Fractal Softworks Forum

Starsector => Mods => Topic started by: Astarat on December 30, 2020, 12:23:43 PM

Title: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on December 30, 2020, 12:23:43 PM
(https://i.ibb.co/TbVb3yT/Logo-for-the-forum-text.png) (https://boosty.to/astarat_starsector/posts/84c22ba2-493a-4e36-ad93-407d112ce0d9?share=post_link)

"New Humanity. New Future. New Paradise"





(https://img.shields.io/github/downloads/AstaratStarsector/Starsector_VIC/total?color=e68a00&label=download&style=for-the-badge) (https://boosty.to/astarat_starsector/posts/84c22ba2-493a-4e36-ad93-407d112ce0d9?share=post_link)
And join Humankind on our shared path to a brighter tomorrow!
(Download from Boosty (no paywall))
(https://boosty.to/astarat_starsector/posts/84c22ba2-493a-4e36-ad93-407d112ce0d9?share=post_link)

DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.3/VIC.1.6.3.zip)


Requires:
MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)





Fully compatible with:
(also recommended for MAXIMUM FUN AND WARCRIMES)

Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Commissioned Crews  (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
Combat Chatter (https://fractalsoftworks.com/forum/index.php?topic=10399.0)
Substance Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378.0)
LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0)



Also check out other cool mods by PureTilt: More HullMods (https://fractalsoftworks.com/forum/index.php?topic=18474.0), Ship Direction Marker (https://fractalsoftworks.com/forum/index.php?topic=18994) and QoL Pack (https://fractalsoftworks.com/forum/index.php?topic=23652.0)!


     

https://youtu.be/AQ8dXrMzc6s





Background

Volkov Industrial Conglomerate - also known as VIC or simply The Conglomerate, is a quasi-religious transhumanist Megacorporation from the Human Domain era, focused on the bleeding edge aerospace solutions and genetic technologies, and hell bent on ensuring the survival and evolution of humankind through substantial DNA manipulation and breaking the universal laws. Ruthless, fearless and confident in their righteousness, they seek to impose their views on the rest of the Sector and establish the only true (in their own opinion) regime that can lead Humanity to prosperity even in the terrible reality of the Post-Collapse.





Features and Contents

- A full-fledged military-tech style faction -
- A roster of robust custom ships and weapons best suited for frontal engagements -
- Agressive and speedy, high-risk high-reward playstyle with an incentive to getting close and personal with the opponents -
- Unique shields, capable of dynamically changing their arcs depending on their position -
- Custom ship systems to bring pain and misery to your foes -
- Virus Bombardments - a custom alternative to Saturation Bombardment. Unleash the true horror upon the Enemies of Humankind -
- Revitalization Centres - change the appearance and respec skills of your commander AND your officers and administrators on VIC planets -
- And more! -


Ship and fighter preview:
Spoiler
(https://i.ibb.co/tKFVXSn/background4.jpg)
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Screenshots:
Spoiler
(https://i.ibb.co/vVn2gXF/Screenshot-5.png)
(https://i.ibb.co/Qr7pjk3/Screenshot-4.png)
(https://i.ibb.co/PYCWYc2/Screenshot-7.png)
(https://i.ibb.co/P1jf7Ww/Screenshot-8.png)
(https://i.ibb.co/tbP3VQv/Screenshot-11.png)
[close]


Changelogs:
Spoiler
1.6.3

1.6.3 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship
- - Added a new XL weapon - Vodyanoy Ultra PRC. Blot out the sky with bullets.

- Apollyon Shturmcapital
- - Added improvements to the ship system AI, should be smarter and more careful about its quantum lunges


Weapons:
- Rarog Atomic Emitter
- - Swapped some stats around, now has recharging ammo reserves

- Vodyanoy Plasma Minigun
- - Increased damage per projectile from 15 to 20
- - Increased flux cost per shot from 15 to 16
- - Reduced max spread
- - Fixed the bug that made the armor penetration values for overheated projectiles incorrect

- Hungruf Armor Scorcher (both versions)
- - Re-added missing explosion sound

Bug fixes:
- Fixed the crash related to Laidlaw Hyperaccelerator's animation (game sometimes crashing when Showing Video Feed of a Räum equipped with Hyperaccelerator)
- Hopefully fixed XL weapons of Räum dropping in salvage at last
- Small description fixes



[close]
1.6.2
1.6.2 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship and its HVB variant
- - Added built-in hullmod "Artillery Targeting Subsystems" which increases all weapons' firing range by 20%
- - Fixed the bug that made its built-in XL weapons drop in salvage

- Stolas Ubercruiser
- - Raised base value from 125000 to 500000 credits
- - No longer possible to get the ship from the dealer (sorry!)



Weapons:
- Rokh Minefield Launcher
- - Mines' damage increased from 200 to 400 fragmentation

- Rokh Swarm Launcher
- - 2nd stage missiles' damage increased from 40 to 50 kinetic
- - Improved 2nd stage missiles' mobility

- Hungruf Armor Scorcher (small and medium)
- - Flux per shot increased from 600 to 900
- - 1st stage's and bomb's projectile hitpoints reduced from 250 to 200
- - Detached engine block's projectile hitpoints reduced from 100 to 50

- Afreet Burst Swarmer (small and medium)
- - Damage reduced from 100 to 75
- - Flux cost reduced from 30 to 20
- - Refire delay reduced from 2.5 to 2 sec
- - Reload time reduced from 5 to 4 sec
- - Projectile hitpoints reduced from 50 to 35

- Rarog Atomic Emitter
- - Range increased from 450 to 500


- Some typo fixes, bug fixes, etc., the usual stuff



[close]
1.6.1c

1.6.1c "Räumpage" Changelog

Save compatible with versions 1.6.0 and higher

- Fixed D-modded Räums not allowing to change their XL weapons when other conditions are met
- Reduced knockback on XL Laidlaw on hull hits and removed knockback on shield hits
- Added Räum to IndEvo printing/revengineering whitelists



[close]
1.6.1b

1.6.1b "Räumpage" Changelog


-Fixed the new MagicLib bounty, should be working now and show up in the bounty board correctly, oops (should work fine on 1.6.0 savefiles)
[close]
1.6.1a
1.6.1a "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Increased XL Laidlaw range from 1100 to 1200
- Fixed XL Laidlaw crash
- Added more fluff random facts to the hologuide and optimised their structure for less rng
- Added a note to Räum's weapons about them sometimes showing up in salvage screen (is a vanilla game bug, "fixed" via deleting said weapons once they're in player's cargo)
[close]
1.6.1

1.6.1 "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Added goal variants to Räum
- Fixed Räum's system effect notifications
- Fixed Rokh and Rokh Alt. descriptions
- Fixed CEO's portrait not loading on new save
[close]
1.6.0

1.6.0 "Räumpage" Changelog

New Content:
- Räum-class artillery battleship with 5 unique Ultra-Heavy weapons. Bring the ruin!
- A new fancy bounty ship! Check Tri-Tachyon's bars for this one. Thanks goes to Mr. Bultach!
- Meet Jeremy - a friendly hologuide on VIC markets ready to answer your flavour questions in bars!

New Content?:
- LunaLib integration for funi(tm) features
- Updated a couple of music tracks courtesy of Haplogynae


Weapons:
- Saih Rack Flechette Carrier (all versions)
- - Range reduced from 1500 to 1100
- Hungruf Rack Armor Scorcher (all versions)
- - Range reduced from 2000 to 1300
- Afreet Rack Burst Swarmer (all versions)
- - Damage per shot increased from 75 to 100
- - Flux per shot increased from 25 to 30
- Psotnik Interference Machinegun
- - Reduced spread

Ship systems:
- Assault Configuration
- - Damage taken increase reduced from 25% to 15%
- - Cooldown reduced from 20s to 15s
- Shield Entrenchment
- - Damage reduction reduced from 50% to 40%
- - Rate of fire reduction increased from 25% to 30%
- - Battery max damage reduction reduced from 75% to 70%
- - Battery capacity reduced from 200% to 150% of max flux

Hullmods:
- Inertia Redirection Systems
- - Significantly improved effectiveness

And lots of other small stuff like description fixes, lighting fixes, etc.
[close]
1.5.8a
1.5.8a SubAb Integration Hotfix Changelog

- Fixed the crash related to SubAb if you had no SubAb installed and clicked/moused over some industries. The mod got alcohol addiction :(

[close]
1.5.8
1.5.8 SubAb Integration Changelog

- Integration with Substance Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378.0) by SirHartley is a go! Have a sip of VIC-exclusive Ambrosia Nectar and decimate both your opposition and your internal organs!

[close]
1.5.7
1.5.7 Hotfix Changelog

- Fixed Stolas and Fervor Protocol hullmod crashes
- Fixed Fervor Protocol cutting down weapons' range
- Fixed Oriax's glow persisting after the ship's death
- Fixed B-series Fortress Protocol hullmod working inadequately
- Fixed some description typos

[close]
1.5.6a
1.5.6a Changelog

Weapons:
- Hungruf Armor Scorcher (all versions)
- - Fixed the bomb disappearing during the flight
- - Splitting distance reduced from 900 to 750
- - Bomb flight time increased from 4 to 5 seconds
- - Bomb will now explode at the end of flight time

[close]
1.5.6

1.5.6 Changelog

Campaign:
- New market and fleet music for VIC by the wonderful Haplogynae!


Weapons:
- Apocrypha Suicide Drone Swarm
- - Reload time increased from 20 to 25
- - Refire delay increased from 10 to 12.5
- - FLux to fire increased from 3900 to 4000

- Hungruf Armor Scorcher (all versions)
- - Refire Delay increased from 7.5 to 10 seconds
- - Increased split distance from 600 to 900
- - Reduced second stage speed from 350 to 300

- Hungruf Rack Armor Scorcher
- - Reload increased from 20 to 25 seconds
- - OP increased from 5 to 6

- Hungruf Armor Scorcher
- - Reload increased from 16 to 20 seconds
- - OP increased from 12 to 13

- Hatif Distraction Missile (all versions)
- - Flare duration increased from 5 to 7 seconds
- - Flare HP increased from 500 to 750
- - Flare amount per missile increased from 5 to 6
- - Reload decreased from 20 to 16 seconds

- Hatif Rack Distraction Missile
- - OP decreased from 3 to 2
- - Refire delay decreased from 4 to 3 seconds

- Hatif Distraction Missile
- - OP decreased from 8 to 6
- - Refire delay decreased from 5 to 4 seconds

- Falak Flux Collapse Torpedo
- - launch speed increased from 100 to 200
- - HP increased from 500 to 750
- - Max EMP damage increased 300 to 600

- Azhdaya Smart Autocannon (Focalor's built-in)
- - Range increased from 700 to 800

- Gatebreaker Shrapnel Cannon (Devotee's built-in)
- - Base damage increased from 100 to 150 HE
- - Added a 33% chance for each projectile to instead deal either 75 or 250 HE damage


Ships:
- Devotee
- - Increased armor from 1000 to 1250

- Focalor (both versions)
- - Fixed the system description to be more accurate


Hullmods:
- "Hellfire" Weapon Systems (Stolas's built-in)
- - Changed the name (Tilt, why, I'm going to moyai at you for that)
- - The base bonus is now +50% damage and flux cost for both Energy and Ballistic weapons, and +50% max ammo and ammo recharge rate for Missiles
- - Now provides stacking bonuses on destroying enemies affected by Stolas's system, with the amount of stacks depending on the size of the target
- - - Maximum 5 stacks, maximum duration 30 seconds. Each stack provides +10% damage and flux cost for Energy and Ballistic Weapons, +5% maximum speed and +5% damage taken by shields


Other stuff:
- Fixed a rare crash on Stolas spawn
- Fixed Apollyon's Quantum Lunge lacking some visual effects
- Fixed some missing tech types in weapons
- Some small description fixes
- Maybe some other fixes made by Tilt


[close]
1.5.5

1.5.5 Hotfix Changelog

     
-    Fixed the elusive "fighter" crash when fighting VIC fleets
     
-    Fixed fighter engine trails staying around for a long time
     
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
     
-    Fixed the target ship variant for one of the bounties (the smaller one)

[close]
1.5.4

1.5.4 Hotfix Changelog

-    Now Stolas pilots are appropriately high-levelled aces
     
-    Fixed even more Oriax crashes
     
-    Removed even more debug UI from Oriax
     
-    Some small fixes to ship files to remove possible blurriness


Possible issues:

-    Devotee's weapons remain in player cargo if the ship was scuttled
     
-    Possible enigmatic crash related to fighter AI, being investigated



[close]
1.5.3

1.5.3 Hotfix Changelog



-    Fixed the crash related to Commissioned Crews



[close]
1.5.2

1.5.2 Hotfix Changelog



-    Fixed Falak crash on hitting missiles
-    Fixed some extra Oriax crashes and debug interface popping up



[close]
1.5.1

1.5.1 Hotfix Changelog


-    Fixed the crash when choosing Oriax for refit in campaign
-    Fixed mod version for mod managers
-    Fixed several typos and missing descriptions
-    Fixed special Nexerelin start giving a Nebula instead of a supership
-    Tweaked Stolas's system description to be more clear about its functionality
-    Fixed case sensitivity for Linux users (hopefully)


[close]
1.5.0

1.5.0 Changelog

New Ships:
- VIC-A100 Stolas and its bounty version
- VIC-M12MRS Focalor
- VIC-M12LRS Focalor


Missions:
- A new mission! With a reward for Nexerelin enjoyers


Weapons:
- Missiles! Lots of them!
- New medium ballistic - Gagana AMR-Cannon
- Old Gagana now named Qutrub and moved from ballistic to composite
- Rubezahl Thermal Lance:
- - Range incresed from 800 to 900
- Besomar Scattercannon:
- - Added trails
- - Spread changed to be more consistently random
- Psotnik Interference Machinegun:
- - Flux cost reduced from 30 to 27.5
- Upyr Autocannon:
- - FLux cost reduced from 17 to 16
- Laidlaw family
- - Projectile damage (and thus on-hit explosion damage) reduced by 20%
- - Rate of fire increased by 25%
- - Flux costs adjusted accordingly
- - Heavy Laidlaw Accelerator OP cost reduced from 30 to 26


Ships/Fighters:
- Vernier engines, omni-lunge afterimage and special engine glow now change colour with engines

#fighters
- All fighters received Overload Protection hullmod
- - Instead of overloading, fighters get their shields disabled until flux drops to 0
- VIC-F11 Shabriri:
- - Added flare laucher system which launches a single flare with large cooldown
- - Flux dissipation reduced from 50 to 32
- VIC-F25 Asmoday
- - Shields reduced from 1000 to 800
- - Flux dissipation reduced from 300 to 160
- VIC-F04 Sonneilon
- - Flux dissipation reduced from 200 to 75
- VIC-F33 Uvall
- - Armor reduced from 100 to 50
- - Shields reduced from 500 to 350
- - Flux dissipation reduced from 100 to 70
- - Proxy Mine Launcher:
- - - Reload time increased from 3s to 4s

- Skeleton crew and maximum crew of most ships were rebalanced. Now they have 40-60% less excess crew space
- Reduced cargo capacity of most ships
- Increased fuel capacity of most ships

- VIC-B19 Kobal:
- - Hull increased from 2250 to 2500
- - Flux capacity increased from 2400 to 3000

- VIC-C96 Jezebeth:
- - Hull increased from 3000 to 3500
- - Armor increased from 350 to 400
- - Flux capacity increased from 4500 to 5500

- VIC-B49 Samael:
- - Hull increased from 4500 to 5000
- - Armor increased from 550 to 600
- - Flux capacity increased from 7400 to 7500

- VIC-A33 Moloch:
- - Hull increased from 4000 to 4500
- - Flux capacity increased from 6000 to 6500

- VIC-C67 Cresil:
- - DP reduced from 25 to 20

- VIC-B62 Thamuz:
- - Speed increased from 25 to 30
- - Acceleration/deccelration and turn rate increased by ~30%

- VIC-A58 Valafar:
- - Hull increased from 6000 to 8000

- VIC-U61 Oriax:
- - Hull increased from 9000 to 10000

- VIC-A71 Apollyon:
- - Hull increased from 12000 to 15000
- - Armor increased from 1200 to 1300
- - Flux capacity increased from 20000 to 22000
- - Shield arc increased form 90 to 100
- - Abyssus Array (Apollyon's built-in missile):
- - - Flux cost reduced from 150 to 0
- - - Damage increased from 200 to 250
- - - EMP increased from 50 to 75
- - - Reload time reduced from 30s to 24s
- - - Projectile HP increased from 100 to 150


Ship systems:
- Shield Entrenchment:
- - Now uses a secondary "health pool" for the reinforced shield above 50% flux, further increasing its protective capabilities
- Flux Rupture:
- - Now passively absorbs flux from the ship and nearby vessels and discharges it against the target or random enemies on activation


Hullmods:
- Aerodynamic Design:
- - Increased ground support bonus from 10/20/30/50 to 30/60/90/150
- Laidlaw Tech:
- - Now increases the ballistic RoF by 15%
- A-Series "Shturm" Protocol:
- - Fixed setting shield upkeep to 0 if any percent shield reduction is applied
- Military-grade Genetic Modifications (Commissioned Crews hullmod):
- - Renamed to Ambitious Bravado
- - Now provides damage bonus against bigger targets (or damage reduction for capitals) at the cost of receiving more damage from smaller ones


Campaign:
- Combat chatter integration
- Reduced Virus bombardment cost scaling from planet size by 20%
- Reduced Virus bombardment genetech cost by 50%
- Fixed: Removing Transfiguration Solutions wasn't removing accessibility penalty
- New Revitalization Centre's portrait changer interface and icon
- New Empyrean background music courtesy of Mesotronik
- New market illustrations
- New ship variants spawning in fleets (thanks Avanitia)
- For Nexerelin - replaced "Stalwart" faction trait with "Devious" and added "Predatory" (have fun!)
- Some small visual changes to the asteroid belt in Empyrean


Misc changes:
- Crash fixes, typo fixes, yada yada
[close]
1.4.3

1.4.3 Changelog


Weapons:
- Vodyanoy Plasma Minigun:
- - Reworked overheating mechanic: Now overheated projectiles deal base energy damage plus additional direct damage to armor. All projectiles can become overheated at maximum heat level
- - Damage per shot reduced from 20 to 15 (DPS reduced from 800 to 600)
- - Flux per shot reduced from 16 to 15
- - Charge up time reduced from 0.5s to 0.4s
- - Charge down time reduced from 1s to 0.6s
- - Max spread increased from 10 to 15
- - Significantly reduced spread per shot, now it takes 5 seconds to get to the max spread
- - Visual improvements to effects and projectiles
- - Updated sound
- - Updated description

- Tugarin Stellar Catapult;
- - Minor visual improvements to explosion

- Laidlaw family:
- - Now explosions damage properly scales with weapon damage
- - Now explosions don't get triggered by hitting missiles and fighters
- - Minor visual improvements to explosions


Hullmods:
- A-Series "Shturm" Protocol:
- - Now doesn't crash when attempting to install Shield Shunt together with Shturm Protocol (hoozah)
- - Fixed description: now it properly says that flux dissipation increases only when shields are disabled
- - Now displays status when dissipation is increased

- B-Series "Fortress" Protocol:
- - Fixed minor text issues

- Laidlaw Tech:
- - Fixed minor text issues

- Inertia Redirection Systems:
- - Fixed status being displayed even if installed not on the player's ship
- - OP cost reduced from 5/10/15/25 to 4/8/12/20
[close]
1.4.2
1.4.2 Changelog


Changes:
- -Changed VIC ships name prefix from "VIC" to "ASCV" (Aerospace Corps Vessel)

Bugfixes:
- - Fixed crash related to B-Series "Fortress" Protocol hullmod
- -Fixed crash related to Vila Bolt Converger

[close]
1.4.1

1.4.1 Changelog


- Fixed the bug when Omni-lunge system sends the ships into Oblivion
- Removed debug text from Omni-lunge system

[close]
1.4.0

1.4.0 Changelog

Now compatible with 0.95.1a


Ship systems:
- Omni-lunge:
- - Now works more like directional plasma burn with turn rate boost
- - Distance per lunge reduced by ~40-50%
- - Max charges increased from 3 to 5
- - Time to regenerate 1 charge reduced from 10s to 5s

- Assault Reconfiguration (previously known as Adaptive Assault)
- - Removed scaling with hybridization
- - Now increases damage of ballistic and energy weapons by 50% in all cases
- - Now also increases shield damage taken by 25%


Ships/Fighters:
#ships
- All:
- - A small visual update of sprites courtesy of Nes
- - Added smoke engine trails

#fighters
- All:
- - Added engine trails to all fighters
- - Fighters in Engage mode are now forced to continuously accelerate and move at maximum speed without strafing or decelerating, resulting in a more cinematic and plane-like way of movement

