Pinchy Posted June 5, 2018 Share Posted June 5, 2018 18 hours ago, nightingale said: 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. OK thanks - Yes I mean strategies. Ok I will upload the log onto Dropbox. Quote Link to comment Share on other sites More sharing options...
eddiew Posted June 12, 2018 Share Posted June 12, 2018 Sorry @nightingale you might already know about this because it may be another Galileo's Planet Pack issue, but I haven't noticed a screenshot in this thread so I'll post one. Strategia 1.7.1 astronaut training says that they start at level zero - and indeed they do when hired. Spoiler Meantime if anyone happens to know how I can edit my save file to boost the ones I just hired to level 3, I'd be most grateful if they shared the magic. I need to ship 3 pilots out to deep space pronto! Quote Link to comment Share on other sites More sharing options...
nightingale Posted June 13, 2018 Author Share Posted June 13, 2018 @eddiew - I did fix something a while back around strategy levels that might be the problem. Let me do a release as is and see if that fixes it. If not, will get to it as soon as possible (which may be a bit as I'm travelling for work next week and on vacation the week after). Also - what do you even have going on? It looks like some sort of Strategia+ or something... custom icons, tweaked strategies... --- And here we go, new release. Strategia 1.7.2 Fixed logic for determining strategy level - this was causing some strategies to be the same for all levels (thanks ibanix). Fixed Astronaut Training Strategies not actually costing extra (thanks Jukelo). Quote Link to comment Share on other sites More sharing options...
eddiew Posted June 13, 2018 Share Posted June 13, 2018 Thanks @nightingale I'll check that out when I get home tonight I don't knowingly have anything weird going on... although now you've said it, I realise GPP does say: "The entire databse for Strategia is remastered by Galileo to be fully compatible with GPP. No stock body strategies will appear." ...and I might have missed the May release of that. So I will update both and if that somehow doesn't fix it, I'll pursue it in the GPP thread Enjoy your travels! Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 30, 2018 Share Posted June 30, 2018 (edited) A question, has anyone noticed that with the latest KSP update, that the "to boldly go" rewards for transmitting/collecting science from new biomes isn't working? Everything else seems to be working, though i'll find out more In a few days I've got some probes heading to eve from the eve probes strategy, so we'll see if it counts that. I'd already done the Mun, Minmus and Duna ones before the update. I ask, because I'm not sure if this is just because I was mid career when the update hit, and I've not started a new career to see if the problem continues. Edited June 30, 2018 by vardicd Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 30, 2018 Share Posted June 30, 2018 @nightingale How should I patch Strategia to that when MonthlyBudgets is installed and set to give reputation instead of funds, that Massive Scale Launches also gives reputation instead of funds? This is because the monthly budget is not put on top of the funds and it's calculated by the reputation - so any surplus by Massive Scale Launches is gone the way it's now. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 1, 2018 Share Posted July 1, 2018 (edited) @nightingale @severedsolo I will give this a try: GameData\zFinal\zzz_StrategiaForMonthlyBudgets.cfg @STRATEGY_BODY_EXPAND[MoonProgram]:HAS[#department[Crewed*]]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationByBody]:HAS[#includeBody[*]] { @currency = Reputation } @EFFECT[CurrencyOperationByBody]:HAS[#excludeBody[*]] { @currency = Reputation } @EFFECT[ContractEffect] { @advanceFunds = 0 @advanceFunds { @Minmus = 0 @Aptur = 0 @Serran = 0 } @rewardReputation = 87.5 @rewardReputation { @Minmus = 52 @Aptur = 52 @Serran = 103 } @rewardFunds = 0 @rewardFunds { @Minmus = 0 @Aptur = 0 @Serran = 0 } @failureReputation = 650 failureFunds = 0 } } @STRATEGY_BODY_EXPAND[PlanetaryProgram]:HAS[#department[Crewed*]]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationByBody]:HAS[#includeBody[*]] { @currency = Reputation } @EFFECT[CurrencyOperationByBody]:HAS[#excludeBody[*]] { @currency = Reputation } @EFFECT[ContractEffect] { @advanceFunds = 0 @advanceFunds { @Moho = 0 @Eve = 0 @Eeloo = 0 @Mercury = 0 @Venus = 0 @Pluto = 0 Ernus = 0 @Lave = 0 @Titanus = 0 } @rewardReputation = 125 @rewardReputation { @Moho = 110 @Eve = 200 @Eeloo = 200 @Mercury = 70 @Venus = 175 @Pluto = 250 @Ernus = 75 @Lave = 200 @Titanus = 275 } @rewardFunds = 