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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1753764 times)

Plurpo

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2415 on: September 06, 2024, 06:57:19 PM »

Having an issue where this mod does cause Galatia Academy to Decivilize, especially if there are other commodities added by other faction mods. Any console commands I can use to fix this?  It has happened every play through since the .97 update.

Are you using Ashes of the Domain? The Vaults of Knowledge module has a bug that causes Galatia Academy to decivilize due to no water. If so, the most recent patch should fix this.
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Spartana

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2416 on: September 07, 2024, 12:05:03 PM »

I have a problem. When I activate a pet, the window to assign a name doesn’t open, but the inventory closes, and I am taken back to the fleet screen, and the game is paused. However, when I save, the window opens after the save.

THX for Help :)
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MxCrossbrand

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2417 on: September 08, 2024, 06:35:15 AM »

Am I missing something with how the Hull Forge works? It seems like I'm giving up an industry slot for the ability to use the forge templates that I've found when I could just build heavy industry and build the thing instead (and get income from the industry instead of losing income on the upkeep). Also, it seems like the Hull Forge violates the industry/building rule that industries produce commodities.

Again, am I missing something here? Is there some super secret item I need to find to make it work like an industry?
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2418 on: September 08, 2024, 11:26:45 AM »

Am I missing something with how the Hull Forge works? It seems like I'm giving up an industry slot for the ability to use the forge templates that I've found when I could just build heavy industry and build the thing instead (and get income from the industry instead of losing income on the upkeep). Also, it seems like the Hull Forge violates the industry/building rule that industries produce commodities.

Again, am I missing something here? Is there some super secret item I need to find to make it work like an industry?
Forge templates keep SMods. Also, Hullforge printed ships can take an extra Smod.
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MxCrossbrand

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2419 on: September 08, 2024, 12:05:01 PM »

So there are forge templates that come with S-mods pre-installed? Cool.

Unfortunately, I'm playing with the progressive S-mods mod, so the extra S-mod slot isn't worth it to me.
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wodzu_93

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2420 on: September 08, 2024, 04:11:54 PM »

To get maximum benefit from the Hull Forge, you need 2 Alpha Cores - one in the Forge itself, and one in the Hull Deconstructor. When you place a ship and an Empty Forge Template in the Deconstructor, Alpha Core there will add a semi-random logistical S-Mod to the template. Then Alpha Core in the Hull Forge adds 2 semi-random non-logistical S-Mods to the printed ship.

Those S-Mods are considered "free", meaning you can add 2 (3 with "Best of the Best" skill) S-Mods with story points on top of that. 6 S-Mods in a ship is really damn strong. Also, if the ship placed in the Hull Deconstructor had S-Mods already, template made with it will inherit them, so you get more bang for your story points ( one S-Modded ship turns into 3, or 2 if capital ). This justifies an industry slot in my opinion.
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Uther Phobos

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2421 on: September 09, 2024, 12:00:43 AM »

So there are forge templates that come with S-mods pre-installed? Cool.

Unfortunately, I'm playing with the progressive S-mods mod, so the extra S-mod slot isn't worth it to me.
It still lets you install an extra SMod before you have to raise the cap with SP.
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Arthur_The_Ok

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2422 on: September 12, 2024, 11:01:48 AM »

Game crashed after I tried to use the broken factory to repair 3 of my ships at once, even though every other time I did it the game was ok with it

Code
9492069 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.base/java.util.Random.nextInt(Random.java:557) ~[?:?]
at indevo.exploration.salvage.specials.DModRepairSpecial.removeOneDMod(DModRepairSpecial.java:238) ~[?:?]
at indevo.exploration.salvage.specials.DModRepairSpecial$1.pickedFleetMembers(DModRepairSpecial.java:179) ~[?:?]
at com.fs.starfarer.ui.newui.T.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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N3N

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2423 on: September 17, 2024, 03:38:59 PM »

2: if you add in what may be considered as "QOL mods" like stellar networks, with that mod you can check if any market anywhere is selling a weapon you want.

Is there a working version of "Stellar Networks" for "0.97a-RC11" or something else like it?
 
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Haka

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2424 on: September 18, 2024, 12:56:26 PM »

Gonna ask again if we can get an option to turn all artillery into Missile Artillery.
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Sionetta

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2425 on: September 19, 2024, 09:00:04 PM »

Ive realized that alot of buildings in Indevo doesnt go along well with buildings from other mods. Like AotD lines of buildings wouldnt be taken account for Centralized Bureau ( on top of that, later upgrade would just beat the bonus provided by centralized bureau, without having to set up things at alll)
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SirHartley

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2426 on: September 20, 2024, 03:11:05 AM »

most reported crashes are fixed in dev, thanks for the reports!

Gonna ask again if we can get an option to turn all artillery into Missile Artillery.
nope, but you can turn them off, I made a setting for that explicit purpose.

Ive realized that alot of buildings in Indevo doesnt go along well with buildings from other mods. Like AotD lines of buildings wouldnt be taken account for Centralized Bureau ( on top of that, later upgrade would just beat the bonus provided by centralized bureau, without having to set up things at alll)
that's a simple .csv file that Kaysaar would have to set up, I can't do compatibility for other mods because I will never be able to keep it up to date with my one-update-a-year pace.

If AotDs power levels don't mesh well with Industrial Evolution, that's because the mods have different intentions. Mine is to keep it in line with vanilla / provide niche solutions for niche problems, his is to exceed/change the base game - and that's fine.
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N3N

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2427 on: September 20, 2024, 09:41:54 AM »


Hi,
First, thank you for this great mod.

most reported crashes are fixed in dev, thanks for the reports!

Is it better to start a new save with "3.3.e" or the "dev" version?
Or will there be a new update soon?
 
(I can't find the "dev" version to test...)
 
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TimeDiver

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2428 on: September 20, 2024, 10:05:17 AM »


Hi,
First, thank you for this great mod.

Is it better to start a new save with "3.3.e" or the "dev" version?
Or will there be a new update soon?
 
(I can't find the "dev" version to test...)
'Dev version' means developer's access only, unless they set up a GitHub with access to 'builds' at various points of development.

SirHartley uses Bitbucket and, at-a-glance, does NOT provide (public, dunno about registered users) access to dev versions.
« Last Edit: September 20, 2024, 10:07:29 AM by TimeDiver »
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N3N

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Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« Reply #2429 on: September 20, 2024, 10:28:08 AM »

'Dev version' means developer's access only, unless they set up a GitHub with access to 'builds' at various points of development.

SirHartley uses Bitbucket and, at-a-glance, does NOT provide (public, dunno about registered users) access to dev versions.

OK, thank you.
I thought there might be a "test version" for feedback.
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