- Uvall Interceptor:
- - Rarog swapped for Proxy Mine Launcher
- - Hull increased from 350 to 450
- - Armor increased from 75 to 100

#frigates
- VIC-X14 Nybbas:
- - Now uses Vanilla Phase cloak
- - Phae Upkeep reduced from 500 to 240
- - Base speed increased from 90 to 110
- - Removed Aerodynamic Design and Phase Field hullmods
- - Added Adaptive Phase Coils and Phase Anchor hullmods

- VIC-A01 Xaphan
- - Dissipation increased from 210 to 240

#destroyers
- VIC-B49 Samael
- - Armor increased from 400 to 550
- - Hull increased from 3500 to 4500
- - Turn acceleration increased from 8.5 to 12
- - Max flux increased from 6000 to 7400

- VIC-A33 Moloch
- - Armor increased from 350 to 450

#cruisers

- VIC-B62 Thamuz
- - Armor increased from 700 to 850
- - Hull increased from 7500 to 8500
- - Max turn speed increased from 12.5 to 15
- - Turn acceleration increased from 4.15 to 7
- - Max flux increased from 9000 to 11000


- VIC-A58 Valafar
- - Armor increased from 600 to 800
- - Dissipation increases from 600 to 650

#caps
- VIC-A71 Apollyon
- - Armor increased from 1000 to 1200
- - Fleet points reduced from 35 to 30

- VIC-U61 Oriax
- - Armor increased from 800 to 1000


Weapons:
- Heavy Laidlaw Accelerator:
- - OP cost decreased from 35 to 30
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.25 to 4.25
- - Flux per shot increased from 650 to 1000
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Accelerator:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 750 to 1200
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Mass Driver:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 250 to 1000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 375 to 600
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 200 to 250
- - Projectile visuals updated (again)

- Zlydzen Wave Destabilizer:
- - Changed debuff effect:
- - Ramp up time increased from 4 seconds to 6 seconds
- - Wear off time increased from 2 seconds to 4 seconds
- - Shield efficiency reduction increased from 10% to 25%
- - Shield upkeep increase reduced from 50% to 25%
- - Phase cloak cooldown increase removed
- - Phase cloak activation cost increase removed
- - Flux dissipation reduction removed
- - Reduction for armor efficiency increased from 10% to 25%

- Vila Bolt Converger:
- - Sustained DPS increased from 210 to 255
- - Fixed crash if ship dies while charging

- Balachko Cryoheat Generator:
- - Damage reduction on hull hits reduced from 50% to 35%

- Psotnik Interference Autocannon
- Psotnik Interference Machinegun

- - Added smoke trails to projectiles


Hullmods:
- "Fervor" Protocol:
- - Now increases damage dealt only if you close enough to target
- - Damage increase fall off starts at 500SU at gets to 0% at 700SU (range is from edges of collision circles so it%u2019s a bit bigger on practice)
- - Penalty from installing on non VIC ships removed
- - Range penalty removed

- PD Arc Emitter:
- - Now deals energy damage
- - Now doesn't flameout missiles
- - Description now states that Arc Emitter scales with stats for energy weapons

- Convoy drive:
- - Range increase changed from 10% increase to increase by factor of x1.25

- Laidlaw Tech:
- - Description changed a bit

- "Hellstorm" Weapon System(Xaphan build-in):
- - Now also increase ammo recharge rate of ballistic and missile weapons by 100%
- - A new icon, yay

- A-Series "Shturm" Protocol:
- - Removed capacity reduction
- - Removed dissipation increase
- - No longer changes effect of capacitors
- - Now increases shield upkeep by 100%
- - Now increases dissipation by 100% if shield is disabled
- - Range threshold changed from 500/600/800/1000 to 500/700/900/1100
- - Now Increases speed by 20/15/10/10
- - Now reduces peak performance time by 50%

- Inertia Redirection Systems (previously %u201CIntegrated Assault Systems)
- - Increases acceleration and deceleration when changing direction of movement
- - A new icon, yay

- B-Series "Fortress" Protocol (rework):
- - Can only be installed on wing shaped ships(need better name for that)
- - Reduces damage taken by shields by 30%
- - Reduces damage and flux cost for energy and ballistic weapons by 25%
- - Changes system to reduce shield damage taken by 50% and reduce damage of ballistic and  by 25%


Campaign:
- Replaced Lowtech stations for VIC with Midline ones (including in Nexerelin)
- Pristine nanoforge on Phlegethon swapped for corrupted nanoforge
- Added special condition to Phlegethon to compensate for lost ship quality
- Transfiguration Solutions 15% hazard penalty replaced with 25% accessibility penalty, also removed biolab installation mention from the description
- VIC Revitalization Center base income/upkeep reduced from 28000/50000 at size 6 to 12000/24000 at size 6
- Nexerelin starts now have Buffalo(VIC) instead of Buffalo(A)
- Station in secret system now has Buffalo(VIC) instead of Xaphan
- Removed respec option for the player in Revitalization Center (still can respec officers)
- Pelenu Laukas moved a bit to not overlap with Penelope
- Fixed the descriptions of Kalada market in Ittir system, now should actually be shown properly


Other:
- Lots of other small fixes and stuff that we might have forgotten, whoops
- A couple of spoiler portraits for future stuff
- A new hot meme artwork by Luzaitis (bless them)

[close]
1.3.3
VIC 1.3.3 - "Higher Energies" changelog:

Campaign:
   
- Fixed VIC markets not having positive growth rate     
- Fixed officer respec making officers not being affected by skills, which resulted in lesser officer levels after the respec     
- Fixed Extreme Viral Contamination not reducing size of markets over time   
- Updated Extreme Viral Contamination icon


Misc:

- Removed archive with memes     
- Added link to imgur post with VIC memes (can be found in the graphics folder)

[close]
1.3.2
VIC 1.3.2 - "Higher Energies" changelog:

Ships:

Nybbas

- Now counts as phase ship for Phase Corps skill

- Baryonic Displacement

- - Fixed description


Pruflas

- New System

- - Minelayer

- - Launches several proxy fused frag mines


Cresil

- Emergency Defense

- - Fixed sever FPS drop with some fighters


Oriax

- Hull reduced from 12000 to 9000

- Flux capacity reduced from 17000 to 15000

- Turn rate reduced from 15 to 10


 Kobal, Samael, Thamuz

- Adaptive Assault

- - Fixed description



Weapons:

Capacitons Discharger

- Damage increased from 150 to 300

- fkux cost increased from 225 to 480

- EMP increased from 80 to 160

- Max ammo reduced from 30 to 16

- Chargeup and chargedown increased from 0.075 to 0.15


Tugarin Stellar Catapult

- Refire increased from 3.75 to 4 seconds

- Flux to fire increased from 1680 to 1860


Rubezahl Thermal Lance

- Tier increased from 0 to 3

- Damage Reduced from 2400 to 2250

- Burst duration increased from 0.5 to 0.75 seconds


Zlydzen Wave Destabilizer

- Fixed rare crash


Gagana Smartdart Launcher

- Flux cost increased from 220 to 250


Abyssus Array

- Fixed rare NPE


Psotnik Interference Machinegun

- Fixed hardpoint offsets


Vodyanoy Plasma Minigun

- Fixed AI hints, now should also aim at fighters


Laidlaw family (Mass Driver, Accelerator, Heavy Accelerator)

- Fixed AI hints, now should properly shoot at frigates



Other:

- Fixed a couple of planet descriptions
[close]
1.3.1
VIC 1.3.1 - "Higher Energies" changelog:

Ships:
Jezebeth
-Defense Suppressor System
--Added description

Oriax
-Flux Rapture System
--Added description
-Power Redistributor hullmod
--Now more reliably switches modes when the ship is controlled by AI

Hullmods:
PD Arc Emitter
-Now doesn't crash if installed on a fighter (screw you gettag)((jk, we still love you))

VIC Integrated Assault Systems
-Fixed increase of PPT by 3% if stacking penalty is not applied

Weapons:
Zlydzen Wave Destabilizer
-Now effect fall rate scales with the target's time dilation
-Now effect falls off 2 times slower if the target is phased

Verlioka Field Disruptor
-Fixed field effect lagging behind

Misc:
-Changed and fixed most variants
-VIC now builds anti EVC structures if they own the market with EVC market condition(if they invade the Vbombed market or if their market got Vbombed)
-Fixed VIC being at 0 rep with remnants

[close]
1.3.0
VIC 1.3.0 "High Energies" patchnote:

Ships:

A brand new ship - VIC-U61 Oriax Battlecruiser. A versatile and manouverable capital-grade vessel, capable of everything, but not excelling at anything in particular.

VIC-X14 Nybbas:
-OP reduced from 60 to 55
-Flux dissipation decreaed from 450 to 350
-Max flux increased from 2500 to 3000
-Max speed redused from 120 to 90
-Phase activation cost reduced from 175 to 150
-phase upkeep increased from 200 to 450
-Experimental Phase Drive:
- Phase CD reduction removed
- Weapons flux cost reduction reduced from 25% to 20%
- Weapon range reduction reduced from 35% to 30%
-Baryonic Displacement:
- Flux cost removed
- Now can't be used while phased
- CD increased from 2 to 6 seconds
-New Right click system Phase Dive
- More time dilation
- More Speed
- More Flux cost
- Longer Cooldown

VIC-S85 Pruflas:
-OP reduced from 50 to 45
-Flux dissipation reduced from 300 to 240
-Flux capacity increased from 2000 to 2600

VIC-A71 Apollyon:
-Improved AI,  should be less suicidal when commencing Quantum Lunge
-Changed Abyssus Array built-in: tweaked the direction of launch, now costs flux to fire, more sustained damage

VIC-B19 Kobal, VIC-B49 Samael, VIC-B62 Thamuz:
-Adaptive Assault:
- Fixed incorrect combat status
- Fixed incorrect damage increase values
-New built-in hullmod - Convoy Drive
- Increases 0-flux speed bonus and slightly increases the range of ballistic and energy weaponry


Figher wings:
-VIC-F11 Shabriri Drone:
- Hull decreased from 120 to 75
- Flux capacity decreased from 250 to 200
- Flux dissipation decreased from 100 to 50

Weapons:

5 brand new weapons:
Rubezahl Thermal Lance - Large Energy
- Extreme HE damage
- Limited sustained fire capability
- Slow and highly visible chargeup

Zlydzen Wave Destabilizer - Large Energy
- Support-focused debuff weapon
- Applies various debuffs depending on whether the shield or the hull of the enemy are hit by the beam
- Pretty useless damage-wise on its own

Balachko Cryoheat Generator - Medium Energy
- Alternating HE and Kinetic damage, excels at bringing down enemy's defences
- Subpar hull damage

Vila Impulse Converger - Medium Energy
- Unusual projectile trajectory, perfect accuracy (if used correctly and precisely)
- High burst potential
- Low-end sustained damage

Psotnik Interference Machinegun - Medium Ballistic
- Potent anti-shield suppression and
- Very low damage per projectile


Capacitons Discharger:
-Damage increased from 150 to 300
-EMP increased from 80 to 160
-Max ammo reduced from 30 to 16
-Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult:
-Projectile speed no longer gets affected by the ship's speed twice as much

Strigoy Flak Cannon - reworked, now performs like a true flak cloud dispenser:
-Burst size increased from 2 to 10
-Damage reduced from 50 to 30
-DPS increased from 250 to 300
-range reduced from 400 to 350

Laidlaw Accelerators family - reworked, now perform worse against shields, but better againt hulls:
- Now deal soft flux against shields
- The fragmentation explosion damage on hits against hull increased to 200 (Laidlaw Mass Driver) and 400 (Laidlaw Accelerator and Heavy Laidlaw Accelerator)
- Heavy Laidlaw Accelerator now fires from both barrels simultaneously with perfect accuracy
- Heavy Laidlaw Accelerator OP cost increased from 30 to 35
- Improved visuals
- Improved sounds

Other weapons:
- Various visual improvements


Hullmods:
Aerodynamic Design:
-Ground support changed from 10/20/30/40 to 10/20/30/50

Laidlaw Resonance Shields:
-Renamed to Laidlaw Tech
-Now also:
- Reduces ballistic range by 10%
- Increases energy weapons range by 100 su
- Reduces beam weapons range by 100 su
- Reduces energy weapon flux generation by 10%

VIC Integrated Assault Systems:
-Weapon flux reduction changed from 5%/10%/20%/30% to 20%
-Speed bonus reduced from 10/10/20/20 to 5/10/20/25
-Projectile speed bonus reduced from 33% o 30%
-PPT penalty reduced from 33% to 30%
-OP cost increased from 4/8/15/25 to 7/11/15/25
-Now cant be instaled on non-VIC ships

VIC "Fortress" Protocol:
-Shield damage taken reduction increased from 13% to 35%
-Now reduces the chance that shields will be pierced by EMP arcs by 75%
-Shield upkeep now icreased by 25% instead of being reduced by 25%
-Shield unfold and turn speed now reduced by 50% instead of being increased by 50%
-Shield arc increase removed
-Now reduces ship max speed by 20%
-Now increases 0-flux speed boost by 15 SU
-OP cost reduced from 7/14/21/35 to 6/12/18/30
-Now incompatible with just SO and Hardened Shields
-Now cant be instaled on-non VIC ships

PD Arc Emitter:
-OP cost increased from 4/8/12/20 to 5/10/15/25
-Flux cost per arc increased from 25 to 35
-Now is inactive while venting or overloaded


Missions:
-Added custom description to the VIC Combat Simulation System mission


Campaign:
-Added VIC Revitalization Center industry:
- Now Revitalization Center services (portrait changing and skill respeccing) require "VIC Revitalization Center" industry on a planet, instead of the market just being owned by VIC
- VIC Revitalization Center requires genetech supply and good relations with VIC to operate
- Added VIC Revitalization Center to Cocytus, Yama, Yesod and Ailmar.

-Added new industry item for farming "Transfiguration Solutions"
- The item increases the farming output, but makes the industry demand genetech and increases the hazard rating of the planet
- Requires at least some organic deposits being present on the planet


-GMO farming industry was removed

-Some industries got moved around

-Now the secret (or not so secret) fancy system is a bit more secret

-Added the current VIC CEO to Cocytus - come say "Hello"


Misc:
-Added custom ship engine sounds
-Added characters for combat chatter
-Added some funny settings which you can configurate in data/config/modSettings.json :^)    (thanks, Tilt)
-Some little description changes for the genetech commodity, markets and so on, as usual
-Certainly some small changes that we might have forgotten in the process
[close]
1.2.0

Ships:
Apollyon:
-OP reduced from 400 to 380
-Quantum lunge
--Fixed some interactions with stations (still a bit messed up because, duh, stations)
--Now instead of arcs deals damage in line as it should (still has additional arcs)
--Damage on secondary arcs reduced by 50%

Omni-lunge (VIC-A01 Xaphan, VIC-A33 Moloch, VIC-A58 Valafar):
-Added more visual effects

VIC-X14 Nybbas:
-Added Phase Field and Delicate Machinery hullmods
-DP reduced from 14 to 13

VIC-F04 Sonneilon:
-Now they can't interrupt their burst

All ships:
-Now engine glow changes color if Safety Overrides are installed

Weapons:
Vodyanoy Plasma Minigun:
-New firing sound

Nawia:
-Fixed the bug that caused more flux cost per shot
-Visual effects improved

Hullmods:
"Shturm" Overhaul:
-Tier reduced from 3 to 1 (can buy it with lower rep)
-Cost reduced from 25000 credits to 5000 credits

VIC Brand Shield Emitter:
-Fixed speed penalty also been applied to 0 flux boost

PD Arc Emitter:
-Now unlocked from game start

Misc:
Viral bombardment:
-Stability penalty from Extreme Viral Contamination (EVC) is now permanent
-Ground defense penalty multiplier reduced from x0.3 to x0.25
-Accessibility penalty increased from -25% to -45%
-Now has a fleet size penalty multiplier of x0.5
-Now reduces production quality by 45%
-Grow penalty increased from 10 to (2^(colony size))*25
-Now colonies with EVC can decrease in size if they hit 0% total growth while having negative growth rate
-If colony is size 2, it gets decivilizied the next time it decreases in size
-3 New industries to counteract effects of EVC

-New market themes, all thanks to psiklaw
-Heavy industries were removed from Phlegethon and Purgatory
-Some small fixes in dialogues and descriptions (nothing radical)


[close]
1.1.0
Hullmods:
VIC "Fervor" Protocols
-Now installable on all ships, not only VIC ones
-Now gives 15% weapon range penalty
-Now if installed with other VIC-brand hullmods or on non-VIC ships, received damage penalty is doubled from 25% to 50%

VIC Brand Shield Emitter
-Now installable on all ships, not only VIC ones
-Now if installed with other VIC-brand hullmods or on non-VIC ships, decreases maximum speed by 25%

VIC Integrated Assault Systems
-Now installable on all ships, not only VIC ones
-Now does not provide weapon range bonus. Instead provides 5/10/20/30% reduction in weapon flux costs.
-Speed bonus changed to 10/10/20/20
-Adds 33% more projectile velocity
-Now if installed with other VIC-brand hullmods or on non-VIC ships, reduces peak performance time by 33%

VIC "Shturm" Overhaul:
-renamed to "Shturm Overhaul"
-Increased OP cost from 5/10/15/25 to 8/16/24/40

Loader Overdrive
-flux cost reduction removed (actually increased weapons' flux cost due to a bug, so that's actually a buff!)
-range reduction reduced from 15% to 10%

PD Arc Emitter:
-Damage per arc reduced from 150 to 50
-Flux per arc reduced from 150 to 25
-CD per charge reduced from 10/7/5/4 to 3/1.5/1/0.6
-Max charges increased from 2/3/4/6 to 6/9/12/21
-Range increased from 200/250/300/350 to 250/300/350/550
-Now properly scales with ship's stats, counts as energy weapon


Weapons:
New weapon - Vodyanoy Plasma Minigun! Rip'n'tear until it is done!
-Large energy fast-firing suppression weapon
-The longer you shoot, the better it is against armour

Capacitons Discharger:
-Range for secondary arcs increased from "range * 0.15 + 200" to "range * 0.25 + 300",  approximately 50% increase in range
-EMP on secondary arcs increased form 15% to 50%
-EMP increased from 50 to 80

Heavy Laidlaw Accelerator:
-Flux cost reduced from 750 to 650

Psotnik Interference Autocannon:
-EMP on arc increased from 50 to 60

Tugarin Stellar Catapult:
-Range increased from 900 to 950
-Projectile speed increased from 300 to 350

Verlioka:
-Now slow missiles to min of 50% max speed, multiple effects don't stack
-Damage reduced from 150 to 100
-Flux cost increased from 150 to 250

Nawia:
-Refire delay reduced from 1.74 to 1.5
-On hit pellets damage reduced from 60 to 50
-Flux efficiency reduced from 0.88 to 1.1
-Now pellets more likely to hit target

Gagana:
-Range reduced from 900 to 800

Strigoy:
-Now fires 2 shells at a time
-Damage reduced from 100 to 50
-Flux cost reduced from 40 to 25
-Refire delay reduced from 2.7 to 0.5
-Burst removed
-Projectile speed reduced from 650 to 600

Laidlaw Mass Driver:
-OP cost reduced form 8 to 7

Rarog Atomic Emitter:
-Range increased from 350 to 450


Fighters:
Shabriri:
-Shield reduced from 500 to 250
-Top speed reduced from 450 to 400
-OP cost increased from 3 to 4

Sonneilon:
-Damage increased from 100 to 125
-Shields reduced from 750 to 400

Uvall:
-Shield reduced from 750 to 500
-Armor increased from 50 to 75
-Hull increased from 200 to 350

Asmoday:
-Shield reduced from 1500 to 1000
-Armor increased from 100 to 125
-Hull increased from 500 to 650
-Description tweaked a bit


Ships:
VIC-X14 Nybbas:
-PPT reduced from 300 to 200
-Now system have 2 seconds CD
-DP increased from 12 to 14

VIC-A01 Xaphan:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-C96 Jezebeth:
-Flux dissipation from 500 to 400

VIC-B49 Samael:
-In-build drone wing removed
-Top speed reduced from 60 to 50
-Flux dissipation reduced from 500 to 400
-Flux capacity increased from 5500 to 6000
-DP increased from 9 to 12
-OP reduced from 105 to 100

VIC-A33 Moloch:
-Medium missiles changed to small missiles
-Medium turrets arcs has been reduced
-Shield effectiveness reduced from 0.7 to 0.8
-OP reduced from 110 to 95

VIC-B62 Thamuz:
-Top speed reduced from 30 to 25
-DP cost increased  from 25 to 27
-Slight changes to arcs of some small mounts

VIC-A58 Valafar:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-A71 Apollyon:
-Shield effectiveness reduced from 0.7 to 0.8
-DP cost reduced from 65 to 60
-Now is in the rare_bp category


Ship systems:
Omni-lunge:
-Now has 3 charges
-CD per charge - 10 seconds
-System total CD reduced from 5.25 to 1.6

Adaptive Assault:
-Now gives from 25% to 75% more energy and ballistic weapons damage
-Now have reverse loadout effect, ballistic weapons increase effect for energy and energy weapons increase for ballistic
-Now missiles reduce both effects


Other stuff:
-Fixed Virus Bombardment bug which prevented saving the game
-Graphical adjustments to all ships' sprites
-More portraits!!
-Even more edgy ship names!!
-Plot around Apotheosis thickens
-Various description fixes (Bernadian and Mithos planets in Ittir system being the main offenders)
-More memes in the meme folder (yes, it is important)
-All memes got ziped to not make VIC 120 MB Vram in eyes of VRAM-Counter
-Apollyon BP removed from "VIC High Grade Hulls Blueprint Package"
-Reduced amount of asteroids in Empyrean and Ittir which should reduce lag in system
-Cleaned some gunk and reduced VRAM requirement
[close]
[close]





"What shall the future bring us?"


