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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion  (Read 1082871 times)

JenkoRun

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2055 on: August 21, 2023, 04:40:50 AM »

Isn't the Hidden Arcology supposed to counter these hazard effects?
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Desregaurd

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2056 on: August 22, 2023, 10:55:55 PM »

The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.

I share these sentiments, though I do understand there will be plenty of players who are fine with the purely cosmetic aspect of pets and would find that giving each pet different bonuses could tarnish that aspect as it introduces mechanics into what was ostensibly a fluff mod feature.

That being said, adding tiny bonuses could also be tied in a fun way to the actual mechanics of commanding a fleet, but as with everything, it just depends on execution. For example, make up a pet like a Fluffy Space Cat that reduces crew loss from the flagship by 1%, and the flavor text could display "...the sheer, unmitigated fluffiness of this cute, clawed critter compels your crewmembers to cling to life just a little bit harder than they otherwise would, just to pet the floofy space cat one last time..."

Just my two cents on an otherwise superlative mod.
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Konturga

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2057 on: August 23, 2023, 04:56:06 PM »

This mod continues to be one of the best mods on the platform, and it seems to get better every time I come back to it.
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Amoebka

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2058 on: August 23, 2023, 07:04:58 PM »

I can still change governance types around after having one for more than 7 days. Is this a bug, or is the description misleading?
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Shogouki

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2059 on: August 23, 2023, 10:42:53 PM »

Is there any way to influence what skills your administrators get when trained at the academy or is it completely random?
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merrowind

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2060 on: August 24, 2023, 12:52:34 AM »

I established a colony on a planet with an Artillery Station and CTD happened:

Code
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - destroyed adding broken
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - removing artillery station at A-1
939326 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
939334 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [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)
939480 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

I recall multiple issues in earlier mod versions and even suggestions to disable Artillery altogether. Are there current recommendations?
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Sundae

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2061 on: August 25, 2023, 08:46:50 PM »

Spoiler
I established a colony on a planet with an Artillery Station and CTD happened:

Code
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.rules.RulesAPI
808891 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.CentralizationBureau$2
867861 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.utils.helper.IndustryHelper$1
867862 [Thread-3] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: indevo.industries.EngineeringHub$2
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - destroyed adding broken
939324 [Thread-3] INFO  indevo.utils.ModPlugin  - removing artillery station at A-1
939326 [Thread-3] INFO  net.andylizi.starsector.planetsearch.CoreUIWatchScript  - CoreUI changed
939334 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
939346 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [scavenge_music_v1.ogg]
939463 [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)
939480 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
939480 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

I recall multiple issues in earlier mod versions and even suggestions to disable Artillery altogether. Are there current recommendations?
[close]

I had the same crash just now, did a search and found a solution that worked for me which is quoted below from Smilein. You need this mod to get that Kill command. https://fractalsoftworks.com/forum/index.php?topic=4106.0

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.

It looks like the station death script just never realizes it's dead after a regular battle, so it then bugs it out if you try to colonize it.

Here's a picture of what the Artillery Station should look like when it's actually dead before you colonize it.
« Last Edit: August 25, 2023, 09:07:00 PM by Sundae »
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Zalpha

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2062 on: August 27, 2023, 01:39:50 AM »

Some suggestions. (I love this mod and want MOOR!, especially more of the buildings).

Now that we have pets I am wondering, we can have a memorial for dead crew, how about adding in a Pet Cemetery? (Because you can).

How about planet based artillery? It shoots at fleets from the planet? That would make planets as a goal to quickly conquer, could make it a very rare encounter, maybe not craft-able but if on a planet it can be captured if you take it over.

How about a Tesla based shield grid, it sends out shocks  from the planets to fleets come to close? It sounds interesting as a planet based defense that acts the same as the artillery but at very close range instead.  Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).

How about fantasy/sci-fi buildings, like floating islands (anti-grav or engine based?), underground complexes or cave systems/dungeons? Ideas could be take from Stellaris like prison planets and alien ruins worth studying as well as other things I can't recall right now?

How about like Stellaris and an adaption/modification of Starsectors debris fields and ruined ships. You could create a story based encounters with random dice rolls as to the outcomes of encounters. Basically find a scraped/ruined ship that crew board to explore, working like stellaris instead of how it does in Starsector with mini stories and cool finds, like you gain a history log from the ship to sell to factions that acts the same as a scanned planets data.

How about Mega Structures like those found in Stellaris and the mega mod Gigastructural Engineering & More?
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.76tyu3aoyd09
Or massive ships that act as a planets? Not sure how it would work but sounds epic to land fleets onto a space ship rather than a station.

