MistaJunior Posted April 1, 2018 Share Posted April 1, 2018 A log on a clean install https://www.dropbox.com/s/1utwnud6i71e7q5/output_log.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Urus28 Posted April 1, 2018 Share Posted April 1, 2018 Looks like a very interesting mod, I'm in a new career and don't have any strategy yet... So I will try this ! Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 2, 2018 Author Share Posted April 2, 2018 @MistaJunior - that one was a bug introduced in 1.7.0. So new release time, download here! Strategia 1.7.1 Fixed some issues with the kerbal portraits not refreshing properly when the level is dynamically changed (thanks zwinst). Fixed error handling when tech tree can't be loaded (thanks zwinst). Fixed the astronaut training strategy that was broken in 1.7.1 (thanks MistaJunior). Fixed ugly number format in some places. Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted April 4, 2018 Share Posted April 4, 2018 (edited) @nightingale I was browsing the issues on github and notice a one-off request for an early mercury-esque strategy. The idea intrigued me and I was wondering if there were any hurdles to me pursuing developing such a strategy (such as anything hidden in the mod .dll that would prevent a new strategy from being added) or if you had any objections to such a pursuit. Edited April 4, 2018 by fwdixon Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 5, 2018 Author Share Posted April 5, 2018 7 hours ago, fwdixon said: @nightingale I was browsing the issues on github and notice a one-off request for an early mercury-esque strategy. The idea intrigued me and I was wondering if there were any hurdles to me pursuing developing such a strategy (such as anything hidden in the mod .dll that would prevent a new strategy from being added) or if you had any objections to such a pursuit. No objections. Took a quick look and this one should be possible with no code changes. Use something like ImpactorProbes as a general guide to what your strategy would need to look like. For the contract side there's likely to be lots and lots of examples out there. I put some of my initial brainstorming thoughts on #56, so please go ahead and use that to keep track of progress/ask questions if you decide to take this on. Quote Link to comment Share on other sites More sharing options...
nickicool Posted April 7, 2018 Share Posted April 7, 2018 I am start a new game with this mod and hard points science and money. Mod looks like a very interesting mod - administrative building now is more important, and gameplay more intresting. But: - requirenment "Must NOT have orbited for "crewed" and "uncrewed" strategies is not good! This is not obvious and causes additional difficulties. Not everyone needs this challenge. Me dont need. For this reason, i am do not want to use this type of strategy, and it is a pity. - ok, I already used this strategy and failed the "Must not have have orbited Muna" requirement - it became orange. Until I was fined. When I am fined and can I still fulfill the terms of the strategy? - can I turn it off this requirement (by editing the mod files) for future mission to other celestial bodies? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 8, 2018 Author Share Posted April 8, 2018 10 hours ago, nickicool said: I am start a new game with this mod and hard points science and money. Mod looks like a very interesting mod - administrative building now is more important, and gameplay more intresting. But: - requirenment "Must NOT have orbited for "crewed" and "uncrewed" strategies is not good! This is not obvious and causes additional difficulties. Not everyone needs this challenge. Me dont need. For this reason, i am do not want to use this type of strategy, and it is a pity. Most of these are to make sure that the strategies are available at the right time in a player's progress (otherwise they are just easy funds). 10 hours ago, nickicool said: - ok, I already used this strategy and failed the "Must not have have orbited Muna" requirement - it became orange. Until I was fined. When I am fined and can I still fulfill the terms of the strategy? Are you able to provide a screenshot of what you mean? I'm not clear if you're saying that you accepted the strategy, and it later failed/was removed when you no longer me the prerequisites? If so that is a bug - the pre-requisites should only be checked on accepting the strategy. 10 hours ago, nickicool said: - can I turn it off this requirement (by editing the mod files) for future mission to other celestial bodies? Sure - edit the .cfg files - just keep in mind that I can't support a modified installation. Quote Link to comment Share on other sites More sharing options...
