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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Ashes of The Domain  (Read 654489 times)

Kaysaar

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #105 on: May 21, 2023, 02:13:09 PM »

Speaking of Kenshi Hey hey People Sseth here
We are all here thanks to one man aren't we?

Back to the topic, what do you mean by "skipping research"? If it's simply not waiting then I'm not sure. Unless the time is so significant that it becomes the only way of getting research done in a reasonable amount of time, but in turn some other questions rise. Unlocking, however, seems more appropriate (Kenshi vibes strikes again).

And, if thinking about a utopia is appropriate, I really wish there was a way to prolong exploration content in a cleaner way than that old mod that spawned new systems via gates. Once you check all the Motherships and Survey ships, derelicts just disappear. It would be fun to see them again as guardians to something.
About skipping reseach, sometimes there are playres who are focussing mostly on battle, rather than waiting for few months for research, so to reward players that explore and fight derelicts/remanants then you got special item "Research Materials" which certain amount will be able to skip research , sth like paying for example 30 units of that cargo to end 15 days researching of sth. Then both, peaceful and players focused on combat will benefit from it
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Terran Allias

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #106 on: May 21, 2023, 08:01:58 PM »

Hey, I hope I'm not being pushy, but is there a reason why I can't mine transplutonics?

Nevermind I used my brain, it's the research thing
« Last Edit: May 21, 2023, 09:14:02 PM by Terran Allias »
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Kaysaar

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #107 on: May 24, 2023, 12:24:12 AM »

Hey Hey People , i would like to say that in next 2-3 days will be next beta patch featuring new mechanics to Research, covering refining and Light Industry of tech tree and also AoD will be splitted into 3 Modules as i said Month ago , so everybody will get the piece of cake which they want
« Last Edit: May 24, 2023, 12:25:46 AM by Kaysaar »
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Ragnarok101

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #108 on: May 24, 2023, 07:26:50 AM »

Hey Hey People , i would like to say that in next 2-3 days will be next beta patch featuring new mechanics to Research, covering refining and Light Industry of tech tree and also AoD will be splitted into 3 Modules as i said Month ago , so everybody will get the piece of cake which they want

Y'know, I think I have the original cryosleeper mechanics file, I posted a thread about it lol. Someone said it was what grew into this mod. Glad to see it seems to be thriving. Will be using those cryosleeper and capital modules.
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FreonRu

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #109 on: May 24, 2023, 10:31:41 AM »

Hello.
A couple of questions/suggestions:
1 When this modification will be divided into three separate ones - will these be three distant pages of modifications? Will you still be able to download the full modification kit?
2 Now technology research looks very promising - are there any artifacts planned for morphed industries or will vanilla artifacts work? Is it planned to make a choice in which way to improve the buildings or is the gradation linear?
3 The mod adds a lot of new resources - are there any plans to use vanilla resources or are the newly introduced resources badly needed (the resource production window looks like we're in factorio trying to launch a rocket)?
4 Do you have a plan to create an artifact for the research center?

Thanks again for the mod, it brings elements that I couldn't find in other mods.
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Kaysaar

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #110 on: May 24, 2023, 10:53:59 AM »

Hello.
A couple of questions/suggestions:
1 When this modification will be divided into three separate ones - will these be three distant pages of modifications? Will you still be able to download the full modification kit?
2 Now technology research looks very promising - are there any artifacts planned for morphed industries or will vanilla artifacts work? Is it planned to make a choice in which way to improve the buildings or is the gradation linear?
3 The mod adds a lot of new resources - are there any plans to use vanilla resources or are the newly introduced resources badly needed (the resource production window looks like we're in factorio trying to launch a rocket)?
4 Do you have a plan to create an artifact for the research center?