- Updates to the currently available content! -
- More ships and weapons! -
- More campaign things to discover!
- More portraits! -
- Possibly, more music! -
- And, also possibly, more big things like other factions and so on! -
- Stay tuned! -





Credits

Authors: Astarat and PureTilt

Advice and help with coding: Axle, Mesotronik, Sir Hartley, Tomatopaste, Tartiflette, Nicke, Nia Tahl, twinklover420

Advice and help with spriting: Knight Chase, Alfonzo, Nia Tahl, Tomatopaste, Tartiflette, Nes

Sound effects: Mesotronik

Music: Mesotronik, Haplogynae and Psiklaw

Illustrations (formerly): Kvacm

Portraits: Quacken and various artists whose work has been found in open sources and edited for this mod for non-commercial purposes

Writing and/or editing already existing writing: JRG, Avanitia, Aurica, Silverlight, Alfonzo, Phoenix the Dreamer

Testing: Avanitia and many-many others



Extreme corporate shilling and catgirl enthusiasm: JRG, AlexAtheos, Silverlight, TitanicGuy, Phoenix the Dreamer, Luzaitis and many other Unofficial Starsector Discord degenerates users

Krinj: TechPriest (jk, you're cool and based, wish I could know you in person)



Special thanks: Alex, David and the game community itself! All of you are absolutely awesome!





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)


And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: stormbringer951 on December 30, 2020, 12:39:03 PM
Congrats on the release :D
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Lightning Dog on December 30, 2020, 12:41:13 PM
Unbelievably hype! Made an account just to say congratz on release!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: theDragn on December 30, 2020, 12:44:53 PM
Finally, the most anticipated mod of the decade has arrived. Congrats on release!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: AlexAtheos on December 30, 2020, 12:49:12 PM
Quote
Extreme corporate shilling and catgirl enthusiam

you better believe it

seriously though this is an amazingly polished and very popular mod on the discord, get it while it's hot
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Ishman on December 30, 2020, 12:53:26 PM
Lovely ships, good to see this release - I welcome Volkov Industrial Catgirls to my long-term modlist.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: SirHartley on December 30, 2020, 12:55:50 PM
I waited more than half a year for this, and it was worth it :)
A really well done, polished, and proper faction with extensive campaign features and custom content.

Congratulations on the release, both to Astarat and PureTilt!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: PureTilt on December 30, 2020, 12:58:54 PM
ayy lmao its me second author download MHM now
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: RustyCabbage on December 30, 2020, 01:09:24 PM
Congrats on the release!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Chairman Suryasari on December 30, 2020, 01:32:57 PM
Look great, cannot wait to read all the lore in this mod, look interesting, Luddic Church will have a hard time fighting 5 front war in my modlist. They're also polar opposite of FPE, a xenophobic and eugenic society, I wonder if they'll get along. I'll probably disable Fang and Draco since they're also a big players in genetic engineering.

Thanks for the awesome work!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: ZeCaptain on December 30, 2020, 01:43:41 PM
(https://i.imgur.com/edIeXHc.png)
Full Size here -> https://i.imgur.com/nQ37Dwm.png
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Timid on December 30, 2020, 02:09:46 PM
Contradictions rarely identify new growth ethically.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: kamykrak on December 30, 2020, 05:04:38 PM
just tested some of the ships out and i have to say i'm in love they fit my play style like a glove this is not leaving my load order nay time soon thanks for the mod   :D
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Rapti_Of_S. on December 30, 2020, 06:39:54 PM
This is the most beautiful mod that I have never seen before.

I already have more than 80 mod, so trust me, i know what Im talkink about    :D
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Mayu on December 30, 2020, 08:21:58 PM
>genetically engineered catgirls with seven layers of eugenics mastery

Say no more, it's instant download for me.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: morriganj on December 30, 2020, 10:35:06 PM
I will be reinstalling starsector in jan just to try this mod!!! Looks amazing! :D
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Lizardfolk on December 31, 2020, 01:12:44 AM
W e l l G o d d a m n
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: MrFluffster on December 31, 2020, 10:25:36 AM
Congrats on finally releasing
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Pixy on December 31, 2020, 08:08:08 PM
In the end of trailer be like.

virgin Paragon:haha! beam go Brrrrrrrrrrr.
Chad Apollyon:......OMAE WA MOU SHINDEIRU. press F
virgin Paragon:Nani?!!
:SFX ear bleed:
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Golde on December 31, 2020, 09:56:43 PM
hoe hey this color scheme reminded me of bb for a sec.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: FlameBearer on January 01, 2021, 09:18:55 AM
Wow, I made an account to say I really like this mod!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Frosterus on January 02, 2021, 04:57:56 AM
I'm loving the Laidlaw Accelerator so far. It absolutely decimates in frigate fights and is totally worth the bloated ordnance costs.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Farya on January 02, 2021, 06:56:42 AM
You made me want to start a pather playthrough now. To remove that blasmphemy from sector with all the ships from Luddic Enchancement.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Frosterus on January 04, 2021, 08:45:59 AM
This mod adds the "Advanced GMO Food Production" industry, right?

I can't seem to build it. It says it requires farmland when I have farmland on my colony.
I shutdown my farming industry in case they conflicted, but I still can't build it.
Is there something I'm missing?



[attachment deleted by admin]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Astarat on January 04, 2021, 01:00:33 PM
This mod adds the "Advanced GMO Food Production" industry, right?

I can't seem to build it. It says it requires farmland when I have farmland on my colony.
I shutdown my farming industry in case they conflicted, but I still can't build it.
Is there something I'm missing?

Oh, sorry, this one's not supposed to be in the modular list of the industries, it's a unique one for the VIC's capital. Will remove it from the list in the next patch.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: FlameBearer on January 04, 2021, 02:50:11 PM
Is it okay If I suggest a ship concept? Because if it is, I would really really like to see a bigger nybbas, like, not that much bigger, just with more armour and hull. It's probably one of my favorite ships, in all of starsector, and it's ship system is so fun, but I'd really like a bigger version that you can use as a proper flagship. I'm a bit reckless, so while I can dance between enemy fire pretty well, I have difficulty avoiding the detonations of the ships, and it tends to just snap my poor nybbas in half. It's a really great ship concept, and I should probably just get gud, but I really think it'd be interesting to see a bigger nybbas.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: UselessGoddess69 on January 05, 2021, 12:36:12 AM
Unable to save a game whenever a planet get decivilized from extreme viral contamination status (Haven't tried a new game to check if this still happens)
Does anyone have a solution to fix this?
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Astarat on January 05, 2021, 01:44:54 AM
Unable to save a game whenever a planet get decivilized from extreme viral contamination status (Haven't tried a new game to check if this still happens)
Does anyone have a solution to fix this?
As far as I'm informed, one of the possible solutions is to re-civilize the planet (create a market on it). This bug will be fixed in the upcoming update, thank you for reporting it!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Frosterus on January 05, 2021, 01:52:18 AM
Ah, good to know it was just a bug! Thanks!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: UselessGoddess69 on January 05, 2021, 03:24:58 AM
It worked! Thx man
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Kwbr on January 11, 2021, 04:07:59 AM
dunno if this is a known bug or anything, but uh -
Spoiler
(https://i.imgur.com/gFcjBja.gif)
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Yubbin on January 11, 2021, 06:13:19 AM
dunno if this is a known bug or anything, but uh -
If you mean the station flying really fast, I'm not sure if you can tell what pushed it in the first place. It might have been something else.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Chairman Suryasari on January 11, 2021, 07:03:14 AM
dunno if this is a known bug or anything, but uh -
Spoiler
(https://i.imgur.com/gFcjBja.gif)
[close]
Is that recurring events?
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: fotosina on January 17, 2021, 07:57:53 AM
Can build Advanced GMO Food Production on planets without farmland (0 output)
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Helldiver on January 17, 2021, 05:18:26 PM
The flying wing-like designs for some of the ships look seriously great.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Atmos on January 17, 2021, 07:28:15 PM
Fantastic mod. The big destroyer ship is really good but will sometimes destroy itself against bases after teleporting though. This mod brought me to endgame and I am happy with it :)
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
Post by: Cyber Von Cyberus on January 18, 2021, 03:46:01 AM
dunno if this is a known bug or anything, but uh -
Spoiler
(https://i.imgur.com/gFcjBja.gif)
[close]
A capital ship from your fleet must've rammed the station with its ship system
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: Astarat on January 21, 2021, 07:36:57 AM
Volkov Industrial Conglomerate 1.1.0 - Shifting of Balance (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.1.0/VIC.zip)
Download (Save Compatible!) (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.1.0/VIC.zip)


First big patch for the mod. Lots of fixes, balance changes, a new large energy weapon, graphical adjustments to ships, and many other small things. SAVE COMPATIBLE (aside from 2 planets description, Mithos and Bernadian, which will be updated only in new saves).

FULL CHANGELOG
Hullmods:
VIC "Fervor" Protocols
-Now installable on all ships, not only VIC ones
-Now gives 15% weapon range penalty
-Now if installed with other VIC-brand hullmods or on non-VIC ships, received damage penalty is doubled from 25% to 50%

VIC Brand Shield Emitter
-Now installable on all ships, not only VIC ones
-Now if installed with other VIC-brand hullmods or on non-VIC ships, decreases maximum speed by 25%

VIC Integrated Assault Systems
-Now installable on all ships, not only VIC ones
-Now does not provide weapon range bonus. Instead provides 5/10/20/30% reduction in weapon flux costs.
-Speed bonus changed to 10/10/20/20
-Adds 33% more projectile velocity
-Now if installed with other VIC-brand hullmods or on non-VIC ships, reduces peak performance time by 33%

VIC "Shturm" Overhaul:
-renamed to "Shturm Overhaul"
-Increased OP cost from 5/10/15/25 to 8/16/24/40

Loader Overdrive
-flux cost reduction removed (actually increased weapons' flux cost due to a bug, so that's actually a buff!)
-range reduction reduced from 15% to 10%

PD Arc Emitter:
-Damage per arc reduced from 150 to 50
-Flux per arc reduced from 150 to 25
-CD per charge reduced from 10/7/5/4 to 3/1.5/1/0.6
-Max charges increased from 2/3/4/6 to 6/9/12/21
-Range increased from 200/250/300/350 to 250/300/350/550
-Now properly scales with ship's stats, counts as energy weapon


Weapons:
New weapon - Vodyanoy Plasma Minigun! Rip'n'tear until it is done!
-Large energy fast-firing suppression weapon
-The longer you shoot, the better it is against armour

Capacitons Discharger:
-Range for secondary arcs increased from "range * 0.15 + 200" to "range * 0.25 + 300",  approximately 50% increase in range
-EMP on secondary arcs increased form 15% to 50%
-EMP increased from 50 to 80

Heavy Laidlaw Accelerator:
-Flux cost reduced from 750 to 650

Psotnik Interference Autocannon:
-EMP on arc increased from 50 to 60

Tugarin Stellar Catapult:
-Range increased from 900 to 950
-Projectile speed increased from 300 to 350

Verlioka:
-Now slow missiles to min of 50% max speed, multiple effects don't stack
-Damage reduced from 150 to 100
-Flux cost increased from 150 to 250

Nawia:
-Refire delay reduced from 1.74 to 1.5
-On hit pellets damage reduced from 60 to 50
-Flux efficiency reduced from 0.88 to 1.1
-Now pellets more likely to hit target

Gagana:
-Range reduced from 900 to 800

Strigoy:
-Now fires 2 shells at a time
-Damage reduced from 100 to 50
-Flux cost reduced from 40 to 25
-Refire delay reduced from 2.7 to 0.5
-Burst removed
-Projectile speed reduced from 650 to 600

Laidlaw Mass Driver:
-OP cost reduced form 8 to 7

Rarog Atomic Emitter:
-Range increased from 350 to 450


Fighters:
Shabriri:
-Shield reduced from 500 to 250
-Top speed reduced from 450 to 400
-OP cost increased from 3 to 4

Sonneilon:
-Damage increased from 100 to 125
-Shields reduced from 750 to 400

Uvall:
-Shield reduced from 750 to 500
-Armor increased from 50 to 75
-Hull increased from 200 to 350

Asmoday:
-Shield reduced from 1500 to 1000
-Armor increased from 100 to 125
-Hull increased from 500 to 650
-Description tweaked a bit


Ships:
VIC-X14 Nybbas:
-PPT reduced from 300 to 200
-Now system have 2 seconds CD
-DP increased from 12 to 14

VIC-A01 Xaphan:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-C96 Jezebeth:
-Flux dissipation from 500 to 400

VIC-B49 Samael:
-In-build drone wing removed
-Top speed reduced from 60 to 50
-Flux dissipation reduced from 500 to 400
-Flux capacity increased from 5500 to 6000
-DP increased from 9 to 12
-OP reduced from 105 to 100

VIC-A33 Moloch:
-Medium missiles changed to small missiles
-Medium turrets arcs has been reduced
-Shield effectiveness reduced from 0.7 to 0.8
-OP reduced from 110 to 95

VIC-B62 Thamuz:
-Top speed reduced from 30 to 25
-DP cost increased  from 25 to 27
-Slight changes to arcs of some small mounts

VIC-A58 Valafar:
-Shield effectiveness reduced from 0.7 to 0.8

VIC-A71 Apollyon:
-Shield effectiveness reduced from 0.7 to 0.8
-DP cost reduced from 65 to 60
-Now is in the rare_bp category


Ship systems:
Omni-lunge:
-Now has 3 charges
-CD per charge - 10 seconds
-System total CD reduced from 5.25 to 1.6

Adaptive Assault:
-Now gives from 25% to 75% more energy and ballistic weapons damage
-Now have reverse loadout effect, ballistic weapons increase effect for energy and energy weapons increase for ballistic
-Now missiles reduce both effects


Other stuff:
-Fixed Virus Bombardment bug which prevented saving the game
-Graphical adjustments to all ships' sprites
-More portraits!!
-Even more edgy ship names!!
-Plot around Apotheosis thickens
-Various description fixes (Bernadian and Mithos planets in Ittir system being the main offenders)
-More memes in the meme folder (yes, it is important)
-All memes got ziped to not make VIC 120 MB Vram in eyes of VRAM-Counter
-Apollyon BP removed from "VIC High Grade Hulls Blueprint Package"
-Reduced amount of asteroids in Empyrean and Ittir which should reduce lag in system
-Cleaned some gunk and reduced VRAM requirement
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: Frosterus on January 21, 2021, 07:46:49 AM
"-All memes got ziped to not make VIC 120 MB Vram in eyes of VRAM-Counter"
"-Cleaned some gunk and reduced VRAM requirement"
Ahahahah thank you, as someone with an older video card, I appreciate it
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: PureTilt on January 21, 2021, 01:02:05 PM
VIC 1.1.0a Hotfix
-Fixed CTD when trying to learn VIC "Fervor" Protocols hullmod
https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.1.0a/VIC.zip
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: Agalyon on January 22, 2021, 06:19:24 PM
So just some quick-ish feedback, I haven't played with VIC stuff extensively yet but I've noticed a few things I think are worth commenting on, especially now that we have a first balance pass out (great job btw, everything is very high quality all around.)

First, the Shturm Overhaul still costs what it used to (5,10,15,25) not the new values in the patch notes. Not sure which is intended, but there you go.

Leading from that, I'm not sure some of the hullmod changes are justified. The new cost of Shturm Overhaul (which I just realized is conveniently also abbreviated SO, nice,) the totally removed range from IAS, and the additional downsides in general. I really like the idea of the additional downsides, but their cost seems a bit extreme to me with the exception of IAS, enough that I'm not sure I'd really ever consider using them on non VIC ships (or stacking them.) Range is already essentially cut with IAS precluding range mods, and since the shield emitter is more of a side grade to hardened shields, losing 25% speed is pretty brutal. The Fervor Protocols I'm not sure what to make of due to its extremely polarizing effects, so I'll leave that alone. 

While VIC Brand Shields pack many effects into a reasonably priced mod, it would take much more to be willing to trade 25% of your speed away for it, as that is going to make you weaker both offensively and defensively, which doesn't help its case as defensive mod. IAS is also hard to examine because of its strong positive effects, but while its secondary downside is comparatively small (and much more fair I think, due to its functional similarity to vanilla SO,) its hard to say if having no range at all is good enough, especially if you're balancing with only VIC weapons which tend to lack range in the first place. This is just my 2 cents, you should probably wait and see what other people think. While I'm sure there are some cases where its very powerful, I find myself not typically inclined to use it unless I want its juicy 20 speed on very slow ships and am willing to pay any price. The huge flux discount and projectile speed seem somewhat misplaced to me, and even using a very close in gameplay style, I rarely want to use this mod on cruisers and capitals despite the attractive 20 speed.

Lastly, Shturm Overhaul seems like a costly side grade to me, rather than a straight boost. While that is probably intended, I think the old OP costs are probably best for this. I tested this mod the most, and at least in my case ships often performed roughly equally with and without it, and skipping it usually had much more stable results. I was originally going to say I think it would be okay at the new costs with a slight speed boost, but that sort of steps on the toes of IAS which it already pairs nearly perfectly with, as they both cover eachothers weaknesses, providing range and speed respectively. This also likely has some kind of overpowered interaction out there I missed, but I would be much less afraid to buff this one as you have extremely specific control over the ships its applied to, so fringe cases are minimized.

[EDIT] I wasn't sure how stacking the secondary debuffs worked when I made this, but seeing that they combine and you get debuffs is pretty gnarly, I cant think of a time where it would be worth it. Maybe only have the debuff of the second mod you add or something? I dont know.

One final note, the Thamuz seems a bit broken in a bad way now. Its abysmal max speed means it all but requires IAS which feels a bit strange considering the total lack of range at that point. While the other adaptive assault ships also have this problem, their smaller size and thus more normalized range hurts much less than on a cruiser, but still seem to all really want IAS. While you could certainly skip it for range, it feels like a sitting duck at that point. Combined with the adaptive assault counting PD weapons (I think the new AA is great btw) eating into your OP, being extremely vulnerable to flanking, etc it doesn't feel very good. I'm not sure what I personally would do to change this so I dont feel good commenting on it, but it feels like being forced to choose between dreadnaught speed or pitiful range.

All and all, VIC is great though. It has a really unique style and I can feel their vibe in all their ships and weapons. Its really an instant classic, and you've done an amazing job.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: FranzDenKaiser on January 25, 2021, 08:33:18 AM
So I don't think this bug has been reported yet, but whenever I have my mouse over the "Fervor" hullmod (the one labeled deathProtocol in the files), the game instantly crashes with a "Fatal Null" error. I've tried to remove the hullmod outright, but that also crashes the game.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: stormbringer951 on January 25, 2021, 09:36:09 AM
So I don't think this bug has been reported yet, but whenever I have my mouse over the "Fervor" hullmod (the one labeled deathProtocol in the files), the game instantly crashes with a "Fatal Null" error. I've tried to remove the hullmod outright, but that also crashes the game.