ibanix Posted April 9, 2018 Share Posted April 9, 2018 Back again in KSP after a long hiatus and glad to see Strategia is still going. Question: What do the upgrades to Contract Slot Machine do? They all seem to have the same description. Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 9, 2018 Author Share Posted April 9, 2018 1 hour ago, ibanix said: Back again in KSP after a long hiatus and glad to see Strategia is still going. Question: What do the upgrades to Contract Slot Machine do? They all seem to have the same description. Should be the same, just bigger variance ranges (and bigger potential benefit). Quote Link to comment Share on other sites More sharing options...
ibanix Posted April 9, 2018 Share Posted April 9, 2018 8 hours ago, nightingale said: Should be the same, just bigger variance ranges (and bigger potential benefit). They're all showing +50%/-50% for me. Need a save file/logs? Quote Link to comment Share on other sites More sharing options...
DracoSilverpath Posted April 9, 2018 Share Posted April 9, 2018 2 minutes ago, ibanix said: They're all showing +50%/-50% for me. Need a save file/logs? Can confirm this, it does the exact same thing on the latest release. Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 9, 2018 Author Share Posted April 9, 2018 2 hours ago, ibanix said: They're all showing +50%/-50% for me. Need a save file/logs? No need - doesn't sound like there's anything special needed to reproduce. Raised #74 Quote Link to comment Share on other sites More sharing options...
ibanix Posted April 11, 2018 Share Posted April 11, 2018 Additionally, I'm noticing that the Advances on my contracts are now all negative numbers. Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 12, 2018 Author Share Posted April 12, 2018 11 hours ago, ibanix said: Additionally, I'm noticing that the Advances on my contracts are now all negative numbers. Negative advances build character. (Updated the issue, will look into it) Quote Link to comment Share on other sites More sharing options...
Svish Posted April 21, 2018 Share Posted April 21, 2018 For the Operations strategies, what exactly does "when a pilot/engineer/scientist is present" mean? For the Tourism Plus contracts I assume it's just having a pilot on the trip, which is required anyways I think, but what about the other two? Engineer: Station, CleverSat, and Bases and Stations... present how? When I put a satellite in orbit for example, which is supposed to be uncrewed, how do I make an engineer present? Must he be in rendezvous close to the satellite once it hits the orbit or something? I.e. need to place a crewed pod in the right orbit, and then release the satellite? Scientist: Science Collection and Field Research... present how? Do the actual science from EVA? In the craft together with the science when it's transmitted or recovered on Kerbin? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 22, 2018 Author Share Posted April 22, 2018 12 hours ago, Svish said: For the Operations strategies, what exactly does "when a pilot/engineer/scientist is present" mean? For the Tourism Plus contracts I assume it's just having a pilot on the trip, which is required anyways I think, but what about the other two? Engineer: Station, CleverSat, and Bases and Stations... present how? When I put a satellite in orbit for example, which is supposed to be uncrewed, how do I make an engineer present? Must he be in rendezvous close to the satellite once it hits the orbit or something? I.e. need to place a crewed pod in the right orbit, and then release the satellite? Scientist: Science Collection and Field Research... present how? Do the actual science from EVA? In the craft together with the science when it's transmitted or recovered on Kerbin? Basically, if the current vessel (or EVA Kerbal) has/is an Engineer/Scientist/Pilot when the required type of contract completes, you'll get the bonus. Quote Link to comment Share on other sites More sharing options...
Svish Posted April 22, 2018 Share Posted April 22, 2018 27 minutes ago, nightingale said: Basically, if the current vessel (or EVA Kerbal) has/is an Engineer/Scientist/Pilot when the required type of contract completes, you'll get the bonus. How does that work though, especially with the CleverSat contracts for example, where you have to place unmanned probes in specific orbits? Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 22, 2018 Author Share Posted April 22, 2018 8 minutes ago, Svish said: How does that work though, especially with the CleverSat contracts for example, where you have to place unmanned probes in specific orbits? Seems like it doesn't. It's CleverSat that is adding the Strategia integration though - so you'd be better off asking in that tread. Quote Link to comment Share on other sites More sharing options...