« Last Edit: August 27, 2023, 01:45:08 AM by Zalpha »
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JenkoRun

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2063 on: August 27, 2023, 06:57:46 AM »

Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.
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Fregrant

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2064 on: August 27, 2023, 09:06:25 AM »

Could maybe have the effect that as you enter into battle with the space station your fleet start off with an EMP damage that needs cooling off at the start of battle? (Could be cheesed by sending off one ship to stat the battle and then send in reinforcements).
It was kinda fun mission, when *redacted* hacked the allied station to 10% CR. I guess you can apply some effect to ships and reinforcements, with some chance.
« Last Edit: August 27, 2023, 09:08:14 AM by Fregrant »
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BFEL

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2065 on: August 29, 2023, 12:35:19 AM »

So kinda going through possible candidates now, does this make the AI build Planetary Shields after you get them?
Last playthrough I grabbed the shields thinking I would have an advantage and 5 minutes later everyone and their GravCat had them on their worlds.

Love the mod btw, just seeing if I can find out what caused that.

Anyway, planning to houserule "moving" some of the unique industries from this via console commands to different planets, kinda wondering what you would consider a fair "price" for doing so.
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Zalpha

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2066 on: August 29, 2023, 01:20:25 AM »

Hi, I had some more ideas.

I saw a building called "Roider Dives" and thought wouldn't it be cool to have a building that spawns out Miners Fleets to physically go out and mine asteroids and planets, (maybe it is a cash generating building, like you get a cut for being host to a mining hub or it could be resource gain based so you get physical goods).

Adding onto that maybe you could get a building that generates salvaging fleeting? (I know get salvaging yards but I don't know if it physically generates salvaging fleets).

Anyway these ideas were based around the idea of adding in roaming fleets inside your system. Maybe they already exist, to be honest I haven't truly dived into colonies deeply as I play with Ashes of  The Domain- Vaults of Knowledge and colonies are expensive, I don't usually get far with them before starting a new game.

Maybe there could be a "Luxury Cruse Liners" building that generates personal based fleets that fly from planet to planet or other various locations or just randomly around the system as if they were a fleet touring they system to the rich and idle.
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Axelord

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2067 on: August 29, 2023, 10:28:06 AM »

My google-fu is failing me. I'm looking for a way to disable the whitelist and/or find the corresponding blacklist for the Restoration Docks.
For example, I have a Goforth-class battle carrier from Magellan/The Herd. Other mod ships will go in just fine, but this one tells me "Can not be repaired by the Docks." There's nothing inherently different about it (and I can also just pay to have its Dmod removed, or wait for my skill to clear it), except maybe that there is no (I think) corresponding blueprint available to let you manufacture them wholesale. That's probably the gripping point.
I mean, the Docks will let me put in a Nova class drone Battlecruiser in, but not the yellow-stripped funky looking battlecarrier brick.
The Magellan mod does have IndEvo config files too, so maybe it's something to do there (though only printing_whitelist and reverse_engineering_whitelist).


The issue was solved, as it were. If a ship always has a dmod when it spawns, the RD won't take it. In this case, the Goforth will always appear with Degraded Engines, so it's no bueno.
« Last Edit: August 29, 2023, 11:27:11 AM by Axelord »
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High Alpha Best Alpha - Can't die if all your enemies die in one salvo, and damn the poor tech who had his hand on a power conduit at that moment.

mark.sucka

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2068 on: August 29, 2023, 03:33:44 PM »

Bug report: Setting Artillery to false in LunaLib has no effect, changes only take effect if manually setting it in the config, tested between new saves.

Not just the artillery.  Minefields as well.  Setting changes to False in Lunalib do nothing.  I thought it was just me being stupid and not saving the settings properly, but seeing someone else post it I feel more confident that it is not a PEBKAC issue.

FYI -- I love both the artillery and the minefields as features.  However Starsector already has quite a bit of performance issues.  Add in missiles and artillery shells flying around and creating huge slash areas on the map like in Askonia, and the game will generally freeze in about 2 minutes for me.
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Nick9

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2069 on: August 30, 2023, 11:59:15 PM »

Artillery stations are too well protected. I mean, I already surrendered to idea of some imbalanced horror in an empty space with nothing to defend, but why give them a whole domain flotilla?

Quote
Setting Artillery to false in LunaLib has no effect

Exactly why I'm complaining here, I was offended for nothing! Hope author can live well with their strong bones, weighs less than 200 kg and takes shower from time to time.

I mean, this mod is still fantastically good.
« Last Edit: August 31, 2023, 12:05:26 AM by Nick9 »
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