That bug is fixed in this patch, posted above:

VIC 1.1.0a Hotfix
-Fixed CTD when trying to learn VIC "Fervor" Protocols hullmod
https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.1.0a/VIC.zip
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: CyberSultanVader on January 28, 2021, 03:15:33 PM
HAYS guys heres my review of VIC frigates after playing with them for a while: the Xaphan and the Pruflas are pure unadulterated badasses which more than hold their own in battle as smaller frigates if they are outfitted correctly. If nothing else their decent turn of speed and mobility at least  let them do screening, diversion and chasing duties well. According to my Combat Analytics they consistently also do a decent amount of damage (again with proper loadouts for the job). The only problem I had with them is that their names (no offense to the mod creator) sound absolutely WACK compared to how badass they really are. A cooler or more aggressive naming scheme for them would be nice.
And NOW for the saddest of sad bois: the Kobal is one of the worst frigate class ships I have ever encountered in the modiverse, almost as bad as some of the LOA frigates. I understand its meant more to hold gaps in a line than do mobility stuff like the other frigates but in all cases for me it just miserably failed. No matter how I outfit them my Kobals die consistently (unless I put cautious/timid officers on them) and perform atrociously in combat. They cant seem to hold down any role well and woe to any miserable Kobal captain who gets isolated from the rest of the fleet in that rustbucket. Their armor is poor compensation for the fact that they are so slow.
Well thats it for now, I will play more and may give more reviews for the other ships later, keep in mind my review only reflects my own personal game experience so no hard feelings plz! I normally dont comment on the forum at all but I liked the faction mod so much I just had to leave a comment here. They are so cool and sleek and each ships looks like it could be the sprite of a special boss ship from another mod. Great stuff overall!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: Rody_ on January 29, 2021, 02:32:25 PM
Hi Astarat! I'm a player from the Chinese Starsector Community. I've recently played VIC (which is very well made!) and I would like to kindly ask you for permission to translate it into Chinese and post it on the Starsector Chinese Forum (link: https://www.fossic.org/), so that Chinese players who are having difficulties due to language barrier will be able to play VIC as well. I have quickly peeked into the files and I believe the process of translation should not take very long, but as a first-timer, I cannot give an exact date just yet. Of course, once it is done, you will be credited and there will be a link to your original mod page, etc. It's no big deal if you refuse - I understand that the author has the final say to their mod. Looking forward to your reply!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: Astarat on January 29, 2021, 02:50:54 PM
Sure thing! You have my permission :>
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: ktarn on January 29, 2021, 05:57:59 PM
I found an.... interesting interaction with the Capaciton's Discharger and the Saluki-class Relativity Drive ability from ED Shipyards...

Lets just say everything dies within seconds...

Spoiler
(https://i.imgur.com/rYm8HTk.png)
[close]

It also causes massive amounts of lag
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: BreenBB on January 30, 2021, 02:40:11 AM
I got crash when scavenging research station, its seems caused by this mod judging from log file when hullmod vic_deathProtocol is spawned in the loot, also I encountered it twice:

Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.vic_deathProtocol.getDescriptionParam(vic_deathProtocol.java:82)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:192)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.G.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: seems I missed the hotfix, I tried it, salvaged station with that hullmod and crash is gone.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: PureTilt on February 01, 2021, 03:03:33 PM
Volkov Industrial Conglomerate 1.2.0 - Plague will consume you (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.2.0/VIC.zip)

save compatible, you gonna miss on system changes
Unleash devastating biological weapons on your enemies.

Change log
Ships:
Apollyon:
-OP reduced from 400 to 380
-Quantum lunge
--Fixed some interactions with stations (still a bit messed up because, duh, stations)
--Now instead of arcs deals damage in line as it should (still has additional arcs)
--Damage on secondary arcs reduced by 50%

Omni-lunge (VIC-A01 Xaphan, VIC-A33 Moloch, VIC-A58 Valafar):
-Added more visual effects

VIC-X14 Nybbas:
-Added Phase Field and Delicate Machinery hullmods
-DP reduced from 14 to 13

VIC-F04 Sonneilon:
-Now they can't interrupt their burst

All ships:
-Now engine glow changes color if Safety Overrides are installed

Weapons:
Vodyanoy Plasma Minigun:
-New firing sound

Nawia:
-Fixed the bug that caused more flux cost per shot
-Visual effects improved

Hullmods:
"Shturm" Overhaul:
-Tier reduced from 3 to 1 (can buy it with lower rep)
-Cost reduced from 25000 credits to 5000 credits

VIC Brand Shield Emitter:
-Fixed speed penalty also been applied to 0 flux boost

PD Arc Emitter:
-Now unlocked from game start

Misc:
Viral bombardment:
-Stability penalty from Extreme Viral Contamination (EVC) is now permanent
-Ground defense penalty multiplier reduced from x0.3 to x0.25
-Accessibility penalty increased from -25% to -45%
-Now has a fleet size penalty multiplier of x0.5
-Now reduces production quality by 45%
-Grow penalty increased from 10 to (2^(colony size))*25
-Now colonies with EVC can decrease in size if they hit 0% total growth while having negative growth rate
-If colony is size 2, it gets decivilizied the next time it decreases in size
-3 New industries to counteract effects of EVC

-New market themes, all thanks to psiklaw
-Heavy industries were removed from Phlegethon and Purgatory
-Some small fixes in dialogues and descriptions (nothing radical)
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: ZeCaptain on February 01, 2021, 05:29:55 PM
Posting unoffical VIC lore from discord.
(https://i.imgur.com/hTpbruo.png)
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Chairman Suryasari on February 01, 2021, 11:19:21 PM
This mod need an Itasha HVB or IBB ship with big bad catgirl painted over it for the hell of it :)))
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
Post by: epsilonflash on February 02, 2021, 06:04:14 AM
Posting unoffical VIC lore from discord.

hahahaha that is outstanding
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: ZeCaptain on February 09, 2021, 05:30:19 PM
Removed. Probably a bit too off topic.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: sire_lamphare on February 17, 2021, 07:34:41 PM
could u plz let me translate this great work into my language(I mean Chinese)? Many gamers wants to play ur masterpace vic mod, language shoudent be obstacle I think,of course we will Feedback any usefull ideals,XD.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Rody_ on February 18, 2021, 08:17:53 PM
could u plz let me translate this great work into my language(I mean Chinese)? Many gamers wants to play ur masterpace vic mod, language shoudent be obstacle I think,of course we will Feedback any usefull ideals,XD.

I've already got my hands on it and am expecting the translation to be polished and published within 3~5 days. My apologies it took a bit too long.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: sire_lamphare on February 19, 2021, 05:32:29 AM
maybe we can cooperate to make translation faster?
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Chairman Suryasari on March 06, 2021, 09:51:36 PM
So I install this mod on the Linux version of the game and I've confirmed that this mod is what crashes my game, maybe it has something to do with the image format(?)

java.lang.RuntimeException: Error loading [graphics/icons/industry/vic_antiEVCT2.png


I'm uploading the whole .log here
Spoiler
REDACTED
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Chairman Suryasari on March 07, 2021, 06:36:18 AM
So I know what the problem is, Linux base OS is case sensitive, so some assets with the same name but with different case cannot get recognized by Starsector on Linux. So to make the VIC run on the Linux version of the game you need to go to /Starsector/mods/VIC/graphics/icons/ and change vic_antiEVCt2.png to vic_antiEVCT2.png I'm also changing vic_antiEVCt3.png to vic_antiEVCT3.png just in case, and it will run just fine on Linux version of the game.

I hope it helps you Linux user out there  ;)
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Harmful Mechanic on March 07, 2021, 04:13:16 PM
Yeah, Linux case sensitivity will getcha sooner or later. Fortunately, every Linux user who's reported one has, in my experience, been unbelievably helpful and specific, so they're a delight to find and fix - fast and easy.

(I haven't had a single person give me a bug report for this mod yet - surely a minor miracle. Let's see how long the streak gets!)
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: 5ColouredWalker on March 10, 2021, 04:21:34 AM
Hey, recently purchesed a GMO Farming Blueprint that seems to be an industry (Poking through the mod files confirmed this.), but I can't seem to build it or upgrade a farm on one of my colonies? Are there any special requirements for building that industry?

If it's a bug, 50/50 it's a mod conflict because sometimes I learn a blueprint and it does nothing.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Astarat on March 13, 2021, 02:58:54 PM
The GMO food production isn't supposed to be buildable by the player. It'll be removed from the blueprints and the construction list.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Sinosauropteryx on March 17, 2021, 08:14:52 PM
After playing with VIC for a bit I have some feedback.

1. Very cool mod, love it! Polished, clean art and great lore.

2. The PD arc emitter has so far been an auto-include on every single build. First I put it on because it was a novelty and I loved the idea...but soon discovered it was a mistake not to include it. It's a no-brainer - it outpaces every other PD option, being more OP- and flux-efficient, with 360 coverage, perfect accuracy, EMP-immune, no availability problems (don't even have to purchase!), doesn't require mounts to be a certain type or location or even to exist. But more than just being overstatted, it works while overloaded (!!!) and venting, completely eliminating the normal way of punishing those things. Cool hullmod, and well implemented, but at the very least there should be situations where it's wrong to put it on a ship, imo.

3. That Pruflas looks awful familiar...
Separated at birth?
(https://i.imgur.com/Y4Afw9k.png) (https://i.imgur.com/RdQxFsu.gif)
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Astarat on March 18, 2021, 11:55:25 PM
After playing with VIC for a bit I have some feedback.

1. Very cool mod, love it! Polished, clean art and great lore.

Thanks! Very glad you're liking our work so far!

2. The PD arc emitter has so far been an auto-include on every single build. First I put it on because it was a novelty and I loved the idea...but soon discovered it was a mistake not to include it. It's a no-brainer - it outpaces every other PD option, being more OP- and flux-efficient, with 360 coverage, perfect accuracy, EMP-immune, no availability problems (don't even have to purchase!), doesn't require mounts to be a certain type or location or even to exist. But more than just being overstatted, it works while overloaded (!!!) and venting, completely eliminating the normal way of punishing those things. Cool hullmod, and well implemented, but at the very least there should be situations where it's wrong to put it on a ship, imo.

Yeah, it overperforms at this moment, the PD Arc Emitter's ability to work during venting and overloads is a bug which is already fixed in the in-dev version.


3. That Pruflas looks awful familiar...
Separated at birth?
(https://i.imgur.com/Y4Afw9k.png) (https://i.imgur.com/RdQxFsu.gif)
[close]


Actually, yes! Pruflas is based on my sprite of the Swordfish which I did for a commission for a person on Discord. They disappeared and didn't use it, so I've decided not to waste the opportunity, heh.

Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Reviire on March 21, 2021, 01:08:30 PM
Love the mod, the art is great and the weapons look REALLY cool. I love the Laidlaw weapons, some of my favourites out of all the mods i've played.

But there's a few problems. Non-Sturhm ships have issues fitting VIC weapons since they just don't have the flux capacity to handle them, and they're generally kinda slow and fragile. It makes for a ship that can't hold out in a fight and blows up.

The plasma minigun is also near unusable in the hands of the AI. The chargeup time before it begins firing is most of where the AI spends it's time as it tries to briefly fire the gun, whenever it's fighting small and fast ships where it might go offtarget for a miniscule amount of time.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: SometimesMaybe on March 28, 2021, 12:08:30 AM
How, exactly, am I supposed to play 0.9.5a without VIC? What do you mean I have to keep my officers as their starting portrait?!  No laidlaws!?  This is ***. :<

J-Justkidding, please don't hurt me, hope the update isn't difficult.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: ahrenjb on April 10, 2021, 05:00:58 PM
I've been getting this crash intermittently from VIC. First few times it happened were in station defense battles against VIC invasion fleets. I had a few salvaged Apollyon in my fleet besides the one the hostile fleet was deploying, but I was able to complete the defensive battle when I didn't deploy my own Apollyon. I didn't grab the logs from those incidents, as I noticed some comments in the thread about issues with the Apollyon and stations and thought it might be a known issue.

Today, I had the crash happen about 10 minutes into a long fleet battle, no station involved. Again, there were Apollyon deployed both by my fleet and the hostile fleet. Log below.

EDIT: I'm still playing the final release of 0.9.1a and all installed mods are the last versions I grabbed before the 0.95 update.

EDIT 2: Crashed again after loading back up and trying the battle again. Apollyon deployed on both sides again.

EDIT 3: Loaded up and tried a third time, this time without deploying any Apollyon on my side of the battle. I was able to complete the battle with no crash, though there were still hostile Apollyon deployed and destroyed during the fight. Some issue that only comes up when there are Apollyon on both sides?

Crash log 1:
Spoiler
Code
6993858 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - After game save
6995024 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 9
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Entity Derelict Ship has unfriendly fleet pirate Raiders nearby, skip
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Entity Derelict Ship has unfriendly fleet pirate Raiders nearby, skip
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Dangerous fleet count: 9
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Debris field has unfriendly fleet Luddic Path Watchers nearby, skip
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Debris field has unfriendly fleet pirate Armada nearby, skip
6995025 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetManager  - Debris field has unfriendly fleet pirate Raiders nearby, skip
6995084 [Thread-4] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Imran's Fleet
6995263 [Thread-4] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Elysium's Fleet
6995315 [Thread-4] INFO  exerelin.campaign.intel.specialforces.SpecialForcesManager  - No market found to spawn special task force for warhawk_republic
6995315 [Thread-4] INFO  exerelin.campaign.intel.specialforces.SpecialForcesManager  - No market found to spawn special task force for communist_clouds
6995460 [Thread-4] INFO  exerelin.campaign.fleets.VultureFleetAI  - Vulture Scavengers salvaging Derelict Ship
7441928 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_rubiconOnHit.onHit(vic_rubiconOnHit.java:26)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.scripts.shipsystems.VIC_QuantumLunge.unapply(VIC_QuantumLunge.java:200)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Crash log 2:
Spoiler
Code
147724 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
147726 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.6.9]
147726 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\fluffShipPack]
147727 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
147728 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\tahlan]
147728 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
147729 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\XhanEmpire]
147730 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.6.9]
147731 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\fluffShipPack]
147731 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
147732 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\tahlan]
147733 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Torchships]
147733 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
147734 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\XhanEmpire]
147736 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
269455 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.ai.VIC_QuantumLungeAI.advance(VIC_QuantumLungeAI.java:264)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: legion499 on April 11, 2021, 06:02:53 PM
I need these stealth bombers in my life... Please update soon! I cant carpet bomb stations properly without those stealth bombers! DX
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Astarat on April 12, 2021, 10:30:21 AM
I've been getting this crash intermittently from VIC. ]

Thanks for the report. Will look into the issue.

I need these stealth bombers in my life... Please update soon! I cant carpet bomb stations properly without those stealth bombers! DX

Worry not, the update is in the works! Might take some time, but we're dead set on finishing it no matter what!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Ramiel on April 13, 2021, 05:13:33 PM
....I kinda have mixed feelings about this mod.
There was a lot of effort put into it, the ships and weapons look and function in a cool way, the backstory fits canon very nicely, the hullmods are fun to play around with (the electric PD mod is very nice to include in all the ships I can).....
But I just can't get these ships to work.....they all seem to be severely underpowered, even compared to vanilla ships, taking on VIC fleets feels like beating the infirm, they are supposed to be an aggressive fleet (powerful short ranged weapons, good speed/maneuverability), but they lack any sort of staying power, they have neither the flux nor the armor to withstand a fight with even lower quality/tonnage ships.
And while it's possible to eke out a win, using nothing hit and run tactics, it's tedious and takes a much heavier toll on my cr....
It may just be my inexperience, I've only started playing around a week before 9.5 came out. Can anyone suggest a decent loadout/better ships for vic fleets?
The mod author is still amazing though.....here's to hoping it will be updated to 9.5 eventually.....
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: 5ColouredWalker on April 14, 2021, 01:26:09 AM
The AI of starsector is programmed to favour low risk strategies, the ships of this mod are designed for high risk, , leading to a disconnect, so while the weapons are great, they're less well use in a fight.

Best example is the capital. Stats are adequate with an amazing op cap and great weapon coverage... then the AI quantum jumps into the middle of enemy formations, fires all weapons because it's surrounded, gets outfluxed and destroyed. In my hands after some practice to figure out the quirks of quantum leap such as it shutting down if you activate it then shift your flux a tad too high, and being stuck if you accidentally double activate it for a long time, it worked a dream. I mostly stripped out the rear facing weapons and was moving more like a destroyer with all my fire-power.
Meanwhile, the ai needs two to three working together with carefully managed loadouts or they just end up kamikazeing.

That said, I do feel the flux capacity might be a tad low, and baring the demon their low level ships are trash best used to bulk up invasion fleets for marine numbers. The Demon on the other hand with a high intensity laser and the beam range extender is amazing... in player hands, because it's a phase ship.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Kaitol on April 14, 2021, 11:57:31 AM
Really the only ship I had a problem with was...crap, what was the name...the Kobold? Whatever the wing-shaped frigate is. They just always died because they're so slow for a frigate and their defenses are just not up to snuff for the speed bracket they're in. A solid core of the heavy cruisers and destroyers backed up by some of the schturm ships seemed to do fine in most fights. Although that may have been because I was continually disrupting and breaking up the enemy with my Apolloyion. I did notice that I basically needed to accept I was going to lose a ship every few fights, although once it's updated for .95 it might not have that problem since you can just build in Reinforced Hull to the more fragile ships and have the skill to passively fix d-mods.

Perhaps they need a heavy defensive "dreadnaught" capital to anchor bigger AI fleets that don't have the player there?
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Ramiel on April 14, 2021, 12:33:49 PM
Eventually I just realized, that I can't have a pure VIC fleet. I got some of the tankier ships from different fleets to draw attention and left some VIC ships to harass, they can deal with most smaller ships without much problem, and ran around in a phase ship to target exposed ships.....it still requires more micro than usual, but it works.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: megabot on April 16, 2021, 12:24:15 PM
I feel like non of you use the VIC capital ship. it has such a high DPS that it can take on basically anything, shields covers both front and back(to a degree) when pointing to the side, shturm overhaul makes it have the flux for it, more charges(important for later) and while having the DPS of safety overrides it still has (part of) the range, namely 700 which is considerable compared to SO. just controll the shield, controll the useless kinetic missle weapon and let it auto fire onto everything in front. HE weapons destroy armor even though each shot is weak, for an absurd DPS that even destroys shields with ease, and if it actually comes to worst you can use the - now i talk about it - it's system

It's system allows it to jump trough anything(except a station, it gets stuck in those) damaging it with EMP/energy(or HE considering how much armor it strips) in the procces, with a pretty big damage to armor, though it does neglible damage to shields. it gets improved cooldown with shturm overhaul as well. what is it good for, listed?
-stripping armor
-attacking a ship's rear that do not have 360 shields
-quickly repositioning for:
--flanks
--escape
--killing those stray freighters that try to escape my greedy ass
-disabling weapons and engines

so really, while I would agree with some/most of you about it being underpowered if it was not for this subsystem, it just is so OP both on it's own and especially with a shturm overhauled ship. if you want to get the blueprint for it just be hostile to VIC and raid them with industrial evolution colonies with privateer bases. or raid them themselves, now you can get the blueprints. and also get even better subsystems. when it updates that is
I don't even use any other VIC ships tbh. anyways, that is my take. if u try it out, what do u say about it?
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Ramiel on April 16, 2021, 09:09:15 PM
Mostly I just use my Nybbas with a Tachyon lance (that thing is absurd and I love it), Cresil (3 of them) I really liked them as well. Never used the apollyon, it states in description that its fragile, and it REALLY doesn't stand up to a Paragon or Radiant in a duel. It DID however turn out to be a very expensive, but amazing ship killer, that Alpha strike is no joke...
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: 5ColouredWalker on April 16, 2021, 10:11:15 PM
I feel like non of you use the VIC capital ship. it has such a high DPS that it can take on basically anything, shields covers both front and back(to a degree) when pointing to the side, shturm overhaul makes it have the flux for it, more charges(important for later) and while having the DPS of safety overrides it still has (part of) the range, namely 700 which is considerable compared to SO. just controll the shield, controll the useless kinetic missle weapon and let it auto fire onto everything in front. HE weapons destroy armor even though each shot is weak, for an absurd DPS that even destroys shields with ease, and if it actually comes to worst you can use the - now i talk about it - it's system

It's system allows it to jump trough anything(except a station, it gets stuck in those) damaging it with EMP/energy(or HE considering how much armor it strips) in the procces, with a pretty big damage to armor, though it does neglible damage to shields. it gets improved cooldown with shturm overhaul as well. what is it good for, listed?
-stripping armor
-attacking a ship's rear that do not have 360 shields
-quickly repositioning for:
--flanks
--escape
--killing those stray freighters that try to escape my greedy ass
-disabling weapons and engines

so really, while I would agree with some/most of you about it being underpowered if it was not for this subsystem, it just is so OP both on it's own and especially with a shturm overhauled ship. if you want to get the blueprint for it just be hostile to VIC and raid them with industrial evolution colonies with privateer bases. or raid them themselves, now you can get the blueprints. and also get even better subsystems. when it updates that is
I don't even use any other VIC ships tbh. anyways, that is my take. if u try it out, what do u say about it?

