Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 178 179 [180]

Author Topic: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion  (Read 1730795 times)

CAPTAIN_THE_SIR

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2685 on: April 24, 2025, 02:42:41 AM »

Also confirming observing recently reported bugs:
- Forge item erroneously causes pollution on a non-habitable planet
- Centralized bureau fails to capture duplicate commodities; although, as I am naive, this may be due to AoTD

Bug I've noticed:
- Fleet patrol strength associated with interstellar relay(s) improperly calculated; I BELIEVE the governance type designation (e.g. forge world) may be the cause

I know we can't organically change the government type once established, but is there another way to force reset the planet via other means as an interim fix?


Thank you very much for all your amazing work!

Pollution bug in what is added on planets without an atmosphere by switching goverment to Forge.
Everything is fine on your screen, the planet does not have the tag “No atmosphere”
Logged

Bany

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2686 on: April 24, 2025, 03:03:48 AM »

Sorry but I cant find clear and exact answer. Does Pets do anything else then CR degradation reduction for their home ship and does their rarity has anything more to it then just flavor?
Logged

bobtheconqueror

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2687 on: April 24, 2025, 06:43:56 AM »

I'll also note that I ran into some odd issues with the military/interstellar relay calculations.

Specifically, fortress worlds from terraforming made easy provide a 1.5x fleet size multiplier (multiplicative and distinct from just a 50% bonus, which would be additive), and it seems like if you have multiple fortress worlds with relays they can double dip bonuses in a weird way.  I had very high fleet sizes and both worlds were saying they were getting substantial bonuses from each other.  This is a specific issue but it might be that other sources of multiplicative fleet size multipliers have similar issues.  Not game breaking but I doubt it's intended behavior.
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 119
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2688 on: April 24, 2025, 07:36:04 AM »

Artillery stations will deny you the ability to survey the planet they're orbiting even if the station itself is friendly (this can happen if another faction spawns in the system which also holds the artillery. The artillery automatically becomes owned by the faction and will use its' relations. In my case, I was friendly with [REDACTED] who took over a missile arty)
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 119
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2689 on: April 24, 2025, 02:16:45 PM »

So... remember when you fixed being able to bypass the artillery stations..? Yeah so uhhh. Turns out there's another, RnG dependant way that lets you bypass it.

If you get REALLY lucky, you can just, get the survey data for the planet. Which then lets you colonize it despite having an active artillery station.

Enjoy :D
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 119
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2690 on: April 25, 2025, 01:42:35 PM »

Relays are being a little funky...
I got these 2 planets. And they're giving one another a bonus to fleet size?
(Should note, Lan has an admin that gives bonus fleet size)
Spoiler


[close]
Logged

ZanWanted

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2691 on: April 26, 2025, 02:00:40 PM »

Did anyone tried the mod on new version of Starsector and if it work ? i wanted to play but it just dont want to work even as only mod, im still having  No converter specified error when trying to create new game or save in existing one

709361 [Thread-2] INFO  org.magiclib.achievements.MagicAchievementManager  - Loaded 0 achievements.
709477 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_dfgdfg_100989374596059066...
709480 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
709480 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
712352 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
712352 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - No converter specified
---- Debugging information ----
message             : No converter specified
type                : indevo.items.consumables.listeners.OnKeyPressAbilityInputListener
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: No converter specified
---- Debugging information ----
message             : No converter specified
type                : indevo.items.consumables.listeners.OnKeyPressAbilityInputListener
-------------------------------
   at com.thoughtworks.xstream.core.DefaultConverterLookup.lookupConverterForType(DefaultConverterLookup.java:71)
   at com.thoughtworks.xstream.XStream$1.lookupConverterForType(XStream.java:516)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:48)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.TreeMarshaller.start(TreeMarshaller.java:82)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.marshal(AbstractTreeMarshallingStrategy.java:37)
   at com.thoughtworks.xstream.XStream.marshal(XStream.java:1319)
   at com.thoughtworks.xstream.XStream.marshal(XStream.java:1308)
   at com.thoughtworks.xstream.XStream.toXML(XStream.java:1296)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0OO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.H. 00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.classsuper.o00000(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.base/java.lang.Thread.run(Unknown Source)
712364 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_654654_2373844916219202971\descriptor.xml]


Logged

Manage Passwords

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2692 on: April 26, 2025, 10:38:09 PM »

Text bug report:
The text for the Courier Port Alpha AI core reads:
"Alpha-level AI core. Alpha-level AI core. Decreases the total shipping costs by 10%."
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1258
  • White
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2693 on: April 29, 2025, 01:35:37 AM »

What's the purpose of Camouflage Emitter?
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 119
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2694 on: April 29, 2025, 03:53:28 AM »

What's the purpose of Camouflage Emitter?

Equip it on Ziggurat/oldslaught/any other 'notable' ship to stop people from recognizing it.
Logged

kirbcake

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2695 on: April 29, 2025, 06:33:43 AM »

So I made a detachment of one ship, set to transport mode, and sent it to it's destination, lost astropolis, which i do have storage at. the ship reached the jump point for mayasura and just kind of... disappeared from existence? the menu says it became dormant, but it had enough fuel and supplies to reach it's target, and laying a course does nothing at all. I've been searching around mayasura in hyperspace and within the system itself for quite a while and have found nothing. Is there something i can do to retrieve the ships or at least declare them lost so they no longer take up detachment slots?
Logged

RoadTrain

  • Commander
  • ***
  • Posts: 119
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2696 on: April 29, 2025, 03:12:00 PM »

Uhhh... is this supposed to be that long?
Logged

MrMagolor

  • Lieutenant
  • **
  • Posts: 59
  • So-called translator
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2697 on: April 29, 2025, 04:25:25 PM »

2 bugs relating to the Automated Shipyard:

1. The tooltip for it in intel incorrectly uses the Coronal Hypershunt for its "resources needed to repair" values

2. More importantly, the game crashes on trying to select one as a destination for a Courier Port.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1258
  • White
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2698 on: Today at 05:51:52 AM »

Given the improvements to AOTD's research and special projects might it be worth adding a version of this mod that moves stuff like the galactica research into the research facilities proper either as a proper tech tree or using the new special project features?
Logged

SirHartley

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1017
    • View Profile
Re: [0.98a] Industrial.Evolution 4.0.g - Campaign content expansion
« Reply #2699 on: Today at 07:01:11 AM »

Thanks everyone for the bug reports and the feedback! I haven't had much time to work on my mods lately, but I do read this thread even if I don't respond all that often, and the reports here help immensely when doing a round of bug-squashing later.



Relay stuff: The calculation is somewhat unreliable at the moment. I think it's because I used flat bonuses, not mults - that will be changed sometime in the future.

Sorry but I cant find clear and exact answer. Does Pets do anything else then CR degradation reduction for their home ship and does their rarity has anything more to it then just flavor?
Just flavour. They also all have the same effect because I don't want to trick myself into picking one over the other - it's literally just fluff.

Uhhh... is this supposed to be that long?
nope, lol.

Given the improvements to AOTD's research and special projects might it be worth adding a version of this mod that moves stuff like the galactica research into the research facilities proper either as a proper tech tree or using the new special project features?
I've been told that AOTD is going to become incompatible with my mods (on purpose? Didn't get that one, honestly), so I'm not going to spend any of my exceedingly precious time on features of that will stop working at some point in the near-ish future. Tech-tree integration was scheduled and I set up the basic structure, but it is shelved until I get some kind of confirmation that it's not wasted effort.
Logged
Pages: 1 ... 178 179 [180]