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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1268667 times)

hidefreek

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1965 on: July 30, 2023, 10:50:46 PM »

> Artilery disabled
> Legio still have it when everyone else doesn't
> STILL picking fight with my faction unprompted
Truly the biggest plot armor to this final boss faction... okay I'm enabling it and see if you like it, you pirate scum. >:(
Legio is from Tahlan shipworks.
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ZeroXSEED

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1966 on: July 31, 2023, 02:19:30 AM »

Legio's not Industrial Evo, my settings do not affect it.
Don't worry, I am aware. Anyway, thanks for the hard work. Despite my slight I can never play this game without IndEvo anymore, just like I can't play it without Nex and Tahlan, those three mods are mandatory for me.
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ethantokes

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1967 on: August 03, 2023, 03:55:58 PM »

I cant for the life of me figure out how to get heavy industry on my planet. Is this a colony size thing?
« Last Edit: August 03, 2023, 04:40:05 PM by ethantokes »
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Killsode

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1968 on: August 03, 2023, 11:53:03 PM »

I cant for the life of me figure out how to get heavy industry on my planet. Is this a colony size thing?

sorry what? uh, do you have a free industry slot available? you only get 1 industry at size 3, 2 at s4, 3 at s5, and 4 at s6.
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Jazuke Taizago

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1969 on: August 04, 2023, 02:31:20 PM »

I cannot play without this Mod. I love this Mod. I hope all is good with you, SirHartley. Take care of yourself.
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Lord0Trade

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1970 on: August 04, 2023, 11:26:10 PM »

For the bootleg, what should be disabled to avoid having odd crashes? As I'm seeing some people having trouble with the artillery stations
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misa

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1971 on: August 06, 2023, 12:45:16 AM »

Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.
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Killsode

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1972 on: August 06, 2023, 02:32:36 AM »

Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.

Better to use the bootleg update thats been posted it, i believe it has had some small changes to fix some bugs.
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Jazuke Taizago

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1973 on: August 06, 2023, 06:57:17 AM »

Hello,

A friendly reminder to all you good people who miss this mod in 0.96
You can still activate it by changing its version in mod_info.json
So far i dont seem to have any issues running the game with it (that said i have a bunch of mods - tldr your milage may vary).

PS: I literally registered here just now to post this comment - please go easy on me.

Better to use the bootleg update thats been posted it, i believe it has had some small changes to fix some bugs.

I cannot access the link. It leads to Discord, but it doesn't do anything other than open the Discord Window/Program and just...be empty. So i have to be satisfied with changing the "Version" of the Mod.
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misa

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1974 on: August 06, 2023, 09:23:37 AM »

What bootleg version?

As for my noob solution - I dont know about Artillery stations, i copied the version i had downloaded previously (3.1f). So far the only thing that makes me crash is hovering over the salvage-yard industry in ship sale screen (that said im running a bunch of mods and this one isnt even the only one where i utilized the just change the version in a txt and pray, as i refuse to play the game without my beloved Nagato) That said its not like i've explored all this mod has to offer in my test game yet.

TLDR so far nothing the autosave mod and some cursor etiquette wont solve.

PS: Had no idea this page was so lively, this is awesome ^^.
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Maxer269

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Re: [0.95.1a] Industrial.Evolution 3.2.c - Campaign content expansion
« Reply #1975 on: August 06, 2023, 10:12:18 AM »

What bootleg version?

As for my noob solution - I dont know about Artillery stations, i copied the version i had downloaded previously (3.1f). So far the only thing that makes me crash is hovering over the salvage-yard industry in ship sale screen (that said im running a bunch of mods and this one isnt even the only one where i utilized the just change the version in a txt and pray, as i refuse to play the game without my beloved Nagato) That said its not like i've explored all this mod has to offer in my test game yet.

TLDR so far nothing the autosave mod and some cursor etiquette wont solve.

PS: Had no idea this page was so lively, this is awesome ^^.

Bootleg version can be found here. https://www.mediafire.com/file/ye5t5ipfdn96xqs/Industrial.Evolution3.2.c_bootleg_096.zip/file

Thusfar I've had no issues with it, but I haven't had a chance to actually engage the artillery stations to see if they'll actually die properly.
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SirHartley

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1976 on: August 06, 2023, 11:42:02 AM »




NOT SAVE COMPATIBLE


Download
Requires MagicLib
Requires LazyLib

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



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



Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.

Change Log
3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
[close]

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IroncladLion

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1977 on: August 06, 2023, 12:24:56 PM »

"Minor Update"
"Adds Space Pets"

This is a game changer  :o

Wojmistrz

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1978 on: August 06, 2023, 12:52:57 PM »

O M G we were waiting for update and here we go :) waiting for patch for Grand Colonies thingy but instant-download! yeah! this mod was missing from my modlist and now it is complete (Diable Avionics RIP #sadge)
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Droll

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1979 on: August 06, 2023, 01:31:54 PM »




NOT SAVE COMPATIBLE


Download
Requires MagicLib
Requires LazyLib

There are currently no known compatibility issues with other mods.
Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction.



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



Minor update, didn't really do anything. There's a known bug with grand colonies where changing the specialization on mining or refining results in the building becoming invisible, I'm working on it. Read the changelog for some more info.