I have used the capital ship, I mentioned in my post it required some skill and the AI can't handle it unless you have 2 or more working together.
As for Shturm, it may be great with practice, but unlike the similar safety overrides instead of doubling vents, it turns capacitors into vents, costing even more OP for the same benefit and meaning such a ship has such low flux cap that it's shields become useless, especially when it then reduces flux capacity and reduces shield efficiency, making it that much more fragile while nuking it's OP advantage. (With the new system for building it in, it still tanks your op, because it converts capacitors to vents.)

In other words, in exchange for making yourself even more vulnerable and tanking your OP, you get faster system recharge and dissipation... And maybe range, because it increases range up to a cap, and you can just instead get the integrated targetting system.
I prefer the other systems. Particularly shields.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: megabot on April 17, 2021, 05:23:36 AM

I have used the capital ship, I mentioned in my post it required some skill and the AI can't handle it unless you have 2 or more working together.
As for Shturm, it may be great with practice, but unlike the similar safety overrides instead of doubling vents, it turns capacitors into vents, costing even more OP for the same benefit and meaning such a ship has such low flux cap that it's shields become useless, especially when it then reduces flux capacity and reduces shield efficiency, making it that much more fragile while nuking it's OP advantage. (With the new system for building it in, it still tanks your op, because it converts capacitors to vents.)

In other words, in exchange for making yourself even more vulnerable and tanking your OP, you get faster system recharge and dissipation... And maybe range, because it increases range up to a cap, and you can just instead get the integrated targetting system.
I prefer the other systems. Particularly shields.

I disagree with the shields part. mostly because of the system, so i can just escape as needed. also maye it's just me but I had quite a lot of OPs to spend, and everthying not in flux vents...well, could be invested in flux vents againn. maybe it's low OP weapons or fewer weapons than average for a capital? I do not know to be honest
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: 5ColouredWalker on April 17, 2021, 07:08:41 AM
It could be lots of things from difference in skills and loadouts to just how we prefer to fight. I found it worked poorly for me.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: ApolloStarsector on April 17, 2021, 03:40:35 PM
Worry not, the update is in the works! Might take some time, but we're dead set on finishing it no matter what!

Hype!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: kokuto on April 24, 2021, 08:44:52 AM
Looking forward to when this is available again
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: AlexGu812 on April 26, 2021, 05:20:02 PM
Wow, the ships and weapons are both so cool, And I can finally respec my officers! Officially my favorite mod now!
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Kurtdovah on April 27, 2021, 01:07:08 AM
I hope this mod will be update for the actual version of Starsector! :3
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Atmos on May 10, 2021, 12:46:02 PM
Please update this is my go to mod :'( Your ships are bad ass but fair
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: danando123 on May 10, 2021, 01:01:00 PM
+1 for Update to 0.9.5
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Bueno Horse on May 10, 2021, 05:44:21 PM
I'm not one for simping of the Hedgemony, but regardless this is my favorite faction mod by far.
Hope you update soon.
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: ZeCaptain on June 07, 2021, 12:27:06 AM
Posting more unoffical VIC stuff from discord:

Sinpek —
"I've seen them, Lieutenant. I've looked them directly in their eyes as they screamed at me and pleaded me to somehow stop the inevitable from happening. I was the only one who was wearing a hazmat suit at the time, the others...the others did not make it. They weren't quick enough on the draw. They didn't hear the bad news quickly enough, I don't...I don't even know what, or why. I watched their horrified faces as the whiskers beneath their noses grew yet longer and longer, the tail and ears on their bodies betraying their vile, newfound form. I've lost a lot of excellent friends that day."

"Hanland got hit with the god damn virus when we were manually working the sealed doors after a stray shot fried the automated lock system. *** Hanland! I've eaten lunch with that man many times, I've known him like he was part of my god damn family, and now I had to watch him retch and scream as whatever VIC put into the canister was changing him into something alien, something perverse, an affront to life! The person I knew was completely gone in a matter of minutes!

When I saw him...when I saw him after the engagement was over, *** nuzzling up against the airlock door, purring. Purring like a cat. All whilst tears were streaming down his dementedly smiling face. I lost it. I simply lost it. I couldn't bear it anymore. I sat there for a good half an hour, watching his body slowly drift away from the window.

Whatever the VIC plans. Whatever they're doing. It needs to be stopped. All of this. They're not just killing us, Captain. They're taking our humanity away, forcing us to live out the rest of our days as monsters. Death is a mercy."
Title: Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Astarat on June 07, 2021, 01:17:29 PM
Volkov Industrial Conglomerate 1.3.0 - High Energies - 0.95a Compatible (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.0/VIC.rar)
Download (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.0/VIC.rar)

NOT SAVE COMPATIBLE



(https://i.ibb.co/WVLJj7p/1-3-0-gif.gif)




The changelog:

...

Ships:

A brand new ship - VIC-U61 Oriax Battlecruiser. A versatile and manouverable capital-grade vessel, capable of everything, but not excelling at anything in particular.

VIC-X14 Nybbas:
-OP reduced from 60 to 55
-Flux dissipation decreaed from 450 to 350
-Max flux increased from 2500 to 3000
-Max speed redused from 120 to 90
-Phase activation cost reduced from 175 to 150
-phase upkeep increased from 200 to 450
-Experimental Phase Drive:
- Phase CD reduction removed
- Weapons flux cost reduction reduced from 25% to 20%
- Weapon range reduction reduced from 35% to 30%
-Baryonic Displacement:
- Flux cost removed
- Now can't be used while phased
- CD increased from 2 to 6 seconds
-New Right click system Phase Dive
- More time dilation
- More Speed
- More Flux cost
- Longer Cooldown

VIC-S85 Pruflas:
-OP reduced from 50 to 45
-Flux dissipation reduced from 300 to 240
-Flux capacity increased from 2000 to 2600

VIC-A71 Apollyon:
-Improved AI,  should be less suicidal when commencing Quantum Lunge
-Changed Abyssus Array built-in: tweaked the direction of launch, now costs flux to fire, more sustained damage

VIC-B19 Kobal, VIC-B49 Samael, VIC-B62 Thamuz:
-Adaptive Assault:
- Fixed incorrect combat status
- Fixed incorrect damage increase values
-New built-in hullmod - Convoy Drive
- Increases 0-flux speed bonus and slightly increases the range of ballistic and energy weaponry


Figher wings:
-VIC-F11 Shabriri Drone:
- Hull decreased from 120 to 75
- Flux capacity decreased from 250 to 200
- Flux dissipation decreased from 100 to 50

Weapons:

5 brand new weapons:
Rubezahl Thermal Lance - Large Energy
- Extreme HE damage
- Limited sustained fire capability
- Slow and highly visible chargeup

Zlydzen Wave Destabilizer - Large Energy
- Support-focused debuff weapon
- Applies various debuffs depending on whether the shield or the hull of the enemy are hit by the beam
- Pretty useless damage-wise on its own

Balachko Cryoheat Generator - Medium Energy
- Alternating HE and Kinetic damage, excels at bringing down enemy's defences
- Subpar hull damage

Vila Impulse Converger - Medium Energy
- Unusual projectile trajectory, perfect accuracy (if used correctly and precisely)
- High burst potential
- Low-end sustained damage

Psotnik Interference Machinegun - Medium Ballistic
- Potent anti-shield suppression and
- Very low damage per projectile


Capacitons Discharger:
-Damage increased from 150 to 300
-EMP increased from 80 to 160
-Max ammo reduced from 30 to 16
-Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult:
-Projectile speed no longer gets affected by the ship's speed twice as much

Strigoy Flak Cannon - reworked, now performs like a true flak cloud dispenser:
-Burst size increased from 2 to 10
-Damage reduced from 50 to 30
-DPS increased from 250 to 300
-range reduced from 400 to 350

Laidlaw Accelerators family - reworked, now perform worse against shields, but better againt hulls:
- Now deal soft flux against shields
- The fragmentation explosion damage on hits against hull increased to 200 (Laidlaw Mass Driver) and 400 (Laidlaw Accelerator and Heavy Laidlaw Accelerator)
- Heavy Laidlaw Accelerator now fires from both barrels simultaneously with perfect accuracy
- Heavy Laidlaw Accelerator OP cost increased from 30 to 35
- Improved visuals
- Improved sounds

Other weapons:
- Various visual improvements


Hullmods:
Aerodynamic Design:
-Ground support changed from 10/20/30/40 to 10/20/30/50

Laidlaw Resonance Shields:
-Renamed to Laidlaw Tech
-Now also:
- Reduces ballistic range by 10%
- Increases energy weapons range by 100 su
- Reduces beam weapons range by 100 su
- Reduces energy weapon flux generation by 10%

VIC Integrated Assault Systems:
-Weapon flux reduction changed from 5%/10%/20%/30% to 20%
-Speed bonus reduced from 10/10/20/20 to 5/10/20/25
-Projectile speed bonus reduced from 33% o 30%
-PPT penalty reduced from 33% to 30%
-OP cost increased from 4/8/15/25 to 7/11/15/25
-Now cant be instaled on non-VIC ships

VIC "Fortress" Protocol:
-Shield damage taken reduction increased from 13% to 35%
-Now reduces the chance that shields will be pierced by EMP arcs by 75%
-Shield upkeep now icreased by 25% instead of being reduced by 25%
-Shield unfold and turn speed now reduced by 50% instead of being increased by 50%
-Shield arc increase removed
-Now reduces ship max speed by 20%
-Now increases 0-flux speed boost by 15 SU
-OP cost reduced from 7/14/21/35 to 6/12/18/30
-Now incompatible with just SO and Hardened Shields
-Now cant be instaled on-non VIC ships

PD Arc Emitter:
-OP cost increased from 4/8/12/20 to 5/10/15/25
-Flux cost per arc increased from 25 to 35
-Now is inactive while venting or overloaded


Missions:
-Added custom description to the VIC Combat Simulation System mission


Campaign:
-Added VIC Revitalization Center industry:
- Now Revitalization Center services (portrait changing and skill respeccing) require "VIC Revitalization Center" industry on a planet, instead of the market just being owned by VIC
- VIC Revitalization Center requires genetech supply and good relations with VIC to operate
- Added VIC Revitalization Center to Cocytus, Yama, Yesod and Ailmar.

-Added new industry item for farming "Transfiguration Solutions"
- The item increases the farming output, but makes the industry demand genetech and increases the hazard rating of the planet
- Requires at least some organic deposits being present on the planet


-GMO farming industry was removed

-Some industries got moved around

-Now the secret (or not so secret) fancy system is a bit more secret

-Added the current VIC CEO to Cocytus - come say "Hello"


Misc:
-Added custom ship engine sounds
-Added characters for combat chatter
-Added some funny settings which you can configurate in data/config/modSettings.json :^)    (thanks, Tilt)
-Some little description changes for the genetech commodity, markets and so on, as usual
-Certainly some small changes that we might have forgotten in the process
[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Profit Prophet on June 07, 2021, 01:29:30 PM
Lets go! Looking foward to using this mod in my next playthrough. Can finally make all my officers anime girls again!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: megabot on June 07, 2021, 01:33:25 PM
wooo! it finally happened!
now i only need to complete my current save though, ugh...
ooor...i could just...abandon everything like I always do...
hmmmmm...

anyways, thank you man! i was waiting for this
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: DownTheDrain on June 07, 2021, 01:35:52 PM
Not sure how well they mesh with vanilla but they look quite menacing.
Features and playstyle sounds interesting too so I'll have to give them a try next playthrough.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Ramiel on June 07, 2021, 08:31:49 PM
It has updated!!!Huzzah!!!!
Now to wait for Dassault Mikoyan, Blackrock, Yuri, Azalea and Aria. And I can finally have my mod list back!!!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Chozo on June 08, 2021, 12:21:04 PM
Neat, VIC's back.

Couple things:

1. A couple ships are missing system descriptions (Oriax in particular).

2. I think this is due to how the system works, but one enemy ship seemed to stop generating flux from shield damage after being hit with the Oriax's system.  I've only encountered this bug once though, so I have no idea if the system is the culprit or how to reproduce it.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Sincronic on June 09, 2021, 02:31:59 AM
Is it normal that laidlaw accelerators don't target frigates? Other weapons work fine
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: RatherWhy? on June 10, 2021, 12:15:52 PM
So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Killian on June 10, 2021, 12:37:38 PM
So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.

The String MRM's not from VIC, it's from Legacy of Arkgneisis (https://fractalsoftworks.com/forum/index.php?topic=13667.0).

Enemy ships must be using the PD missiles from LoA, hence the loa_PDMissileAI script.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Astarat on June 10, 2021, 12:40:19 PM
Is it normal that laidlaw accelerators don't target frigates? Other weapons work fine

So I was trying The 2nd super ship when playing with nexerelin and whenever I launched what I think was a string launcher this error appears and the game just crashes after the enemy PD shoots at it

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Not sure if its my version or something else.

Both of these issues will be fixed in the next update, thanks for reporting!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Damienov on June 10, 2021, 03:19:51 PM
When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Histidine on June 10, 2021, 08:15:02 PM
When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Is this with Nexerelin 0.10.2 and visiting an uninhabited planet? Update to 0.10.2b to fix it (and grab the hotfix .jar as well, that fixes another crash).
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Damienov on June 10, 2021, 11:53:06 PM
When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Is this with Nexerelin 0.10.2 and visiting an uninhabited planet? Update to 0.10.2b to fix it (and grab the hotfix .jar as well, that fixes another crash).
ah no wonder, I did update Nex to 0.10.2b but somehow missed the hotfix. Thanks for that  ;D
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Starareo on June 11, 2021, 03:49:13 PM
Hello, love the mod but I have an issue with the Apollyon. I currently have it outfitted with all Laidlaw accelerators in the side larges and forward mediums. Sometime when I use the shipsystem, the Laidlaws don’t fire despite being set to autofire and enemies in the firing arc. It doesn’t always happen, and I am going to keep trying it out on my end but is there anything that could be causing this?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: SpaceDrake on June 13, 2021, 09:58:28 AM
Man, when I booted this up, I was expecting "okay, morally questionable catgirls who I might leave behind to do my own thing for a bit". Instead I get Luddic Hellwar For Catgirl Rights To Even Exist.

(In a whirlwind fight in late 206, Kalada has been conquered by the Luddic Church and Mithos was virus-bombed in response. The war's already gotten nasty and I was not ready for this whole thing to be so engaging.)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Maxzinus The Dragon on June 15, 2021, 06:02:02 PM
Where do I get VIC brand gene tech? or find the condition that produces it? i added VIC to an ongoing campaign and am using nerlexien to transfer markets to the faction
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
Post by: Astarat on June 16, 2021, 02:11:16 AM
Hello, love the mod but I have an issue with the Apollyon. I currently have it outfitted with all Laidlaw accelerators in the side larges and forward mediums. Sometime when I use the shipsystem, the Laidlaws don’t fire despite being set to autofire and enemies in the firing arc. It doesn’t always happen, and I am going to keep trying it out on my end but is there anything that could be causing this?

This is caused by the lack of necessary AI hints for the weapon, already fixed in-dev.

Where do I get VIC brand gene tech? or find the condition that produces it? i added VIC to an ongoing campaign and am using nerlexien to transfer markets to the faction

There is only one industry that produces Genetech, it's located in the Empyrean star system on the planet Purgatory.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
Post by: SpaceDrake on June 16, 2021, 06:47:41 AM
Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
Post by: Astarat on June 16, 2021, 07:55:13 AM
Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Astarat on June 16, 2021, 08:15:15 AM
Volkov Industrial Conglomerate 1.3.2 (+1.3.1) - Higher Energies - 0.95a (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.2/VIC.rar)
Download (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.2/VIC.rar)

SAVE COMPATIBLE
(for the most part, since Oriax's old variants can cause a crash after the update when trying to choose new ones from the refit autofit menu, better make a new save just in case)



(https://i.ibb.co/WVLJj7p/1-3-0-gif.gif)




The changelog:

...

1.3.2 Changelog

Ships:

Nybbas
- Now counts as phase ship for Phase Corps skill
- Baryonic Displacement
- - Fixed description

Pruflas
- New System
- - Minelayer
- - Launches several proxy fused frag mines

Cresil
- Emergency Defense
- - Fixed severe FPS drop with some fighters

Oriax
- Hull reduced from 12000 to 9000
- Flux capacity reduced from 17000 to 15000
- Turn rate reduced from 15 to 10

Kobal, Samael, Thamuz
- Adaptive Assault
- - Fixed description


Weapons:

Capacitons Discharger
- Damage increased from 150 to 300
- fkux cost increased from 225 to 480
- EMP increased from 80 to 160
- Max ammo reduced from 30 to 16
- Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult
- Refire increased from 3.75 to 4 seconds
- Flux to fire increased from 1680 to 1860

Rubezahl Thermal Lance
- Tier increased from 0 to 3
- Damage Reduced from 2400 to 2250
- Burst duration increased from 0.5 to 0.75 seconds

Zlydzen Wave Destabilizer
- Fixed rare crash

Gagana Smartdart Launcher
- Flux cost increased from 220 to 250

Abyssus Array
- Fixed rare NPE

Psotnik Interference Machinegun
- Fixed hardpoint offsets

Vodyanoy Plasma Minigun
- Fixed AI hints, now should also aim at fighters

Laidlaw family (Mass Driver, Accelerator, Heavy Accelerator)
- Fixed AI hints, now should properly shoot at frigates


Other:
- Fixed a couple of planet descriptions




1.3.1 Changelog

Ships:
Jezebeth
-Defense Suppressor System
--Added description

Oriax
-Flux Rapture System
--Added description
-Power Redistributor hullmod
--Now more reliably switches modes when the ship is controlled by AI

Hullmods:
PD Arc Emitter
-Now doesn't crash if installed on a fighter (screw you gettag)((jk, we still love you))

VIC Integrated Assault Systems
-Fixed increase of PPT by 3% if stacking penalty is not applied

Weapons:
Zlydzen Wave Destabilizer
-Now effect fall rate scales with target's time dilation
-Now effect falls off 2 times slower if target is phased

Verlioka Field Disruptor
-Fixed field effect lagging behind

Misc:
-Changed and fixed most variants
-VIC now builds anti EVC structures if they own the market with EVC market condition(if they invade the Vbombed market or if their market got Vbombed)
-Fixed VIC being at 0 rep with remnants

[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
Post by: SpaceDrake on June 16, 2021, 01:35:07 PM
Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p

I kind of figured, and it also helps out balance the new colony item. You want it, you either conquer Purg or part of your economy is joined at the hip to Volkov. :V Neat!

Also huh, I wasn't thinking the Oriax needed a nerf, but fair do's. Glad to see the Nybbas get some indirect love, too, and for the Pruflas to just outright get a little love (I was going to bring up that while the DD and Cruiser-scale ships seem really good, the Volkov frigates struggle a bit in .95, as does Volkov in general in NPC-on-NPC mode in Nex). Thanks for the hard work, as always!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
Post by: xzardas on June 16, 2021, 01:44:18 PM
Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p

Then they will get a fight
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Stalkar on June 16, 2021, 04:53:37 PM
looking foward to seeing more weaponry(missles?)

for feedback, i would have to say that appollyongets suicidal (often VERY successful) if you dont set it to escort or capture it will charge enemy lines and get quickly overloaded

the shield mechanic is interesting but difficult to use with ships being mostly front-sided
 
and a question how do i obtain other overhauls for the VIC ships?i havent found them in any of the shops so far
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: envenger on June 17, 2021, 06:24:06 AM
Love the evil looking ships and the theme of the mod.

This mod kind of screams endgame crisis.
I imagine there can be a late game event where this mod does a hostile takeover, over Hegemony and creates its new monster faction virus bombing everything. There would be splinter hegemony states here and there which it would invade first then go over the rampaging over the sector.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: robepriority on June 17, 2021, 07:22:09 AM
In my game they allied with the Hegemony, which meant Gilead was obliterated c207.

Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: SpaceDrake on June 17, 2021, 08:35:09 AM
Yes, by default VIC has been working hard to get on the Hegemony's good side, and if someone (like, say, the player :V) doesn't work hard to put a wedge between the two, they will often end up allied.

In my own experience, though, VIC doesn't dominate that hard; even in the new patch, they kind of seem to struggle as an NPC faction. They especially have trouble with station sieges, as a lot of their ships and their AI isn't well set up for siege warfare. Taking on anything bigger than an orbital station can be a challenge for NPC VIC. It helps keep them in check, but trying to help out your commission-mates can get a bit frustrating when Apolloyons suicide against a battlestation's guns. :V

I do have to agree that the lack of medium/large missiles feels... odd? I know VIC also outright uses "base" weapons like Tach lances, but it does feel odd that they have ships with the larger missile slots and no in-house solution for arming them at all.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Kaitol on June 17, 2021, 10:07:13 AM
If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: envenger on June 17, 2021, 10:22:41 AM
If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.

