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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1439694 times)

XazoTak

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2025 on: August 14, 2023, 08:47:13 PM »

IBB fleets near an artillery station seem to get the station (but not any of its defenders) as an ally
Which feels like a cheap way to take out the station, if the IBB fleet is weaker than the station's defenders
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Lupin III.

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2026 on: August 15, 2023, 08:41:24 AM »

The vanishing industries is a cross mod bug with grand colonies, I'm working on it.
Is it "safe" (non-gamebreaking) to keep using the specializations (they give the desired output, even though invisible, after all) until it is resolved in an update? (when they will magically appear again  ;) )

I can say right now - that's never, ever going to happen. I provide a massive amount of setting letting you customize the mod almost how you please, enabling and disabling features, and add more settings even for older stuff each update. There is no reason for me to split it, it would just confuse others ("I thought X was in module Y!") and increase upkeep workload on me.
Understandable, but I wish that pets would be their own mod. They feel like a "bolt on".

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mllhild

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2027 on: August 15, 2023, 09:05:52 AM »

Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?
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to be done some day... XD

Kittlefish

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2028 on: August 15, 2023, 10:39:54 AM »

Artillery stations do not go inactive when i defeat them, and when i colonized a planet with one above it, the game crashed shortly after.
The arty station seems to just never get defeated on the world map, despite me fighting it twice back-to-back

I joined the forum just to report this!  :'(

I found a cryosleeper and a railgun station in the same system, with the railgun orbiting a pretty sweet frozen world.  Hoping this gets fixed soon...
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Droll

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2029 on: August 15, 2023, 02:04:02 PM »

Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?

Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.

Edit: As has been pointed out Chameleon is a TASC thing not an IndEvo thing. I've been playing with both for so long that I forgot which mod it belonged to.
« Last Edit: August 18, 2023, 06:35:04 PM by Droll »
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lolitsjack

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2030 on: August 15, 2023, 06:11:36 PM »

Already saw two posts in this thread, when I try to colonize an artillery station or the planet, once I exit planet view game crashes.
Colonizing the station sometimes instant crashes.

Big spoilers in here.....
Spoiler
This system was mega fun to play and discover, but I guess I am bricked and can not continue it? The hegemony stranded planet will not go into detail of the danger because of the protocol religion stuff, and will not progress any further because I'm guessing I need to own the station. I defeated the AI upgraded battlegroup ships and made them apart of my fleet, are are OP as ***. An AI cored onslaught with no crew is so good.



[close]

Code
82103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at indevo.industries.artillery.terrain.ArtilleryTerrain.getTerrainName(ArtilleryTerrain.java:48)
at com.fs.starfarer.ui.newui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.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(Unknown Source)
82445 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [expanse.ogg]
82445 [Thread-9] INFO  sound.H  - Playing music with id [expanse.ogg]
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Smilein

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2031 on: August 16, 2023, 03:43:41 AM »

In the mean time, if you didn't know, you guys can use Console Commands mod to get past this. Fight the station at your leisure (or dont) then open console, type kill, click on the station which will destroy it, press escape until the left side says cancelled or something.
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JenkoRun

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2032 on: August 16, 2023, 08:19:15 AM »

Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
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lustfull

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2033 on: August 16, 2023, 12:43:20 PM »

I went to the pet store and I got stuck in the menu after trying to exit.( The luddic church one)
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Amoebka

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2034 on: August 16, 2023, 08:00:04 PM »

10% chance for automated ships from the gacha drives me up the wall. Cleaning all derelicts gives ~12 rolls, after that is it really just farming ordos for 10 relics each? No better way to farm them up?

Ironically, artillery stations being bugged helps me, since I can get relics from each twice.

Enabling HMI might have been a mistake, too. So many trash ships to get from rolls...
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TalRaziid

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2035 on: August 16, 2023, 10:51:49 PM »

I use ESC regularly and I also am getting softlocked when I use the pet assignment screen, - the one you get when you click "manage pets" in the colony buildings page, and press ESC. This is quite upsetting if you don't save often (rip 45 mins of big trades).
You can use "Forcedismissdialog" if you have the console command mod
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TalRaziid

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2036 on: August 16, 2023, 10:53:41 PM »

Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
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highIntensityGazer

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2037 on: August 18, 2023, 04:55:08 AM »

Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything. In fact adding alpha cores to the patrol station is a detriment since ludic path gets for some reason lumped together with the pirates.

Is there a way to make the game count each patrol station seperately and also change how much patrol stations and military headquartes give you in terms of counter to hostile activity?

Having any degree of technology is impossible without alpha core + chameleon because of this. However I think there is a lot of discussion on the vanilla board I think as this more of a vanilla problem.

In Nexerelin your defence fleets also decrease hostile activity. That is one way to deal with it. AFAIK Chameleon is from Terraforming and Station Construction and not IndEvo, since it uses Domain Artefacts.
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highIntensityGazer

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2038 on: August 18, 2023, 04:58:35 AM »

Are the Mining industry specialisations from this newest update of IndEvo? They feel kind of OP since you can easily get +4 output bonus to any ore/organics/volatiles of your choosing. This is even more than those vanilla Mantle Borer / Plasma Dynamo without any of their planet type restrictions.
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JenkoRun

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Re: [0.96a] Industrial.Evolution 3.3.a - Campaign content expansion
« Reply #2039 on: August 18, 2023, 06:27:13 AM »

Hi, so I don't know if many others share the sentiment but I feel that the specialization industries are a bit overpowered atm, here's an example:

I also tested it on a new farm planet, it brought a food output of 1x to 4x, isn't this a bit OP?
Pretty sure specializing industires is an AotD thing, isnt it? Not an IndEvo thing
The specialization option is in the same purple font and text style that is used for choosing planet government type, also it's in the changelog:

Specialized Industries
Added - Refining Specializations (increased output on one commodity, malus on the other)
Added - Mining Specializations (see above but for mining)
« Last Edit: August 18, 2023, 07:19:57 AM by JenkoRun »
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