Svish Posted April 22, 2018 Share Posted April 22, 2018 5 minutes ago, nightingale said: Seems like it doesn't. It's CleverSat that is adding the Strategia integration though - so you'd be better off asking in that tread. Aha, I thought it was the Strategia mod which supported certain contracts. But that makes sense. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted May 1, 2018 Share Posted May 1, 2018 On 2/11/2016 at 6:39 AM, nightingale said: Strategia - A Brand New Strategy System! <snip> Download CKAN: In CKAN, select and download the mod "Strategia". GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request: Contract Configurator is a required dependency and can be downloaded from its release thread. Custom Barn Kit is a required dependency and can be downloaded from its release thread. ModuleManager is a required dependency and can be downloaded from its release thread. Strategia can be downloaded from GitHub. Source The full source is available on GitHub. <snip> Might as well do the other thread and update any links to new forum threads so you don't have to be buried by the task - feel free to copy paste any content Quote Link to comment Share on other sites More sharing options...
TheRagingScientist Posted June 1, 2018 Share Posted June 1, 2018 I'm having a problem with the mod. For clarity ill mention I'm using Galileo's Planet Pack. Now my problem is multiple strategies seem to have the same rewards regardless of level. Not all of them, just some. For example: Private Industry strategy has three levels, each increasing in cost in Spesos and Reputation, but the rewards for all three are the same. I haven't actually tried the higher level strategies to see if they are different or not. But I was wondering if the rewards are different and its just a bug, or they're supposed to be the same? Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 4, 2018 Author Share Posted June 4, 2018 On 5/31/2018 at 6:27 PM, TheRagingScientist said: I'm having a problem with the mod. For clarity ill mention I'm using Galileo's Planet Pack. Now my problem is multiple strategies seem to have the same rewards regardless of level. Not all of them, just some. For example: Private Industry strategy has three levels, each increasing in cost in Spesos and Reputation, but the rewards for all three are the same. I haven't actually tried the higher level strategies to see if they are different or not. But I was wondering if the rewards are different and its just a bug, or they're supposed to be the same? This is a known bug - I need to do a release soon to get that fix out, but have been busy for the last little while. I'm out of town this week, so look for something next week. Quote Link to comment Share on other sites More sharing options...
Pinchy Posted June 4, 2018 Share Posted June 4, 2018 Hi - I am back after a hiatus from the game due to GPP breaking in a previous release of KSP and waiting on Galileo to do some updates. ANyway I came back with the brand new 1.3 version and the latest GPP. I have installed Strategia; and I only have 3 contracts showing? Impactor Probes (the manned equivalent) - and one other. None of the other contracts that I remember from previous versions are there such as massive scale launches etc? Do i need a GPP specific version of Strategia - or do I have something screwed in my install? Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 4, 2018 Author Share Posted June 4, 2018 5 hours ago, Pinchy said: Hi - I am back after a hiatus from the game due to GPP breaking in a previous release of KSP and waiting on Galileo to do some updates. ANyway I came back with the brand new 1.3 version and the latest GPP. I have installed Strategia; and I only have 3 contracts showing? Impactor Probes (the manned equivalent) - and one other. None of the other contracts that I remember from previous versions are there such as massive scale launches etc? Do i need a GPP specific version of Strategia - or do I have something screwed in my install? I assume you mean strategies. Something is likely screwed up - when one fails to load I think it breaks the whole system. I'd need to see KSP.log to comment further though. Quote Link to comment Share on other sites More sharing options...
TheRagingScientist Posted June 4, 2018 Share Posted June 4, 2018 12 hours ago, nightingale said: This is a known bug - I need to do a release soon to get that fix out, but have been busy for the last little while. I'm out of town this week, so look for something next week. Alright, thanks for answering my question. I'll keep an eye out for that fix. Quote Link to comment Share on other sites More sharing options...
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