It can even kill crew making attrition fights with them hard and you take even taking on a few smaller ships of them more serious.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Astarat on June 18, 2021, 12:31:23 PM

and a two little questions....can you actually change the prints on ship wings?(only noticed it on oriax so far) and how do i obtain other overhauls for the VIC ships?i havent found them in any of the shops so far and none were found in loot....do i have to fight these guys?

There is currently only one "Overhaul" hullmod - Shturm, meant for the Shturm-series ships.


This mod kind of screams endgame crisis.
I imagine there can be a late game event where this mod does a hostile takeover, over Hegemony and creates its new monster faction virus bombing everything. There would be splinter hegemony states here and there which it would invade first then go over the rampaging over the sector.

There are some vague plans for that, don't you worry :P

I do have to agree that the lack of medium/large missiles feels... odd? I know VIC also outright uses "base" weapons like Tach lances, but it does feel odd that they have ships with the larger missile slots and no in-house solution for arming them at all.

VIC missile weapons are planned for the next update, stay tuned!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: AppleMarineXX on June 18, 2021, 06:27:49 PM
My compliments to the sound guy, I've been stuck at friendly VIC ports for minutes on end just to enjoy the music.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Lolpingu on June 20, 2021, 06:41:21 AM
I'm really loving the mod, both in terms of gameplay and the visual style.

It would be really nice if you could add some logistic ships (freighters and tankers or tanker/freighters like the kadur one), for those of us who like to keep our fleets faction-homogenous
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: mora on June 28, 2021, 11:33:53 PM
Currently revitalizing(respeccing) an officer at any VIC revitalizing centre makes the skill "Officer Training"(or L4L) not apply to that officer. I'm guessing this part of the code hasn't changed since the last version of Starsector?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Oni on July 02, 2021, 07:15:57 PM
Weird, I seem to be getting an update warning in the game.  ???

Edit: Never mind, it just seems to have detected the update early.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
Post by: Astarat on July 03, 2021, 06:22:58 AM
Volkov Industrial Conglomerate 1.3.3 - Higher Energies - 0.95a (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.3/VIC.zip)
Download (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.3.3/VIC.zip)

SAVE COMPATIBLE



(https://i.ibb.co/WVLJj7p/1-3-0-gif.gif)




The changelog:

...

1.3.3 Changelog

Campaign:
   
- Fixed VIC markets not having positive growth rate     
- Fixed officer respec making officers not being affected by skills, which resulted in lesser officer levels after the respec     
- Fixed Extreme Viral Contamination not reducing size of markets over time   
- Updated Extreme Viral Contamination icon


Misc:

- Removed archive with memes     
- Added link to imgur post with VIC memes (can be found in the graphics folder)

[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
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Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mosthra on July 06, 2021, 04:17:48 AM
 ;D One of the most amazing mods I have ever experienced. It feels like you are confronting an extremely powerful force with super-overwhelming technology.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Kitfox88 on July 10, 2021, 06:27:12 AM
Loader Overdrive affects burst beams like Tachyon Lances, right?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Hahaheho on July 11, 2021, 04:22:57 AM
What happens to the original battle cruiser design? I like it much better than the new one.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mira Lendin on July 18, 2021, 07:46:10 AM
What i like the most around this mod is that the weapons are unique and fascinating !
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: ZeCaptain on July 18, 2021, 05:16:22 PM
(https://i.imgur.com/c7BcxvZ.png)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Ramiel on July 18, 2021, 08:12:07 PM
....i don't see the problem.....
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on July 20, 2021, 01:16:04 AM
(https://i.imgur.com/c7BcxvZ.png)

Doomed
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: chaincat on July 28, 2021, 05:50:51 AM
Bug report for the current version: Sometimes after using flux rapture, all of the Oriax's guns will stop working, and the shield will start flickering, and you will be unable to redeploy it if you drop it. You will also have infinite flux. This bug does not persist between combat encounters.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: HELMUT on August 08, 2021, 04:29:06 AM
I just finished playing a pretty long VIC campaign. Nothing fancy, standard bounty hunting campaign, with plenty of fighting. This gave me opportunities to experiment with the ships and see what they're capable of. I managed to reach the very end-game and take on the Coronal Hypershunt's defenders.

From what i've seen, VIC is a glass cannon faction. They move fast, they hit hard, but they can't take a punch. Getting into position without being intercepted and avoiding a head on brawl is paramount with their ships. Thanks to the mobility of most of their crafts, they can quickly exploit openings and disengage before retaliation is coming. At least in theory, in practice it requires some forethought in how each ship should be built, what support do they have, when and how to engage, etc. Many times i got wrecked because of some ill-advised battlefield decision. It's easy to get caught, and a VIC ship rarely have a second chance when that happens.

It's especially true during early and mid-game, when you're stuck with their vulnerable frigates, destroyers and even cruisers. However the game becomes much easier later on once you get access to capital ships, but i'll come back on this later.



I started this campaign with a small combat fleet. The Pruflas frigate was my first flagship, one i really enjoyed playing with. It isn't especially strong, but it's agile, the mini mine-layer system is very handy against missiles and fighters, and the built-in phase lance gives it some unexpected bite. While it was a fun experience to directly fly it, its ability to influence the course of the battle is limited. Still, because it's fast and (relatively) cheap, i kept a bunch of Pruflas in my fleet throughout the campaign, for quick objective capping and harassing isolated targets.

I had to iterate several times before finding a proper build for those. Just like most VIC ships, they flux out quickly, making them quite vulnerable. For scouting/capturing duty, i found it better to leave some hardpoints empty as to save OPs. Investing those in shields hullmods and capacity, as to increase their survivability.  Even with empty mounts, a Pruflas is never completely under gunned because of the built-in phase lance anyway. (https://i.imgur.com/qY030za.png)



The Xaphan was also part of this starting fleet. An oddity of a frigate, with only 3 hardpoints but with a built-in hullmod that pretty much double the efficiency of the weapons. The limited weapon layout and inability to use point defenses severely limits the Xaphan's roles on the battlefield. It's a frigate hunter, or optionally, a direct fire support, but not much more.

I tried a variety of loadouts, from a long range tac laser harasser, to an anti-matter blaster bomber, to some unexpectedly performant mono-railgun build... (https://i.imgur.com/w70DWDa.png) The Xaphan works, but feels weird both on the refit screen and the battlefield. Because of the doubling OP cost from the hellstorm hullmod, and the absolute necessity of the PD arc emitter hullmod on something that can't protect itself from missiles, the customisation possibilities becomes very limited. My Xaphans fought decently during early and mid game, but i ended up preferring the more versatile Pruflas in the end.


The Kobal is another frigate i got early. The smallest sibling among the "Adaptive Assault Configuration wedges" family. I did use quite a few of those as part of my fleet, but never as a flagship. With three medium hardpoints, the Kobal seems like an easy ship to outfit, however it does share the common VIC's Ordnance Point starvation issue. Yes, you can mount those big guns on it, but you won't have the flux to fire them, nor enough room left for any hullmod either. And VIC ships really wants hullmods to function well.

The Adaptive Assault Configuration system also "forces" the player to mix energy and ballistics for a bigger damage bonus, so i often ended up with weird builds in an attempt to optimize the damage buff. I'm personally not sold on that hullmod/system. I think a variant of the Xaphan's hellstorm hullmod would make for a more straightforward system for the AAC wedges ships.

As for the Kobals of my fleets, i usually preferred to use low-end weapons like Mortars and Arbalests, or long range beam platforms, or even leaving one mount empty to economize OPs. The saved ordnance points could be invested in return in better flux stats and important hullmods, like PD arc emitter and Auxiliary thrusters.



I did not really try the Nybbas for this campaign. The only one i got, i gave to the AI. It struggled to do anything, constantly on the brink of overloading, probably due to the extremely high cloak upkeep, before eventually falling to CR degradation. I lost it after maybe two or three battle. The new Nybbas seems like a far cry from the monster it used to be, but i have to admit i haven't used it enough to give an informed assumption.



The Moloch destroyer was part of my fleet from the beginning, but it's only a bit later that i used it as my flagship. At that point in the campaign, i needed some high impact ship that could turn the tide of the battle. As much as i enjoyed the Pruflas, it wasn't that ship, and i hoped the Moloch would fix that. While it wasn't the silver bullet i wished, it did well enough to handle early game pirates.

I experimented a bit with the Schturm Overhaul, however the lower shield efficiency and flux capacity made my ship waaaay too fragile. It could have worked for a flanker build that avoid direct confrontation, but i had nothing yet that could form a decent fire line to keep the enemy's busy. I was forced to brawl against my opponents one by one, that's not what the Schturm hullmod is for. I fell back on a standard SO build with a trio of Ion Pulsers. Not the best armor breaking loadout, but good enough against pirate rust buckets.

It was also at that moment i noticed my extreme vulnerability to fighters, which made the next few battles much more difficult than anticipated. I'll segue the discussion to the PD arc emitter hullmod for a moment. For early game, this hullmod is godly, it's a cheap and extremely efficient PD system that pretty much nullify missiles. It can intercept with ease a few salamanders or harpoons, which is the most you'll encounter in an early game skirmish. It's a good idea to remove Point defense weapons to instead invest in PD arc emitter. Back then, i told myself it's overpowered, and it was in some way.

Unfortunately, it does nothing against fighters, and i learned that the hard way. I constantly had to interrupt my duel with another ship to defend myself from buzzing interceptors, trying to manually hit them with my main weaponry (the two small turrets at the front of my Moloch were rarely sufficient to deal with more than a few Talons). Later on, PD arc emitter can easily be overwhelmed by saturation missiles and flares. Funny how it went from "must have" to "very situational" depending on the number of enemies on the field.

Later on, when i switched flagship. I gave my Moloch a more conservative build. Since it basically function as a mid-tech Medusa with the opportunity to mount ballistics, you can turn it into some extremely nasty kiting bastard. It's hard to beat a Mauler/HVD combo. Alas, i had no easy access to those weapons then. So i did stick to VIC weaponry for a long time. I did like the Gagana Smartdart Launcher for its exceptional reliability, thanks to its homing projectile. Even fighters had a hard time dodging those.


I only bought a single Samael destroyer during this campaign. It began its career fighting early game pirates and somehow survived long enough to fight end-game remnant Ordos. I was looking for a solution to my fighter problem, as well as a way to pressure enemies at long range to cover my Moloch flagship. I couldn't afford a carrier yet, so i settled for a long range beam Samael. Not exactly flashy, but hey, it worked well enough. An exceptional annoyance to enemies, and the decent fire support i needed. One description mistake i noted, it still mentions the presence of a built-in Shabriri drone.

Just like the Kobal, the Samael can a very weird ship to equip because of AAC, but it can be pretty good when outfitted properly. It's also afflicted by what i call "the curse of the rear defense turret with an extremely narrow arc". The arc is too narrow for a point defense weapon to properly function unless it's something very bursty like burst PD. I personally always left it empty.

I admittedly didn't looked at it that much during this campaign. I wanted to focus on a very fast and agressive strategy, therefore i couldn't really find a place for the "AAC wedges" during this campaign. Maybe it's possible to create a proper VIC deathball with those, but i don't have enough experience of it to say for sure.



The Jezebeth support destroyer quickly became the fleet workhorse in this campaign. The VIC Sunder is not as well armed as its vanilla counterpart, but much more versatile. With a large hybrid, a single launch bay, the weird custom Enthropy Amplifier and a good shield emitter, it always have a place in any fleet. Unlike most VIC ships that can sometimes be tricky to outfit, the Jeze is very easy to build. Focus on the big gun, now make sure the big gun keeps firing, and voila ! Your Jezebeth is ready for battle !

This ship also taught me how to love the Capacitron Discharger. Monstrous burst KE DPS, hitscan "projectile" and ability to fire over allies, the Capacitron Discharger makes for an exceptional support weapon. A weapon i eventually added to all my support Jezebeth for shield bursting duty during late game. Even without that specific weapon, the Jezebeth is a compliant ship that'll function without trouble whether you give it a Hellbore or a Tachyon lance.

Since i had some issues dealing with fighters so far, the Uvall interceptor seemed like an obvious choice for the launch bay. It's a bit expensive at 12 OPs, but that's a price i was willing to pay for a premium interceptor. And boy, did it worked ! Not only the Uvall is very good at wrecking other fighters (i noted they have a tendency to fire their Strigoy flak at point blank range against other fighters, that's 300 burst frag, and they got two of those). It's also a very competent heavy fighter, thanks to its Rarog atomic emitter. Even destroyers can't ignore a group of Uvalls for very long, lest they end up with their armor stripped clean.



The first cruiser i got was the Cresil carrier. A box filled with 4 launch bays, and a few point defenses. Flying a Cresil is almost as fun as reading the phone book, it's strictly made for the AI only. Despite being a boring design, it does its job at flooding the battlefield with fighters. I used mine with a mix of fighters, bombers and- Just kidding, i used 4 Uvalls. I wanted space superiority to cover my fleet, and the heavy interceptors already proved their worth on my Jezebeths. It worked, i no longer had to worry about missiles and fighters.

What more can i say about this ship? It's a fighter vomit platform, and that's really all about it. There's nothing wrong with keeping things simple, but compared to the rest of the faction, the Cresil almost feel like it comes from another mod by its simplicity.



At this point in the campaign, i started to encounter my first few enemy capital ships, as well as plenty of cruisers. I was in a dire need of firepower to deal with those. The Thamuz cruiser seemed like an obvious choice for that role. An oversized pile of guns, with the grace of a masonry wall. A distant cousin of the Dominator that forgot to wear its armor. It shoots hard, but also dies hard. The mix of atrocious mobility and fragility makes the Thamuz a choice prey for agile skirmishers. Un-escorted, my cruiser can't bring to bear its excessive firepower to defend itself and fall apart quickly. It's much more survivable as part of a squad of sturdy front liners that'll protect it from flankers. Alas, i did not had sturdy frontliners at the moment, and with few ships i could delegate to escort duty, my first Thamuz got close to death many times.

Being an AAC wedge, I never managed to find a real place in my fleet for my Thamuz, even during late game. I suspect they would shine against low mobility opponents, like space stations and the Hegemony. Unfortunately, my enemies tended to be very mobile and agressive, like PRV fleets and VIC deserters. I was also quickly reaching the point where i couldn't deploy everything in battle, and more often than not, the Thamuz stayed in reserve.



Completely different from the Thamuz, the Valafar was the next addition to my fleet, as well as my new flagship. Long story short, the Valafar is an upsized Moloch and follows the same "Schturm" design theories. It's fast, fragile and hit hard. However due to its bigger size and higher stats, it's also the closest thing to a line ship VIC have. Not that it means it's a good line ship. It's more of a cheap, fast flanker. Like an overgunned Falcon. It's certainly not adequate for a frontal assault against ships of the same size.

Like the Moloch, the Valafar tends to run hot on flux, especially if you give it VIC weaponry which is notoriously flux expensive to fire. Fortunately, it can quickly get out of a tricky situation with its Omni-Lunge, at least as long it doesn't get overloaded. That's one reason i also skipped the Schturm Upgrade on this ship. Yes, it noticeably increases its flux dissipation, but drastically reduces its survivability through lower flux capacity and shield efficiency. I managed to make it work much later in the game, by micromanaging a squad of Schturm Valafars doing hit and run on vulnerable targets. Not the most practical and efficient tactic though.



In the capital ship category, the Oriax fills the role of support battlecruiser. The "support" part is from my experience at least. Technically you can use it as a direct frontliner, but given its fragility (almost as bad as an Atlas MK.II), the Oriax doesn't want to be exposed to the front line. Granted, it got a pretty solid shield emitter and decent flux stats to back it up, but once the shield burst, it's game over.

Because i often had experiences of VIC ships overfluxing themselves with their own weapons, i was very averse about mounting big guns on my Oriax, despite me needing badly those big guns at the moment. Instead i went for the missile boat route. Missiles don't generate flux, the OPs usually invested in flux dissipation were now free to use on capacity instead, to ensure my precious shield wouldn't overload. Plus, missiles can usually be fired indirectly at a longer range, allowing my battlecruiser to participate to the battle at a safe distance. The missile boat idea worked exceptionally well. Combining an officer with missile specialization and expanded missile racks, my dual Hurricane Oriax had sufficient ammo to last even for longer battle, and the MIRVs gave me the raw killing power my fleet needed. Oh also, the Fervor hullmod works on missiles, +30% damage makes for really nasty long range bombardment. And because i used my battlecruisers as second line ships, the increased damage taken from Fervor didn't mattered that much.

I was not convinced by the Flux Rapture system. The ship system itself with its giant ring, the electric arcs and all are noticeable in combat, but it feels like it's just for show, as if it had no real impact on the battle. My AI ship is using it? Ok. It's not? Whatever. Some adjustments to make the system more impactful would be beneficial i think. The Oriax is already a pretty strong ship though, so it'll need to be done carefully as to overly buff it.

I'm also mitigated on the Power Redistributor hullmod. The ability to re-route power to the needed systems à la FTL is cool. Doing it through the targeting system is janky as hell though. I tried doing it when i used the Oriax as a flagship but it gets messy real fast. Fortunately the stats modification from mis-using the system is relatively low, as not to penalize the AI using it. It's a good idea, but the execution isn't quite there.


Finally, we're coming to the central piece of every VIC fleet : the Apollyon.

To say it bluntly, the main objective when playing VIC is to get an Apollyon as quickly as possible (which i did not do). Once you get one, the dynamic of the battle changes drastically. As a Schturmcapital, the design philosophy is the same. It's a highly mobile glass cannon. However, while the Apollyon is built upon the same rules as the Valafar, Moloch and Xaphan, it doesn't play the same game as its smaller siblings.

While most VIC ships rely on mobility to get close and hit the target when they're not looking, the Apollyon is more of a gunslinger that shoots first to win. Because of its higher stats and range (through ITU or Schturm Overhaul), it can reach a critical mass of firepower that nullify the usual weakness of its smaller cousins. Shturmships can't brawl well, because they can't take a hit. However you don't need to take a hit when the enemy is dead, and few things can handle the full striking power of an Apollyon. That's why i built my Apollyon as a  burst damage monster (https://i.imgur.com/brhX4oH.png) that can vaporize the heaviest cruisers in a single alpha strike. With that ship, you're no longer performing hit-and-runs, you're steamrolling, and nothing short of a Paragon or a Radiant can stop you. In the event you might encounter one of those two, the Quantum Lunge allows the Apollyon to outmaneuver your opponent and hit from a better angle.

It's a very expensive ship to deploy in battle, but that's a price worth paying given the massive influence on battle an Apollyon can have. Mind you, it's not a great AI ship, it will often Quantum Lunge in a dangerous spot, and is ill equipped to deal with being surrounded. Unless your fleet have ways to quickly support an isolated ship, the whole "flank the whole enemy fleet" Quantum Lunge maneuver is often a losing gambit. Especially since it can tear through most opponents in a slugfest anyway.

If i have to make a complain about the Apollyon, it's its tendency to turn most ships irrelevant by comparison. Why use something else when you're already flying one of the most impactul ship in the game? Granted, the same can be said about ships like the Ziggurat or IBBs. However those are unique ships, and are time and effort consuming to acquire. The Apollyon is a common sight in VIC markets and deserter fleets. Yes, i did eventually swap it for a flagship Oriax later on, but it was more for experimenting with some OPcenter shenanigans than trying to win the game. Apollyon is clearly the superior VIC flagship in all conditions.


That's it for the ships ! I did not do some in depth testing about the fighters and weapons, so i won't talk too much about those. I will talk about hullmods though, because i think this is where lies the weakest point of the mod.

VIC hullmods tends to do many things, and simultaneously do nothing at all. The most egregious exemple is the Laidlaw Tech. While the shield changing arc depending on where it's facing can be an interesting gimmick on some ships, like the Oriax, the other modifiers are not. A little bit +10% this, a little bit of minus 10% that, it feels like some RPG skill tree that gives you +1% damage or some other boring stuff. This is a completely subjective complaint, but for me, if something doesn't do anything noticeable in game, it might as well not exist. At no point i did take in account all those little stats modifiers stacked upon each others in my campaign. The Apollyon Adaptive Warfare suffers from this, the Convoy Drive hullmod, as well as some weapons like the Zyldzen. For me, VIC really need to do some cleaning among the messy and the irrelevant. I may have a few suggestions for those if you want, ping me on the discord if needed.


