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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1267350 times)

Texas Redhawk

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2100 on: September 16, 2023, 06:21:22 PM »

Getting a small graphics bug with Rural Polity government:


I changed the industry appearance using the little "Change Visuals" thing, but every time I reload my save it's gone blank like so.

Audax

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2101 on: September 18, 2023, 01:18:40 AM »

Built an animal center then shut it down but the shop is still accessible and still getting pet food.

Nerzhull_AI

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2102 on: September 18, 2023, 11:21:32 AM »

Hi there.
I'm usually not doing things like this, but i have a question about the mod. Or, to be precise, about "Pet" thing.
I've been using Ind.Evo since it was release, and was very exited upon seeing whole Pet update. I like such little things, and don't really care about "stats" so to speak.
That was, until i found out that pets actually die in this. With a variety of very nice, very colorful death causes:
Spoiler
Code
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
[close]
I'm not going ask a question such as "what in the f", it's your mod. Even if that^ is kind of antithesis to idea "pets aren't for stats, pets are just for players to have as a fluff, to feel good".
I'm asking if you planning of making this turn on/off option - not the pets entirely, but this aspect.
I had enough of very fun experiences irl in the past two years, and encountering this in escapism video game isn't exactly what i want or need.

Would appreciate to hear from you at any moment in future.
Have a great day.
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Lycaeon

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2103 on: September 18, 2023, 11:28:28 AM »

was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion

Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.

Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.
« Last Edit: September 18, 2023, 11:37:57 AM by Lycaeon »
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Nerzhull_AI

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2104 on: September 18, 2023, 11:44:19 AM »

was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion

Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.

Also, I strongly advocate that the blast door hullmod reduces chance of pet death.
To put it short:
1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.

Yeah, you can say it's silly, but for some reason it got to me.
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Nerzhull_AI

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2105 on: September 18, 2023, 11:46:38 AM »

Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.
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Lycaeon

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2106 on: September 18, 2023, 12:04:20 PM »

1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;

Not hearing about it doesn't change the fact that it happens. I make an effort of protecting my crew for immersion reasons - that means blast doors and recovery shuttles even when they're quite terrible hullmods. But I agree not seeing how they die sanitizes the whole situation.

Quote
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.

Unless you have officer deaths enabled using Nexerelin. :P

Quote
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.

This is a valid point, and while it's a video game, I respect your view on the subject. In the end there's a line between immersion/realism and escapism, and every person's preference lies on a different point of that spectrum. That's a major reason why good mods are customizable, and even why mods exist in the first place.

Quote
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.

I meant it as a joke. :-X
« Last Edit: September 18, 2023, 12:13:00 PM by Lycaeon »
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highIntensityGazer

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2107 on: September 19, 2023, 12:17:02 PM »

I think the newest version broke the system of paying pirate stations protection money. I've updated from 3.3.A to 3.3.C and I cannot get the next dialogue options past "We've got business to discuss" anymore.
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Nimiety

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2108 on: September 22, 2023, 11:34:28 AM »

That's a vanilla bug!
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highIntensityGazer

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2109 on: September 24, 2023, 09:10:34 AM »

That's a vanilla bug!
The thing is, it worked fine when I still had IndEvo version 3.3.A. It stopped working when I updated IndEvo and nothing else was touched.
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Rubenlee123

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2110 on: September 24, 2023, 09:58:04 PM »

For the corporate government type, would it be possible to add in some kind of stability buff when loading into the game or something like that? Not sure how to put this, but ive found that whenever I load a save with these worlds, it seems to first calculate the world's stability without the stability from profits for corporate. Because of this, the world's stability is super low, which cripples its income, and means that in the end the world is making a loss and not getting the stability buff after all. Sometimes I can fix this by simply turning off free port and back on for worlds with those, but other times it makes worlds that were otherwise making a huge profit need a starbase or some other military building constructed to become profitable again, simply because I loaded a save. This is especially bad with Commerce reducing stability, since its buff doesnt matter if the world's income multiplier is 0% from stability.
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mudskipper

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2111 on: September 27, 2023, 01:40:34 PM »

I can fix this by simply turning off free port and back on
Thanks for the fix! Didn't know it happens on save load, thought it was the raids.

Also, is Hidden Arcology still bugged? Found one post mentioning "it cannot be built here" in September and no solution.
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Rubenlee123

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2112 on: September 28, 2023, 12:08:04 AM »

Also, is Hidden Arcology still bugged? Found one post mentioning "it cannot be built here" in September and no solution.

From what I can tell, the main thing that prevents building hidden arcologies is just the world being very hot. From testing by removing and readding it, it does seem to be the cause, intended or not.

For monastic government tithes causing crashes also, has anyone found a fix besides abandoning the colony outright? I switched from monastic order back to the regular population infrastructure before it locked in, but its was still giving tithes after several ingame years. from looking through here, someone mentioned currentDpBudget in the saves, but I couldnt find anything like that in the save file. Can't find anything talking about monks or dpbudget in the part that describes to colony itself either, so not sure how to fix it.
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Antoneeee

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2113 on: October 02, 2023, 11:18:32 PM »

Despite me turning off artillery from spawning before starting a new starsector game and saving any modded changes, Watch towers still spawn in star systems.
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OperaWolf

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Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« Reply #2114 on: October 05, 2023, 08:53:18 PM »

I actually second a toggle option to make pets immortal. It's a fluffy feel-good kind of suspension of disbelief, but it would be appreciated if it's possible. I think the dream would be no pet aging and no death notice (or maybe a "Salty the space crab escapes with the last life pod" note) if(when) the ship explodes. I don't think re-adding the pet to your inventory would be feasible to ask for, though it'd be cool.

That said, the death notes are awesome. Putting a swearing space crab into a ship and knowing its final words as it exploded were likely incredibly rude is oddly satisfying.
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