Change Log
3.3.a
  • General
  • Added - Full LunaLib Integration
  • Added - Setting to adjust column amount in all the ship pickers in this mod
  • Added - Planet Jump listener, interface to notify when a planet has finished jumping via rift generator (for modders)
  • Added - Disrupt Danger to all IndEvo Industries and Structures
  • Adjusted - Rules.csv $market -> $marketName for 0.96
  • Adjusted - Code Changes for 0.96
  • Adjusted - All industry images got touch-ups to bring them more in line with vanilla
  • Pets
  • Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing!
  • Added - Research Project for a rare Pet
  • Added - Animal Center: Store, manage, rename, euthanize and buy pets here! Comes with a station and dodgy animal sellers.
  • Added - Animal Centers to Gilead, Jangala, Fikenhild
  • Added - Small interaction to Arthulf (check the comms)
  • Automated Shipyards
  • Added - Rare chance for a ship to be an automated variant, usable without the skill
  • Adjusted - new interaction image (the old one was kinda trash)
  • Exploration
  • Added - Derelict Pet Shops (chance at very rare pets)
  • Added - Arsenal station can now have ship recovery event with capital or cruiser grade hulls
  • Adjusted - Fixed Arsenal station having lower chance to have event than intended
  • Adjusted - Default columns for ship picking on Ship Sacrifice event increased from 5 to 8
  • Fixed - "Exploding Room" special can now pick (certain) Industrial Evolution items again
  • Fixed - "D-Mod Restoration" event can no longer fix unrestorable hulls
  • Detachments
  • Adjusted - De-jankified existing detachment interaction screen popup (no gameplay impact)
  • Weapons
  • Adjusted - Matter Degrader range 500 -> 600
  • Adjusted - Pulsar Carbine range 900 -> 1000
  • Adjusted - Cryo Artillery damage/shot 1200 -> 1000
  • Adjusted - Cryo Artillery flux/shot 480 -> 350
  • Adjusted - Cryo Artillery chargedown 1.2s -> 1s
  • Adjusted - Causality Disturber range 1000 -> 900
  • Adjusted - Causality Disturber EMP 1200 -> 600
  • Minefields
  • Added - Mines now get temporarily disabled by an interdiction pulse
  • Added - Tooltip showing controlling entity
  • Adjusted - Made NPC fleets react to them better (no more jiggling around)
  • Fixed - Base damage halved
  • Fixed - Damage now properly scales with fleet size (hit chance is still fleet size and speed)
  • Items
  • Added - Relic Components now from from Abyssal Enemies (RAT)
  • Adjusted - Simulation Engine - Added tooltip info about scaling effect
  • Adjusted - Neural Compounds - Clarified tooltip if senate with item is in range or not
  • Adjusted - Slightly buffed drop rate of relic components on remnant fleets
  • Adjusted - Halved the relic drop rate on derelicts
  • Fixed - Planet "in Range" tooltip no longer incorrectly states 12 LY range restriction for hypertransmitter, it's infinite as intended
  • Fixed - Crash when tech locator tries to point to a system that has no hyperspace anchor (????)
  • Artillery
  • Added - NPC fleets now respond to artillery fire and try to dodge. They are better at it than me.
  • Adjusted - Doubled build cost and time to bring it in line with the other orbital stations
  • Adjusted - Made all stations, modded or otherwise, compatible with artillery (Praise be Alex, our lord and saviour)
  • Fixed - Artillery Stations should no longer be stuck in repairs on game start
  • Fixed - Watchtowers no longer count as stable locations (Replaced the vanilla PlanetInteractionDialogPluginImpl)
  • Fixed - Bug that caused the station to persist after being killed via planet interaction
  • Specialized Industries
  • Added - Refining Specializations (increased output on one commodity, malus on the other)
  • Added - Mining Specializations (see above but for mining)
  • Governance Types
  • Note - Governances change how a colony works - right click Pop&Infra at size 3 to learn more.
  • Added - Underworld
  • Added - Rural Polity
  • Added - Hidden Arcology
  • Added - Monastic Order
  • Added - Corporate Governance
  • Commerce
  • Fixed - No longer resets build times on load/save
  • Variable Assembler + Manufactory
  • Added - VPC Pather interest
  • Added - Historian can now point towards VPCs
  • Adjusted - Base pather interest to 0 (1 for Manufactory)
  • Interstellar Relay
  • Adjusted - Now a tad more expensive to build
  • Supercomputer
  • Adjusted - Now a tad more expensive to build
  • Salvage Yards
  • Fixed - Can no longer transfer d-mods off or onto unrestorable hulls (sorry!)
  • Courier Port
  • Fixed - Crash when planet has no storage
  • Restoration Docks
  • Fixed - Can no longer restore ships that should be unrestorable
  • Fixed - Broken Tooltips
  • Requisitions center
  • Fixed - No longer gives you the market content for free when removed
  • Fixed - Broken Tooltips
  • Engineering Hub
  • "Fixed" - Crash when Variant is null (I don't know why it does that and the fix is a bandaid.)
  • Privateer Base
  • Fixed - No longer displays cross-mod content tooltips when other mod is not installed
  • World Wonders
  • Added - Ice Palace
  • Added - Lava Fortress
  • Added - Tree of Life
  • Added - Cloud Painter (Can actually change your clouds.)
  • Adjusted - Moved visual changing to its own button
  • Fixed - Dark Palace "Ressource" typo (literally unplayable)
  • Ancient Laboratory
  • Added - Now supports switching the bonus commodity when a beta core is installed
  • Adjusted - Can no longer pick non-vanilla resources as bonus
[close]

So this might seem like a stupid question and I think I know the answer but I want to make sure. Save Incompatible also includes when upgrading from the bootleg version too right?
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