Overall, i enjoyed this campaign, i played it longer than i usually do. It's a good mod, although one that still requires refining in some aspects. You can totally tell how its evolving by comparing the old from the new content, and it's going in a good direction i think. Still, for me it's a faction that deserves a permanent place in the mod folder for a Starsector playthrough. Unless you're not into space catgirls i suppose.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: megabot on August 08, 2021, 07:54:47 AM
ah yes, the Apollyon. maybe half a year ago since i last used it but i equipped it with the highest DPS(all rapid fire) explosive weapons i could find and shturm overhaul, and that was at the time of no built in hull mods(but an extra 10% ordeinance points). i also did not have other VIC hullmods, so it actually could be maybe 10% better

the Laidlaw tech shields and built in(useless) kinetic missile launcher allowed me to set everything on autofire and hover in safety override distance while my guns melt trough anything. granted, stations still could hold their weight, but being able to jum out at a moment's notice(with more charges and faster recharge rate) meant i just assaulted them, killed them the moment their shields went down and if *** got difficult jumped trough the ship and whatever lied beyond, usually damaging/disabling(in terms of weapons and engines) or straight out killing it in the process while allowing me to quickly vent and go back in

it really is kind of OP(and it got stuck in stations very often) but i never thought to use it as a alpha strike unit tbh. that is an interesting point

for the other ships i sadly have no experience as i just had my usual ships and rarely bought any, untill i was strong enough to have a colony at which point...well, blueprints dictate what you get. but the super figther truly is a good choice, though i never had it be point defence so far. but it does deal with anything smaller than a cruiser or without full shields quite well
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: 5ColouredWalker on August 09, 2021, 10:28:11 AM
Personally I go for a Guass Cannon Jezebeth. Extreme range, fighter support, great for shield popping and still good to hammer armor.

As for the modifiers for range, it's to drive them closer and make energy weapons more useful since their range is normally pathetic.


Also, since last update, I've basically stopped using the Laidlaw drivers. Doing soft flux to shields with their flux inefficiency means for their OP they're too prohibitive to use. They'd be better doing Hi-Exand hard flux  rather than energy with extra hull damage. Also, all other large weapons top out at 30 OP, while the large version hits 35, and by that point Moljnir Cannons are more appealing, even if they're less good at catching tiny ships.

But given I was using them everywhere I could before they were nerved, they probably did need it to some extent.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: SleepyKnight on August 15, 2021, 05:29:04 PM
When I loaded Vic 1.3.3, I had an error message saying that data.scripts.weapons.vic_rubiconOnHit. How do I fix this?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on August 16, 2021, 02:13:52 PM
When I loaded Vic 1.3.3, I had an error message saying that data.scripts.weapons.vic_rubiconOnHit. How do I fix this?
Post the crashlog file's final lines containing that script please, without that we won't be able to help you.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Zalpha on August 31, 2021, 04:37:33 PM
I started a new game with Nexerelin and took Trytechon (or whatever their name is spelled like) and saw in the refit shop a VIC hull mod to add EMP shock mod onto a ship which I added already had an EMP shock function. I equipped it thinking it would be great. Went into battle and on the first encounter between ships the game crashed with a NULL error. I didn't take note of were it sent the crash log and cannot find it. Let me know were to find it and I will link it for you if you want it. Just letting you know about the error. I could be wrong and that wasn't the reason for the crash or maybe not even from your mod but I think it is and should let you know in case I am right about it.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: peterwy22 on September 04, 2021, 05:38:12 AM
Got error when trying to fight pirates with VIC as teammate

[attachment deleted by admin]
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on September 05, 2021, 02:01:21 AM
Got error when trying to fight pirates with VIC as teammate

Thank you, will be fixed in the next update.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: default on September 09, 2021, 09:58:11 AM
Recently downloaded the mod, and I have to say. I love the aesthetic of all the ships. Haven't had any issues with the spriting as of yet, or any weapon inconsistencies and such. I will make a follow-up post if I do run into any issues or have any other feedback.

Genetic modification for the good of mankind. Probably my new favorite mod faction, simply by aesthetic and weapon visuals. Aside from the catgirls... That's a little strange.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: captinjoehenry on September 13, 2021, 06:56:34 AM
Just so you know there's a crash that happens if you take over Cocytus and try to build new industries.  Says that the spec of class campaign.procgen.planetgendataspec with id of [cocytus_islands] not found
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on September 16, 2021, 12:01:07 AM
Just so you know there's a crash that happens if you take over Cocytus and try to build new industries.  Says that the spec of class campaign.procgen.planetgendataspec with id of [cocytus_islands] not found

Seems like an issue with DIY terraforming mod, since it doesn't support custom planet types.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Zalpha on September 16, 2021, 06:51:33 AM
I just tried this mod out, the ships are so amazing and their home system looks and feels so awesome. Really enjoying what I have discovered so far. They whole re-imagine yourself was also a nice touch. :D

Thanks for making and sharing this mod with us, as well as keeping it updated. (I wish I had tried it out sooner).
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: geminitiger on September 22, 2021, 04:25:35 AM
I'm on my second play through with this lovely mod, in my first play through I was able to build revitalization centers, but in this play through I don't see that option.  Did I need to do anything in game to make that happen?

update1:
So um yeah, eventually they did show up, but at first I'm sure they were not listed as an option, the icon for the building is hard to miss and easy to spot. Plus I can read.
update2:
I had a bunch of money by the time I was able to build this that I went to build several at once, they are say "the building needs 1 more day to complete" (Yes I waited several days, nothing)
update 3:
got tired of waiting for those to finish, thought I could try to rebuild them, once again the option to do so have fallen off my build list.


TLDR: A youtube video gave me the answer, this building only is available/working if you are friendly with VIC.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Bast on September 23, 2021, 03:03:28 PM
Loving the aesthetics of this mod's shipset, any tips on fleet composition? And is there a discord server?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: default on September 24, 2021, 11:00:37 PM
So I have been using this mod a bit. I've been a tad busy since my last post, but I will give feedback nonetheless.

I'm honestly not a huge fan of how fragile these ships are. They are fast for sure, but their flux stats are bad along with armor. I get that it's supposed to be like that, but it almost seems too fragile. The *** systems are neat and feel unique and (sometimes) useful, but they rely on hit and run almost exclusively it seems. Granted, if you know how to command a fleet to do that, it wouldn't be quite as bad. Some ships and systems I will say something on in particular.

First off, the Oriax. Love how this thing looks. Decently armed and not too bad speed for a battlecruiser. The ship system is very good in a support situation, which is easy enough to "set up" if you just field a lot of destroyers and frigates. Seems kind of like what you're supposed to do anyway, but I just can't seem to do much with it. I do like to pilot it, but in most cases, I'm better off just not fielding it at all and instead throwing down more small ships. The flux and armor is just so low that if anything can pressure you for even a small amount of time, you crumble. The flux stats are poor and without a ship system to aid your escape, unlike the Odyssey, so your chances of escaping from small things that can still shred your less than par armor are not good if your outright speed can't outrun them.

Second ship is the Nybbas. Pretty neat ship. One large energy mount on a phase ship of that size(I also just love phase ships in general), and it seems like the strike ship among everything in this mod. Especially armed with the Thermal Lance. I did enjoy using this ship a good bit. However, it could only be just that. A bit. The combat readiness started to degrade extremely early. Although it is not a problem, I guess. Since it is a phase ship and that's just how it goes with those. Just seemed way faster then even other phase ships. Every time I fielded 2 of these things, they might take out 1 or 2 ships before a danger of malfunction. Perhaps it would work better with a different weapon, I don't know. Just seemed a bit high cost for how briefly it's on the field.

Third one, the Xaphan. Literally every time I threw one on the field, it died without doing much. I tried several different setups, I tried making it escort things, I tried giving it an escort. I do not know what it is about the AI with this ship, but they don't like it. I tried piloting one at a certain point, and it was alright. A decent frigate for what it is. With the right setup, I could get things done rather easily. Flux capacity was an issue more often than not. Good speed and a system that can get it out of some sticky situations. Overall, I did like this ship a good bit. The AI just seems to not.

Fourth and final, a ship and a system on the ship, the Thamuz with the Adaptive Assault Configuration. I do get the idea behind this. Mix it up with ballistic and energy. It is nice when perfectly balanced, but I just don't really like it. It's sort of limiting if you want to utilize it, but also just generally like energy/ballistic weapons more than the other. Either that or want to set up that ship for a specific role, which requires more of one than the other, but if you do that, it won't be as good as it could be. I did not pilot this ship, I mostly just let the AI control it. Didn't really want to mess around with that ship too much, but it didn't do bad most of the time.

As far as the weapons go, I am a fan of the Thermal Lance and the Plasma minigun. The ones I don't like using are the Bolt Converger and Cryoheat Generator. They both take a good bit of flux and don't do all that good. Specifically the Cryoheat. It's not pure anti armor or anti shield, so no matter what, you get damage reduction on half of your shots. Granted, you also get a damage bonus, but 2 specialized weapons seem to perform much better. The bolt converger wasn't particularly bad, but it wasn't as good as something with a more steady rate of fire with not so odd shots. A lot of the time it ended up either hitting a non intended target, or just debris. 

That's all the feedback for now. Possibly more later, but who knows. Maybe I'm just terrible at the game and don't know how to use things right or set up ships right. Very real possibility, and if that is the case, tips are always welcome. I tried using them, so now I'll try fighting them and see what happens.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: geminitiger on September 25, 2021, 02:10:57 AM
I'm honestly not a huge fan of how fragile these ships are.
As you say the ships are beautiful, but don't measure up to any tier of other ships lines, I tried to run with light fleet of vic ships and a heavy fleet of vic ships and both ended in disaster. I'm neither a master of starsector or ship combat, but I have to agree, they could use a buff all around. 

That mod itself adds a lot of flavor, I love their system, I love the look of their ships and will keep the mod around for that, but sadly I can't find a place for them in my go-to fleet. The Oriax is fairly good, but at 45dp there is a lot of good choices for ships, the smaller ships just seem to go boom.

It's also quite possible that in the hands of a more skilled captain these fast ships are OP.  ;D ;D


Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Bast on September 25, 2021, 06:07:11 AM
So I have been using this mod a bit. I've been a tad busy since my last post, but I will give feedback nonetheless.

Thanks for your feedback non the less, I asked cause i was having trouble going toe to toe with larger fleets. It becomes unwieldy to constantly give orders to keep battles from turning into an all out brawl which this faction loses considerably in due to as you said wet paper armor and horrid flux.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: rigidjelly on October 06, 2021, 09:41:45 AM
While I echo the concerns about general ship fragility and ai suicide with leaping this is definitely a permanent addition to my modlist. Everything is just so cool.

Cool ship aesthetics.
Cool weapons.
Cool lore.
Cool completely humane viral bombardment.
Cool VIC-pad side mod I just found yesterday. Good bye virgin TriTach hello chad ORANGE.

AND it gives the player a good feeling pulling off successful fleet maneuvers and pasting your opponent. Needs built in Op Center hull mod on an Apollyon to reliably balance command points and player directed firepower though.

One small discovery was with the system you need to transverse into. If you set up a colony either on the uber useless planet or the station (like I did with the station construction mod) the game will crash when enemy fleets try to raid you instead of just not letting them. I wanted a super sekrit base for my pirate playthrough but sadly it only works as an abandoned station supply storage.

Probably nothing you can do about it as it seems like a core game fleet behavior thing. Still sorta feels like a hideout but without a waystation industry every other abandoned station is more useful as a drop point (no transverse cost). Cool looking system too.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: mora on October 07, 2021, 02:38:24 AM
The Pelenu Laukas system radius kinda overlaps with the Penelope's Star system, I suggest you move it a bit to the left so the fringe jump point and Telepylus Gravity Well don't overlap.
(https://i.imgur.com/O50hsn4.png)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Lance on October 07, 2021, 05:31:54 PM
Hi, i love this mod, wonderful spites and great balance ( thoses auto-tracking weapons are a lil bit op thoo, even fast frigates have difficulties to dodge them ). Thank you, i enjoy it a lot.

Performance-wise, in campaign, it seems that the Vic mod alone reduces the framerate by 8-10% when around the core sector. Globally, everywhere in the core sector. It's not that much but it's more than most other factions mods, which usually reduce fps a little globally and a bit more locally due to patrols & convoy.

 I believe that the cause is the industries and the required genetech. Despites how interesting the mechanic is, i'm not sure if it's useful to give thoses industries to other factions than VIC if there is a performance penalty. I may be wrong about the cause thoo. Could be memory leak on my mod list or a conflict. The fps didnt drop much without VIC, it was night & day, i generated multiple new games to verify.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Rendor on October 17, 2021, 05:22:36 PM
My game is crashes when i trying to join battle VIC vs. luddic church.

Code
10738036 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:53)
at com.fs.starfarer.combat.systems.return.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
10738116 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
10738124 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: renegade_sock on October 21, 2021, 01:02:31 AM
Hi,

Awesome mod buddy!

I'm getting this error when joining a VIC fight against the REDACTED

Quote
83141 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:53)
   at com.fs.starfarer.combat.systems.return.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Cheers
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on October 24, 2021, 02:39:03 PM
Yeah, that bug is already known, will be fixed in the next version, thanks!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: JohnVicres on October 28, 2021, 09:29:15 AM
Beyond saying this mod is lovely despite the moderately acceptable felinids, I have two extremely important questions that are certainly not nitpicking:

If the Pruflas is a scout frig, why does it not have High-Res Sensors?

The sfx for a lot of the guns feel just a lil' bit too quiet. Like, maybe 5db too quiet. Is this just me?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: mora on October 30, 2021, 06:39:06 PM
Error occured during a fight with a VIC fleet.
Code
2232091 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.?O0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mira Lendin on November 01, 2021, 02:37:32 PM
I have to warn you that you need to do null checks before attempting to assign/acess stuff, check the following code:
Code
Vector2f target = weapon.getShip().getWeaponGroupFor(weapon).getAutofirePlugin(weapon).getTarget();
you need to check (weapon.getShip() is null?) / (getWeaponGroupFor(weapon) is null?) / (getAutofirePlugin(weapon).getTarget() is null?) before assigning
i keep getting this error because of that.
Code
java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Nuggnugg on November 10, 2021, 08:26:03 AM
I just wanted to drop a comment to show some support. Very nice and fleshed out faction! Definantly on my top 3 atm   ;D
And holy shmoly the laidlaw weps are incredibly satisfying!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mira Lendin on November 21, 2021, 05:31:38 AM
Yet another Null error, this time while using Thermal Lance (it happens if the ship dies while firing the Lance)
Code
357985 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_thermalLance.advance(vic_thermalLance.java:37)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: PureTilt on November 22, 2021, 11:16:34 PM
Yet another Null error, this time while using Thermal Lance (it happens if the ship dies while firing the Lance)
Code
357985 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_thermalLance.advance(vic_thermalLance.java:37)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

fixed thx for report

P.S. *** hidden weapon slots
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mira Lendin on November 23, 2021, 02:04:42 AM
I figured as much, the error had something to do with animations and interacting with them will yield a null pointer exception if the mount was hidden.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Nick XR on November 26, 2021, 01:52:20 AM
I'm not seeing any Vic ships showing up at their planets in Empyrean.  I'm running the latest Nexerlin, Varya's and about 30 other mods...
The ships are there on a new game, but at some point they all disappear from the inventory and never restock.  All of the other factions appear to be stocking correctly.

Edit:
Actually NO ships are spawning for VIK for my game (in a new game it works fine), haven't tested to see how long that might last.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mrshilka on December 19, 2021, 01:14:00 AM
Hello, fantastic mod thank you for your work.

However I have noticed since the latest update to Starsector that updated player skills, officer can no longer be revitalized, it gives me a null exception error that does nothin in game beyond not revitalizing the officers skills.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: kokuto on December 19, 2021, 10:21:17 AM
Will there be a compatibility patch for the latest version?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on December 20, 2021, 12:23:07 AM
Yep, the compatibility patch is in the works, sorry for the inconvinience folks!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Yunear on December 20, 2021, 07:20:39 AM
Yep, the compatibility patch is in the works, sorry for the inconvinience folks!

No worries at all. Take all the time you need. Your mod is awesome!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: SpaceDrake on December 20, 2021, 05:50:45 PM
For what it's worth, I've been using the current VIC in .95.1 with no issues.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Mrshilka on December 20, 2021, 09:03:45 PM
Yep, the compatibility patch is in the works, sorry for the inconvinience folks!

All good thanks for your hard work!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Zalpha on December 21, 2021, 12:13:35 AM
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: PureTilt on December 21, 2021, 11:42:05 AM
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Netu on December 25, 2021, 08:15:41 AM
Merry Christmas!

Has this error/crash been reported yet?  If it has, I apologize, I just wanted to be sure it had been:

Code
9300869 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.O0oO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.O0oO.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.class.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.Ô00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Thank you so much for the wonderful mod!
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Zalpha on December 26, 2021, 09:28:43 AM
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.

My bad then, it wasn't a missile but a Large Energy or Ballistic weapon. It clearly was a Vic Large Weapon judging but the Vic weapon distinctive design, (I didn't actually mouse over the miss aligned icon, just saw it and deiced the mod was broken and excited an disabled it). On a side note I have noticed some large weapons spaz out (extending out of the icon border or being cut off abruptly when encroaching on another icons panel) when they have a huge stock in the station. I think this type of design bug only really comes from modded weapons that use to large an icon for their weapons.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: aeiou on December 27, 2021, 06:14:40 PM
echoing the same crash:
Code
1449229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)
I will note that combat was glitching out shortly before crash; VIC ship whose shields were getting shot at had erratic, then zero flux despite getting shot at. Shield was flickering as well. Ship didn't take much damage either.
Will also note this was following installation of various mods, potential culprits being MagicLib update (for being a new update of magiclib) and ED Shipyard (discord version, for being ED Shipyard)

Said flickering effect would be interesting as a sort of graphical thing; like if a ship gets shot at with high damage projectile(s), from a specific weapon, or is nearing max flux...
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Drazhya on December 31, 2021, 03:19:41 PM
I got the same crash after updating MagicLib; don't have ED Shipyard. It was the first time in a while that I fought VIC ships though, so *shrugs*.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Hatter on January 03, 2022, 08:59:18 PM
Respec-ing officers isn't working. I assume this is a known issue and will be fixed in the compatibility patch.
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Stalkar on January 07, 2022, 03:31:25 PM
Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard
Spoiler
(https://i.imgur.com/N3tsyug.png)
[close]
caused by this faction cannot be cured by any means?or there are plans for that later?
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Ruddygreat on January 07, 2022, 04:30:34 PM
Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard (previously catgirl virus) rip that meme
Spoiler
(https://i.imgur.com/N3tsyug.png)
[close]
caused by this faction cannot be cured by any means?or there are plans for that later like yeah i can read the description and all,dark...dark and wasteful

there's a special building that can be built to mitigate (idk if it completely gets rid of it) the effects on affected planets, it might also need you to have good rep w/ vic (can't remember off the top of my head)
Title: Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
Post by: Astarat on January 09, 2022, 11:09:37 AM
Volkov Industrial Conglomerate 1.4.0 - Maintenance and Compatibility Patch - 0.95.1a (https://www.patreon.com/posts/60940661)
Download from Patreon (no paywall) (https://www.patreon.com/posts/60940661)

SHOULD BE SAVE COMPATIBLE BUT TO BE SAFE I'D ADVISE TO START A NEW ONE



(https://i.ibb.co/7Y41FRm/VIC-fighters-zoom.giff) (https://www.patreon.com/posts/60940661)




The changelog:

...

