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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1527912 times)

DeClare249

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1995 on: August 08, 2023, 02:32:21 AM »

If you don't mind me asking for the "Newest Update", do I download the bootleg version on the discord or the one on the Fractal Softworks Forum? By the way, do you have a patreon by chance? I would love to help support your mods, SirHartley.

Edit: Nevermind, guess I'll make a Kofi account then. Keep up the good work.
« Last Edit: August 08, 2023, 02:37:19 AM by DeClare249 »
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YourLocalMairaaboo

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1996 on: August 08, 2023, 02:49:16 AM »

So, question, how will the arcology government type and the the domed/underwater cities from TASC compare?
Just asking for those that have both.
(Some advabtages seem to be domes need to be researched with Ashes, their defenses stack on water worlds, and the arcology allows you to nullify atmospheric hazards on non-water worlds without tanking defense.)

It may be worth coordinating to either add cross-mod interaction, or make those specific two mutually exclusive.
« Last Edit: August 08, 2023, 03:03:21 AM by YourLocalMairaaboo »
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Alex

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1997 on: August 08, 2023, 08:27:00 AM »

(Cleaned up this thread a bit; please refrain from commenting on an issue or piling on after something is already in-hand moderation wise. Part of the reason for moderation is to avoid a thread getting derailed, after all!)
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Godofchaos

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1998 on: August 08, 2023, 09:52:58 AM »

Our god as comeback !
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Lycaeon

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #1999 on: August 08, 2023, 10:04:17 AM »

I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?
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Soda Savvy

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2000 on: August 08, 2023, 11:23:53 AM »

There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.
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SpaceDrake

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2001 on: August 08, 2023, 11:38:30 AM »

I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?

Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.

In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...
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SirHartley

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2002 on: August 08, 2023, 12:02:14 PM »

Defeating an artillery station and colonising the planet has produced this CTD twice in a row now;

2012646 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
thanks for the report, I'll take a look!

Added - Pets: Add them to your ship, feed em, make em happy, and they'll accompany you! And die! And do nothing! "

This sentence in the change log made me laugh so hard. I love how you stress they just die and do nothing and yet it still feels like a major feature that companies would post at the back of the game CD case hahahaha
Man, they were so overhyped on the discord, every time it happened I would go "They literally do nothing" and people went "We don't care it's pets"

that super capital ship is unwieldly. if you spawn it in that large center turret says its built in but there is nothing there and there is no way to equip anything to it. cool looking ship though. its more of a station than a ship lol
unfinished, spawning it is an exercise in futility.

Bug (?) reports regarding Lunalib. I wasn't planning on using Lunalib for any mod other than the ones that absolutely require it but since IndEvo has integration I tried some things out and obeserved the following:
 Menu features seem to be cancelled by the settings file (i.e if Artillery is TRUE in settings file and disabled in Lunalib is will still be active when starting a new game). While I personally prefer settings files anyways this likely makes the menu integration pointless for players that do want to use it.
 Pets can be disabled in the settings file but there is no button for disabling them in Lunalib (assuming the button would work).

Other than that, glad to see this great mod still going strong. I don't start any playthrough without this gem and all the crucial features it adds. The bonus stuff is nice but the colony elements alone make this a forever must have.
That is a full actual bug, thank you for the report.

If you don't mind me asking for the "Newest Update", do I download the bootleg version on the discord or the one on the Fractal Softworks Forum? By the way, do you have a patreon by chance? I would love to help support your mods, SirHartley.

Edit: Nevermind, guess I'll make a Kofi account then. Keep up the good work.
wow, thank you so much <3
Once there's enough I'll be commissioning icons for all the pets so they feel more unique.

This version one is the official one, the bootleg is now outdated.

I have a question about this mod. Do the NPC factions use the custom colony buildings or are they something only the player faction can build?
Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.

There seems to be a duplication bug for pets. Steps I took to repeat it: Pause on fleet view-Go to cargo-right click on pet box which returns to fleet view-click on cargo again-right click on the same pet box again-repeat as many times as needed-finally unpause-get a queued chain of pet name windows.
Thank you for the report, that is indeed a problem (lol)
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Lycaeon

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2003 on: August 08, 2023, 01:19:38 PM »

Certain NPC colonies do pick up examples of the new structures. Poke around and see who has what.
In particular, I hear Callisto Ibrahim has been sitting on a nice nest egg from her captain days, and the pirates in Hybrasil have been especially hard at work...

Many NPC planets have them and Nex has support to build some of em procedurally. Most of the buildings have an "NPC-mode" that allows you to use them in a planet interaction, but it always comes with higher costs or limitations, as you're expected to build your own at some point.

Appreciate the clarification. I prefer mods that are consistently utilized across NPC factions as otherwise it's immersion breaking that only my colonies can use the new mod buildings but none of the other factions can. Definitely going to give this one a shot.  ;D

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DeClare249

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2004 on: August 08, 2023, 08:31:57 PM »

Perfect thank you for the response and the clarification. Also on the Mod index page isn't the SS version now supposed to be blue, now that you updated it?

Edit: Wow, I am terrible on commenting on quotes.

« Last Edit: August 08, 2023, 08:38:51 PM by DeClare249 »
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genral

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2005 on: August 09, 2023, 02:27:01 AM »

Strange. When i'm destroying artillery stations, they don't seem to blow up after I win the battle. Trying to settle on the planet afterwards immediately crashes the game. Possible mod conflict? I'll try with just ind evo alone and see if it still persists
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Prophet Of Cthulhu

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2006 on: August 09, 2023, 02:33:01 AM »

Will there be a setting to change max lvl of colony size to change the gov type? and or be able to do it multiple times rather then one?
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Helix_Vaetis

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2007 on: August 10, 2023, 02:44:26 AM »

I'm having a similar issue to @genral, in that I'm also experiencing arty stations (derelict ones) that dont die after battle settlement; I dont have the same issue with faction ones, oddly enough.
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lustfull

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2008 on: August 10, 2023, 05:10:15 PM »

Same problem here with the station.
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Maxer269

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2009 on: August 10, 2023, 06:21:53 PM »

Sorry to pile onto the Artillery Station train, but I've noticed I can fight the things twice if I engage the actual station first, then visit the planet. Great for loot, but I'm going to go out on a limb and say it's unintended.
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