0 @rewardFunds { @Moho = 0 @Eve = 0 @Eeloo = 0 @Mercury = 0 @Venus = 0 @Pluto = 0 Ernus = 0 @Lave = 0 @Titanus = 0 } @failureReputation = 650 @failureFunds = 0 } } @STRATEGY_BODY_EXPAND[GasGiantProgram]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationByBody]:HAS[#includeBody[*]] { @currency = Reputation } @EFFECT[CurrencyOperationByBody]:HAS[#excludeBody[*]] { @currency = Reputation } @EFFECT[ContractEffect] { @advanceFunds = 0 @rewardReputation = 550 @rewardFunds = 0 @failureReputation = 1000 @failureFunds = 0 } } @STRATEGY_LEVEL_EXPAND[AstronautTrainingProgram]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationWithPopup] { @currency = Reputation } } @STRATEGY_LEVEL_EXPAND[MassiveLaunches]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[OrbitWeightBonus]:HAS[#minLevel[3]] { @funds { @3 = 0 } reputation { 3 = 14 } } @EFFECT[OrbitWeightBonus]:HAS[#minLevel[2]] { @funds { @2 = 0 @3 = 0 } @reputation { @2 = 14 @3 = 31 } } @EFFECT[OrbitWeightBonus]:HAS[~minLevel[]] { @funds { @1 = 0 @2 = 0 @3 = 0 } @reputation { @1 = 14 @2 = 31 @3 = 36 } } } @STRATEGY_LEVEL_EXPAND[MediaCircus]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @!EFFECT[CurrencyOperation]:HAS[#currency[Funds]] { @minValue { @1 = 0 @2 = 0 @3 = 0 } @maxValue { @1 = 0 @2 = 0 @3 = 0 } } @EFFECT[CurrencyOperation]:HAS[#currency[Reputation]] { minValue { 1 = 2.5 2 = 5 3 = 10 } maxValue { 1 = 2.5 2 = 5 3 = 10 } } } @STRATEGY_LEVEL_EXPAND[BoldlyGo]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[ExplorationFundingEffect]:HAS[#explorationType[Biome]] { @rewardFunds { @1 = 0 @2 = 0 @3 = 0 } rewardReputation { 1 = 1.5 2 = 2.5 3 = 5 } } @EFFECT[ExplorationFundingEffect]:HAS[#explorationType[CelestialBody]] { @rewardFunds { @2 = 0 @3 = 0 } rewardReputation { 2 = 10 3 = 20 } } @EFFECT[CurrencyOperationByBody] { @currency = Reputation } } @STRATEGY_LEVEL_EXPAND[ProbeFrenzy]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationUnmanned]:HAS[#currency[Funds]] { @currency = Reputation } } @STRATEGY_BODY_EXPAND[MoonProgram]:HAS[#department[Uncrewed*]]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationByBody]:HAS[#includeBody[*]] { @currency = Reputation } @EFFECT[CurrencyOperationByBody]:HAS[#excludeBody[*]] { @currency = Reputation } @EFFECT[ContractEffect] { @advanceFunds = 0 @advanceFunds { @Minmus = 0 @Aptur = 0 @Serran = 0 } @rewardReputation = 87.5 @rewardReputation { @Minmus = 57.5 @Aptur = 57.5 @Serran = 112.5 } @rewardFunds = 0 @rewardFunds { @Minmus = 0 @Aptur = 0 @Serran = 0 } @failureReputation = 505 @failureFunds = 0 } } @STRATEGY_BODY_EXPAND[PlanetaryProgram]:HAS[#department[Uncrewed*]]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[CurrencyOperationByBody]:HAS[#includeBody[*]] { @currency = Reputation } @EFFECT[CurrencyOperationByBody]:HAS[#excludeBody[*]] { @currency = Reputation } @EFFECT[ContractEffect] { @advanceFunds = 0 @advanceFunds { @Moho = 0 @Eve = 0 @Eeloo = 0 @Mercury = 0 @Venus = 0 @Pluto = 0 Ernus = 0 @Lave = 0 @Titanus = 0 } @rewardReputation = 150 @rewardReputation { @Moho = 110 @Eve = 200 @Eeloo = 200 @Mercury = 60 @Venus = 175 @Pluto = 200 @Ernus = 80 @Lave = 200 @Titanus = 275 } @rewardFunds = 0 @rewardFunds { @Moho = 0 @Eve = 0 @Eeloo = 0 @Mercury = 0 @Venus = 0 @Pluto = 0 Ernus = 0 @Lave = 0 @Titanus = 0 } @failureReputation = 650 @failureFunds = 0 } } @STRATEGY[ImpactorProbes]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[ContractEffect] { @advanceFunds = 0 @rewardReputation = 150 @rewardFunds = 0 @failureReputation = 650 @failureFunds = 0 } } @STRATEGY[FlyByProbes]:NEEDS[CustomBarnKit,Strategia,MonthlyBudgets]:FINAL { @EFFECT[ContractEffect] { @advanceFunds = 0 @rewardReputation = 150 @rewardFunds = 0 @failureReputation = 650 @failureFunds = 0 } } Edited July 1, 2018 by Gordon Dry and some more fixes Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 1, 2018 Share Posted July 1, 2018 The above version works now but some descriptions lack information, for example it says "Funds: 0" and no information about the reputation which replaces the funds. Quote Link to comment Share on other sites More sharing options...
whitespacekilla Posted August 1, 2018 Share Posted August 1, 2018 @eddiew there's a fix for this in an unreleased commit in the GPP github repo. I think a new version is coming out soon to complement 1.4.5 kopernicus update but if you want the config fixed now: https://github.com/Galileo88/Galileos-Planet-Pack/blob/master/GameData/GPP/GPP_Configs/GPP_Strategia.cfg btw, @nightingale, GPP makes very cool use of Strategia and Custom Barn Kit. Could probably feature in your OP as an example of what's possible. Quote Link to comment Share on other sites More sharing options...
