

Is there a way to remove the station from the alpha site ? The vanilla fight is already hard enough to not have to inflict myself with this.
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FreonRu

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1586 on: November 06, 2022, 02:07:34 AM »

Good day.
I can't imagine the game without this modification. Modification looks very organic. Thanks a lot.

Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.

Joke receiving 9999 pcs. "volcano" after the delivery of relic components appreciated, it was unexpected, but very pleasant.
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FluxEnthusiast

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1587 on: November 07, 2022, 01:21:28 AM »

Hey is it possible to capture a domain era artillery/mortar/missile station?
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Hyperion505

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Re: [0.95.1a] Industrial.Evolution 3.1.d - Campaign content expansion
« Reply #1588 on: November 07, 2022, 02:34:41 PM »

you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
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SirHartley

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Re: [0.95.1a] Industrial.Evolution 3.1.f - Campaign content expansion
« Reply #1589 on: November 07, 2022, 02:50:30 PM »

Are there any plans to add more special items for the added industries and structures? For example for Restoration Docks, Privateer Base, etc.
Yeah, when I get ideas on what to do with them :P

Hey is it possible to capture a domain era artillery/mortar/missile station?
yeah, kill it and you can take it over when you build a colony there

you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.
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