Thanks again for the mod, it brings elements that I couldn't find in other mods.
1. All links will be here and i decided that there will be only modules not entire mod , the reason for it is A Players now can choose what they want and B It is easier for me to develop them seperatley , should Bugs occured
2. For now some vanila will works , sometimes ( In new patch ) to upgrade higher special Item wil be needed to be installed, and once starting upgrade this Item will be consumed
Yes you can choose the Path you want , the most seen by this will be in Heavy Industry and Mining ( That one will be soon) it wont be just upgrade liniear.
3. There are plans of using both vanila and new resources as you progress higher you will start to need also more sophisitacted resources, as you need to prepeare Infrastructure first to support new Industries
4 Maybe for now i want to finish what I wanted , then i will think on future research development, maybe but i dont Guarantees
5 Glad you like the mod ^^
« Last Edit: May 24, 2023, 10:57:52 AM by Kaysaar »
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Valikdu

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #111 on: May 24, 2023, 04:13:17 PM »

Repairable cryosleeper?? THIS IS EXACTLY WHAT I WAS LOOKING FOR!
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Kaysaar

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Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.2 0.96 HOTFIX!
« Reply #112 on: May 27, 2023, 12:30:43 AM »

From this day (  I really need now to redo modpage) Ashes  of the Domain has been splited into 3 modules
Ashes of The Domain - Seat of Power : Capital Buildings and Mechanics content
Ashes of The Domain - Vaults of Knowledge ( Beta) New Research mechanics and a lot of new industries (The link shall be posted once i got descrp so in few hours)
Ashes of The Domain - The Sleeper : Rework of Cryosleeper mechanics
All modules are standalone, they don't need any other module to work, but highly recommended to play with all modules

DISCLAIMER: ASHES OF THE DOMAIN FOLDER MUST BE DELETED, TO MAKE IT ALL WORK
« Last Edit: May 27, 2023, 12:32:39 AM by Kaysaar »
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Meeplet

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #113 on: May 27, 2023, 11:18:14 AM »

Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
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Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #114 on: May 27, 2023, 11:48:26 AM »

Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
Hi i thought that i removed all dependencies , well i will investigate that
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Arkmagus

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #115 on: May 27, 2023, 03:29:41 PM »

Hi, I really like this mod. Is it compatible with governed colonies from Nexerelin? I wanted to do a Mayasuran Navy-only run and the theme of this mod really fit with making Mairaath great again after its fall, but from my tests the game was always crashing when clicking any of the options in the menu of the research facility built in Mairaath while it wasn't from the player faction (player acts as governor with a commission). The crash didn't occur when I used console commands mod to transfer the market to player faction.
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Ritch

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #116 on: May 27, 2023, 04:26:08 PM »

Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
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Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #117 on: May 27, 2023, 04:33:47 PM »

Hi, I really like this mod. Is it compatible with governed colonies from Nexerelin? I wanted to do a Mayasuran Navy-only run and the theme of this mod really fit with making Mairaath great again after its fall, but from my tests the game was always crashing when clicking any of the options in the menu of the research facility built in Mairaath while it wasn't from the player faction (player acts as governor with a commission). The crash didn't occur when I used console commands mod to transfer the market to player faction.
Hi unfortunatley it is not compatible with governed colonies from Nexerlin ;/
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Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #118 on: May 27, 2023, 04:34:30 PM »

Heya, after deleting the original mod and installing the 3 modules, attempting to run the other two without the sleeper results in the following error:

67173 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
java.lang.RuntimeException: Error loading [data.plugins.AshesOfDomainModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.plugins.AshesOfDomainModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more

Seems to work fine with all 3, but seems like they're still some dependencies between them, hopefully you can figure this out, cheers
I fixed this just go to mod_settings.json of Seat of Power module and replace modPlugin field with this data.plugins.AoDCapitalsModPlugin
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Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain of Man
« Reply #119 on: May 27, 2023, 04:35:14 PM »

Hello!

I have been following your mod since the first post of the cryosleeper facility on discord and I have not tested your mod yet, because I was in middle of a playthrough and then start a vanilla run since the 0.96 come out. But I want to say that your mod is what was missing in vanilla, all of your content, mainly this new research feature is awesome from what i could read in the forum. Keep the good work and I'm looking forward for what you are planning for the mod!

One question, about all this capital options, the npcs factions will construct this buildings too? Thank you again for the hard work!
Not yet i plan that capitals will be used by AI
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