TheNowMovement1 Posted August 18, 2018 Share Posted August 18, 2018 When I go to open up the tech tree, there are a LOT of nodes that are present but have no items in them... but there are items further up the tech tree in the same line that you seemingly cannot get to unless you unlock a blank node. So 1) Is there a way to circumvent this issue (cuz sometimes I would have to spend quite a bit of my science units for certain nodes) or 2) can you provide a list of the mods those slots were designed for so that I may track them down? Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted August 18, 2018 Share Posted August 18, 2018 (edited) 1 hour ago, TheNowMovement1 said: When I go to open up the tech tree, there are a LOT of nodes that are present but have no items in them... but there are items further up the tech tree in the same line that you seemingly cannot get to unless you unlock a blank node. So 1) Is there a way to circumvent this issue (cuz sometimes I would have to spend quite a bit of my science units for certain nodes) or 2) can you provide a list of the mods those slots were designed for so that I may track them down? install the mod "Hide Empty Tech Tree Nodes". Also, Strategia doesn't change the TechTree afaik. Edited August 18, 2018 by GrubbyZebra Quote Link to comment Share on other sites More sharing options...
Fortress Posted September 17, 2018 Share Posted September 17, 2018 It seems like The Jool V Program should have its requirements tweaked given that it is a crewed mission that is unavailable if one has or is already sending probes. Or is this difference from the other crewed missions intentional? Quote Link to comment Share on other sites More sharing options...
cy-one Posted September 29, 2018 Share Posted September 29, 2018 I'm a bit confused... I have the AdminBuilding on max, but can only use 3 Strategias (the Building itself on SpaceCenter even says 4). What's the issue? Even the CustomBarnKit shows 4 for the third level? Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 29, 2018 Share Posted September 29, 2018 1 hour ago, cy-one said: I'm a bit confused... I have the AdminBuilding on max, but can only use 3 Strategias (the Building itself on SpaceCenter even says 4). What's the issue? Even the CustomBarnKit shows 4 for the third level? Long standing issue. The tooltip in the space center will show 1 more than you can actually select. You can just change the file to get more strategies. Quote Link to comment Share on other sites More sharing options...
cy-one Posted September 29, 2018 Share Posted September 29, 2018 I still don't really understand. The file shows the limits at 2,3,4. even if it's just a tooltip-error, shouldn't the building allow for 4 strategies? Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted September 29, 2018 Share Posted September 29, 2018 (edited) Change it to 3/5/7 The issue is with something in the game. Tool tip error is jusy thr tool tip not matching the admin building. Edited September 29, 2018 by GrubbyZebra Quote Link to comment Share on other sites More sharing options...
Alacard Posted September 30, 2018 Share Posted September 30, 2018 Are you all actually playing the latest version of KSP with this mod? If so, please tell me how Quote Link to comment Share on other sites More sharing options...
cy-one Posted September 30, 2018 Share Posted September 30, 2018 Uhm. Downloaded ksp-win64-1.4.5.zip from the website 6 days ago. Downloaded Strategia_1.7.2.zip 6 days ago. Installed both. Play? I don't really understand your question, tbh Quote Link to comment Share on other sites More sharing options...
Alacard Posted October 1, 2018 Share Posted October 1, 2018 No joy here, KSP 1.4.5 Strategia 1.7.2 Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted October 1, 2018 Share Posted October 1, 2018 14 hours ago, Alacard said: No joy here, KSP 1.4.5 Strategia 1.7.2 Just to make sure, did you also install all the requirements? ModuleManager Custom Barn Kit Quote Link to comment Share on other sites More sharing options...
adamgerd Posted October 7, 2018 Share Posted October 7, 2018 Why... Why did I just notice this mod after already starting a playthrough Quote Link to comment Share on other sites More sharing options...
danielboro Posted October 7, 2018 Share Posted October 7, 2018 2 hours ago, adamgerd said: Why... Why did I just notice this mod after already starting a playthrough you can still install it Quote Link to comment Share on other sites More sharing options...
adamgerd Posted October 7, 2018 Share Posted October 7, 2018 4 minutes ago, danielboro said: you can still install it So it doesn't affect the save negatively? Quote Link to comment Share on other sites More sharing options...
danielboro Posted October 7, 2018 Share Posted October 7, 2018 Just now, adamgerd said: So it doesn't affect the save negatively? i installed it mid game and removed it and re installed it did not kill the save game Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 25, 2018 Share Posted October 25, 2018 Regarding my posts above on this page 32 - I guess it's better to have a dedicated compatibility with MonthlyBudgets so a setting that replaces funds by reputation is recognized by Strategia in code. So I openen an issue for it:https://github.com/jrossignol/Strategia/issues/76 Quote Link to comment Share on other sites More sharing options...
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