1.4.0 Changelog

Now compatible with 0.95.1a


Ship systems:
- Omni-lunge:
- - Now works more like directional plasma burn with turn rate boost
- - Distance per lunge reduced by ~40-50%
- - Max charges increased from 3 to 5
- - Time to regenerate 1 charge reduced from 10s to 5s

- Assault Reconfiguration (previously known as Adaptive Assault)
- - Removed scaling with hybridization
- - Now increases damage of ballistic and energy weapons by 50% in all cases
- - Now also increases shield damage taken by 25%


Ships/Fighters:
#ships
- All:
- - A small visual update of sprites courtesy of Nes
- - Added smoke engine trails

#fighters
- All:
- - Added engine trails to all fighters
- - Fighters in Engage mode are now forced to continuously accelerate and move at maximum speed without strafing or decelerating, resulting in a more cinematic and plane-like way of movement

- Uvall Interceptor:
- - Rarog swapped for Proxy Mine Launcher
- - Hull increased from 350 to 450
- - Armor increased from 75 to 100

#frigates
- VIC-X14 Nybbas:
- - Now uses Vanilla Phase cloak
- - Phae Upkeep reduced from 500 to 240
- - Base speed increased from 90 to 110
- - Removed Aerodynamic Design and Phase Field hullmods
- - Added Adaptive Phase Coils and Phase Anchor hullmods

- VIC-A01 Xaphan
- - Dissipation increased from 210 to 240

#destroyers
- VIC-B49 Samael
- - Armor increased from 400 to 550
- - Hull increased from 3500 to 4500
- - Turn acceleration increased from 8.5 to 12
- - Max flux increased from 6000 to 7400

- VIC-A33 Moloch
- - Armor increased from 350 to 450

#cruisers

- VIC-B62 Thamuz
- - Armor increased from 700 to 850
- - Hull increased from 7500 to 8500
- - Max turn speed increased from 12.5 to 15
- - Turn acceleration increased from 4.15 to 7
- - Max flux increased from 9000 to 11000


- VIC-A58 Valafar
- - Armor increased from 600 to 800
- - Dissipation increases from 600 to 650

#caps
- VIC-A71 Apollyon
- - Armor increased from 1000 to 1200
- - Fleet points reduced from 35 to 30

- VIC-U61 Oriax
- - Armor increased from 800 to 1000


Weapons:
- Heavy Laidlaw Accelerator:
- - OP cost decreased from 35 to 30
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.25 to 4.25
- - Flux per shot increased from 650 to 1000
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Accelerator:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 750 to 1200
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Mass Driver:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 250 to 1000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 375 to 600
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 200 to 250
- - Projectile visuals updated (again)

- Zlydzen Wave Destabilizer:
- - Changed debuff effect:
- - Ramp up time increased from 4 seconds to 6 seconds
- - Wear off time increased from 2 seconds to 4 seconds
- - Shield efficiency reduction increased from 10% to 25%
- - Shield upkeep increase reduced from 50% to 25%
- - Phase cloak cooldown increase removed
- - Phase cloak activation cost increase removed
- - Flux dissipation reduction removed
- - Reduction for armor efficiency increased from 10% to 25%

- Vila Bolt Converger:
- - Sustained DPS increased from 210 to 255
- - Fixed crash if ship dies while charging

- Balachko Cryoheat Generator:
- - Damage reduction on hull hits reduced from 50% to 35%

- Psotnik Interference Autocannon
- Psotnik Interference Machinegun

- - Added smoke trails to projectiles


Hullmods:
- "Fervor" Protocol:
- - Now increases damage dealt only if you close enough to target
- - Damage increase fall off starts at 500SU at gets to 0% at 700SU (range is from edges of collision circles so it’s a bit bigger on practice)
- - Penalty from installing on non VIC ships removed
- - Range penalty removed

- PD Arc Emitter:
- - Now deals energy damage
- - Now doesn't flameout missiles
- - Description now states that Arc Emitter scales with stats for energy weapons

- Convoy drive:
- - Range increase changed from 10% increase to increase by factor of x1.25

- Laidlaw Tech:
- - Description changed a bit

- "Hellstorm" Weapon System(Xaphan build-in):
- - Now also increase ammo recharge rate of ballistic and missile weapons by 100%
- - A new icon, yay

- A-Series "Shturm" Protocol:
- - Removed capacity reduction
- - Removed dissipation increase
- - No longer changes effect of capacitors
- - Now increases shield upkeep by 100%
- - Now increases dissipation by 100% if shield is disabled
- - Range threshold changed from 500/600/800/1000 to 500/700/900/1100
- - Now Increases speed by 20/15/10/10
- - Now reduces peak performance time by 50%

- Inertia Redirection Systems (previously “Integrated Assault Systems)
- - Increases acceleration and deceleration when changing direction of movement
- - A new icon, yay

- B-Series "Fortress" Protocol (rework):
- - Can only be installed on wing shaped ships(need better name for that)
- - Reduces damage taken by shields by 30%
- - Reduces damage and flux cost for energy and ballistic weapons by 25%
- - Changes system to reduce shield damage taken by 50% and reduce damage of ballistic and  by 25%


Campaign:
- Replaced Lowtech stations for VIC with Midline ones (including in Nexerelin)
- Pristine nanoforge on Phlegethon swapped for corrupted nanoforge
- Added special condition to Phlegethon to compensate for lost ship quality
- Transfiguration Solutions 15% hazard penalty replaced with 25% accessibility penalty, also removed biolab installation mention from the description
- VIC Revitalization Center base income/upkeep reduced from 28000/50000 at size 6 to 12000/24000 at size 6
- Nexerelin starts now have Buffalo(VIC) instead of Buffalo(A)
- Station in secret system now has Buffalo(VIC) instead of Xaphan
- Removed respec option for the player in Revitalization Center (still can respec officers)
- Pelenu Laukas moved a bit to not overlap with Penelope
- Fixed the descriptions of Kalada market in Ittir system, now should actually be shown properly


Other:
- 3 new female portraits for both VIC and the player
- Most of the old portraits updated visually
- Lots of other small fixes and stuff that we might have forgotten, whoops
- A couple of spoiler portraits for future stuff
- A new hot meme artwork by Luzaitis (bless them)

[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.0
Post by: travhill20 on January 09, 2022, 07:39:20 PM
Beautiful and interesting ships. One thing that is really bothering me though is that i've tried starting as VIC twice and both times I had officers using the same portrait. It's super immersion breaking. The first time 3 officers had the same portrait. Never had this kind of problem before. Is this an easy fix?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.0
Post by: Astarat on January 09, 2022, 11:28:04 PM
Volkov Industrial Conglomerate 1.4.1 - Hotfix - 0.95.1a (https://www.patreon.com/posts/60964698)
Download from Patreon (no paywall) (https://www.patreon.com/posts/60964698)

SAVE COMPATIBLE


The changelog:

...

1.4.1 Changelog


- Fixed the bug when Omni-lunge system sends the ships into Oblivion
- Removed debug text from Omni-lunge system

[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
Post by: DistressBeacon on January 10, 2022, 06:44:14 AM
By Ludd you're fast, I came here to report the lung bug only to find you already fixed it last night.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
Post by: OperaWolf on January 11, 2022, 12:26:23 PM
Quote
268378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:128)
   at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Was fighting a bounty fleet that spawned up against a populated station, so it was myself + station w/ defenders vs. VIC fleet. Fight went for a few minutes, then CTD.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
Post by: Astarat on January 11, 2022, 10:45:32 PM
Quote
268378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:128)
   at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)

Was fighting a bounty fleet that spawned up against a populated station, so it was myself + station w/ defenders vs. VIC fleet. Fight went for a few minutes, then CTD.

Are you playing on the latest version of the mod (1.4.1)?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
Post by: OperaWolf on January 11, 2022, 11:24:22 PM
Yes. Just to be sure though, this is the version file:

Quote
{
    "masterVersionFile":"https://raw.githubusercontent.com/AstaratStarsector/Starsector_VIC/master/VIC/vic_version.version",
    "modName":"VIC",
    "modThreadId":"19603",
    "modVersion":
    {
        "major":1,
        "minor":4,
        "patch":1,
    },
}

Funnily enough, I had a (unrelated) crash from VIC earlier and checked for an update. Found the newest version, found it fixed the old crash, deleted the old VIC from my mods, installed the new one, had the new crash happen almost immediately after.

Some notes:

1. I'm running it on an ongoing save.
1a. I deleted the old VIC file and then installed the new one. I did not replace the files or install over the old ones or other weirdness.
2. I tried the fight that was causing the crash a half-dozen times and eventually cleared it without a CTD, so not sure what's up; it's not guaranteed to happen, apparently.
2a. The one where I made it through, I tried to keep to the outskirts and away from the main fighting. The error log made me think it was something visual, so I figured if the game didn't have to display it, maybe it wouldn't CTD. I was possibly correct.
3. I have two VIC ships in my fleet (Samael and Thamuz) and they get pretty steady use, so it isn't all VIC ships.
3a. I also use a lot of VIC weapons (off-topic, but seriously amazing work on the armaments), so it isn't all the weapons either. I can provide a list of what I actively use if it's helpful, though I assume you can test it all more easily than I can.

EDIT:

Quote
112083 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [vic_valafar] variant [vic_valafar_Hull]: slot id [WS1000] not found for weapon [VIC_OmniLungeEffect]
java.lang.RuntimeException: Ship hull [vic_valafar] variant [vic_valafar_Hull]: slot id [WS1000] not found for weapon [VIC_OmniLungeEffect]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)

Got hit with another one. I have a Valafar in my colony storage. This crash comes up whenever I scroll down to it. Crashes as soon as a single pixel of it pops up on my monitor. Oddly, none of the other VIC ships in that storage cause this; there's actual two right at the top that would cause a CTD immediately if they did. Anyway, could be because I'm on a game in progress; not sure if clean saves have this issue.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: Astarat on January 12, 2022, 01:54:21 PM
Volkov Industrial Conglomerate 1.4.2 - Hotfix - 0.95.1a (https://www.patreon.com/posts/61084719)
Download from Patreon (no paywall) (https://www.patreon.com/posts/61084719)

NOT SAVE COMPATIBLE WITH VERSIONS PRIOR TO 1.4.0


The changelog:

...

1.4.2 Changelog


Changes:
- -Changed VIC ships name prefix from "VIC" to "ASCV" (Aerospace Corps Vessel)

Bugfixes:
- - Fixed crash related to B-Series "Fortress" Protocol hullmod
- - Fixed crash related to Vila Bolt Converger

[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: MaXimillion on January 21, 2022, 07:49:49 AM
Laidlaw Tech hullmod description is displaying the flux cost multiplier incorrectly
(https://files.catbox.moe/jim7yg.png)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: Reavenant on January 27, 2022, 03:28:54 PM
Hello,

I've got the latest version after it came out, but since today the game see it as 1.4.1 while the version checker reports version 1.4.3.
The download link only shows the 1.4.2 version. What is causing this?

BR
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: amimai on January 27, 2022, 03:56:15 PM
this is throwing null pointer exception when you look at the military screen in VIC station
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: VolkRonin on January 27, 2022, 08:07:49 PM
Hello, had this crash occur when joining a skirmish on VIC's side.

Code
2171697 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:80)
    at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: Astarat on January 27, 2022, 11:15:02 PM
Laidlaw Tech hullmod description is displaying the flux cost multiplier incorrectly
(https://files.catbox.moe/jim7yg.png)
Fixed in-dev, thanks!

this is throwing null pointer exception when you look at the military screen in VIC station
Please provide a crashlog so that we can pinpoint the problem.

Hello, had this crash occur when joining a skirmish on VIC's side.

Code
2171697 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:80)
    at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
Thanks. Investigating the crash.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: VolkRonin on January 28, 2022, 12:29:25 AM
Well, unfortunately I found another crash, this time related to the B-series "Fortress" Hullmod, though I'm wondering if it was the means of getting it that caused it.

In particular, using LazyWizard's Console Commands to acquire the Modspec to learn it.

Spoiler
291686 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.render(ModSpecItemPlugin.java:63)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.lang.Thread.run(Unknown Source)
[close]
For what may have been an experiment to get something, it sure produced a weird long line of code.

EDIT: Disregard this, tested it again(again) and it seems to be an issue with LazyWizard's Console itself looks like it was user error on my part, apologies.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: amimai on January 28, 2022, 02:10:25 AM
this is throwing null pointer exception when you look at the military screen in VIC station
Please provide a crashlog so that we can pinpoint the problem.

not a particularly usefull crashlog unfortunately
Spoiler
1264867 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
[close]

the full log from game load to crash
Spoiler
######################

  LOADING COMPLETED 

 ######################
41845 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Game load
41845 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin (data/config/exerelin/customScenarios.json)]
41857 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin]
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_independent
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_pirates
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_neutral
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_independent
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_pirates
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_sindrian_diktat
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row jangala_station_neutral
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_hegemony
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_pirates
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_sindrian_diktat
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asharu_neutral
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_hegemony
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_independent
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_sindrian_diktat
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_neutral
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_hegemony
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_independent
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_sindrian_diktat
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row garnir_station_neutral
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_default
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_hegemony
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_independent
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_luddic_church
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_luddic_path
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_persean
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_pirates
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_sindrian_diktat
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row barad_tritachyon
41858 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row warion_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row gilead_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row asher_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row mairaath_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row culann_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row donn_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_pirate
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nomios_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ancyra_station_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row kantas_den_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row ogre_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row chitagupta_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row nachiketa_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yama_neutral
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_default
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row yami_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_luddic_path
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_hegemony
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_independent
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_luddic_church
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_persean
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_pirates
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_sindrian_diktat
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_tritachyon
41859 [Thread-4] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epithany_neutral
41861 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [mod_settings.json]
41864 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Ruthless Sector (RUTHLESS_SECTOR_OPTIONS.ini)]
41874 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling ship damager in submarkets
41875 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling military regulations
41875 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling ground defenses adder
41875 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling patrol hq adder
41875 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling station adder
41876 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse]
41876 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse]
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for vic
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41876 [Thread-4] WARN  starpocalypse.market.StationAdder  - No station entry for nex_derelict
41877 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling combat adjusted reputation
41877 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse]
41877 [Thread-4] INFO  starpocalypse.StarpocalypseMod  - Enabling hostility for special item raid
41877 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse]
42030 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
42030 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
42056 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 4.0 for market [Tar]
42064 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 4.0 for market [Dawud]
42072 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 5.0 for market [Qiqirn]
42099 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 4.0 for market [Tar]
42117 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
42117 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
42117 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
42117 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
42531 [Thread-4] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
42534 [Thread-4] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
42549 [Thread-4] INFO  data.scripts.plugins.loa_awacsordermanager  - loa_awacs_order_manager:105: advance called with null engine
43535 [Thread-4] INFO  ruthless_sector.CampaignScript  - Reload Penalty: 0.0
43769 [Thread-8] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
44069 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
44069 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
44140 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  - Loading mercenary data
44140 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin (data/config/exerelin/mercConfig.json)]
44140 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/tahlan-shipworks (data/config/exerelin/mercConfig.json)]
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: trigun
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercLegio
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: menFromVolturn
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercKnightsErrant
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: westernesseKingsOwn
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dickerson
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: tahlan_mercRosenritter
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: steinerGuards
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: theJokers
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: pilgrimsGrace
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: dorasSurvey
44141 [Thread-4] INFO  exerelin.campaign.intel.merc.MercDataManager  -   Loading merc company: endbringer
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at market_system_13f:planet_2
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.8
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.5
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.25
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at market_system_13f:planet_2
44142 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added admin at [market_system_13f:planet_2]
44160 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing Marines
44160 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing Heavy Armaments
44160 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing Expanded Missile Racks Modspec
44160 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing Recovery Shuttles Modspec
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-C96 Jezebeth (D)
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-A33 Moloch (D)
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-A33 Moloch (D)
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-B19 Kobal (D)
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-A01 Xaphan (D)
44162 [Thread-4] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Tar/Open Market: Removing VIC-S85 Pruflas (D)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Venture
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Venture
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Nebula
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Nebula
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Vanguard (P)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Walsh (SE)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Gremlin (P)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Cerberus
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Kingfisher
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Greyhound
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Kite (P)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Kite (P)
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Hermes
44191 [Thread-4] INFO  starpocalypse.helper.ShipUtils  - Tar/Black Market: Damaging Spade Mk.II
44199 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Dassault-Mikoyan Engineering]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/tahlan-shipworks]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Vayra's Ship Pack]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Dassault-Mikoyan Engineering]
44200 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin]
44201 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/tahlan-shipworks]
44201 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Vayra's Ship Pack]
44201 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: /media/sophia/c1257c2b-9749-4177-b357-391e5d1d3628/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin]
45569 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [Psiklaw_VIC_Friendly.ogg]
45570 [Thread-10] INFO  sound.OooO  - Playing music with id [Psiklaw_VIC_Friendly.ogg]
47150 [Thread-4] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
47158 [Thread-8] INFO  sound.public  - Cleaning up music with id [Psiklaw_VIC_Friendly.ogg]
47416 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
[close]
for context this save is a test with only VIC faction mod and my general mods loaded and crashes consistently on opening military tab of market on the vic homeworld

its a newgame that i just started

UPDATE :
I'm suspecting its a incompatibility to the starpocalypse mod, once i turned it off the issue seems to go away
https://fractalsoftworks.com/forum/index.php?topic=21812.0
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.2
Post by: Astarat on January 29, 2022, 12:08:20 PM
Volkov Industrial Conglomerate 1.4.3  - 0.95.1a (https://www.patreon.com/posts/61820529)
Download from Patreon (no paywall) (https://www.patreon.com/posts/61820529)

SAVE COMPATIBLE WITH VERSION 1.4.0 AND HIGHER


(https://i.ibb.co/HX2GbG0/VIC-Vodyanoy-Demo.gif) (https://www.patreon.com/posts/61820529)


The changelog:

...

1.4.3 Changelog


Weapons:
- Vodyanoy Plasma Minigun:
- - Reworked overheating mechanic: Now overheated projectiles deal base energy damage plus additional direct damage to armor. All projectiles can become overheated at maximum heat level
- - Damage per shot reduced from 20 to 15 (DPS reduced from 800 to 600)
- - Flux per shot reduced from 16 to 15
- - Charge up time reduced from 0.5s to 0.4s
- - Charge down time reduced from 1s to 0.6s
- - Max spread increased from 10 to 15
- - Significantly reduced spread per shot, now it takes 5 seconds to get to the max spread
- - Visual improvements to effects and projectiles
- - Updated sound
- - Updated description

- Tugarin Stellar Catapult;
- - Minor visual improvements to explosion

- Laidlaw family:
- - Now explosions damage properly scales with weapon damage
- - Now explosions don't get triggered by hitting missiles and fighters
- - Minor visual improvements to explosions


Hullmods:
- A-Series "Shturm" Protocol:
- - Now doesn't crash when attempting to install Shield Shunt together with Shturm Protocol (hoozah)
- - Fixed description: now it properly says that flux dissipation increases only when shields are disabled
- - Now displays status when dissipation is increased

- B-Series "Fortress" Protocol:
- - Fixed minor text issues

- Laidlaw Tech:
- - Fixed minor text issues

- Inertia Redirection Systems:
- - Fixed status being displayed even if installed not on the player's ship
- - OP cost reduced from 5/10/15/25 to 4/8/12/20
[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: amimai on January 29, 2022, 06:05:50 PM
question : do any factions actually produce the VIC genetech?

in my nexrelin run everyone seems to have built revitalisation centres but not a single fab spawned
Spoiler
(https://cdn.imgchest.com/files/my2pcx3o37j.png)
[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Commodore Stephans on January 29, 2022, 09:11:00 PM
Feel like unzipping the newest version takes much longer than previous ones. Only difference I can find at a glance is that the latest one is a .rar while older versions are zip files?

edit: lol forgot that linux doesn't handle .rar without additional software my bad
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Astarat on January 30, 2022, 01:18:49 AM
question : do any factions actually produce the VIC genetech?

in my nexrelin run everyone seems to have built revitalisation centres but not a single fab spawned
Spoiler
(https://cdn.imgchest.com/files/my2pcx3o37j.png)
[close]
Are you running a randomized sector in Nex by any chance? Because in randomized sector there is no industry that would produce genetech commodity. It is generated only in the usual one.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Astarat on January 30, 2022, 01:34:27 AM
Feel like unzipping the newest version takes much longer than previous ones. Only difference I can find at a glance is that the latest one is a .rar while older versions are zip files?

edit: lol forgot that linux doesn't handle .rar without additional software my bad

Oops, sorry, my bad! Changed the archive from rar to zip.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: amimai on January 30, 2022, 05:56:43 AM
Are you running a randomized sector in Nex by any chance? Because in randomized sector there is no industry that would produce genetech commodity. It is generated only in the usual one.
is there some way to disable/enable the gene-tech industries during generation to make it compatible with random sector?

i like to play derelict mode in nexrelin, but this causes every colony to run a massive deficit for goods...
also lack of catgirl bombardment is sad...
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Astarat on January 31, 2022, 04:02:42 AM
Are you running a randomized sector in Nex by any chance? Because in randomized sector there is no industry that would produce genetech commodity. It is generated only in the usual one.
is there some way to disable/enable the gene-tech industries during generation to make it compatible with random sector?

i like to play derelict mode in nexrelin, but this causes every colony to run a massive deficit for goods...
also lack of catgirl bombardment is sad...

Full random sector support for Nex will be added in the next hotfix! Meanwhile, you can add the industry or commodity yourself via console commands.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Histidine on January 31, 2022, 04:03:44 AM
In the meantime you can add this near the bottom of data/config/exerelinFactionConfig/vic.json:

Code: json
    "industrySeeds":[
        {"id":"orbitalworks", "mult":0.1},
        {"id":"fuelprod", "mult":0.1},
        {"id":"vicbiolabs", "mult":0.1},
    ],

    "bonusSeeds":[
        {"id":"nanoforge_corrupted", "count":1},
        {"id":"vic_soil_nanites2", "count":1},
    ],
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: amimai on January 31, 2022, 06:31:06 AM
--------
Comrade! Seiz the means of catgirl production!
(https://cdn.imgchest.com/files/84jdcr2oj4k.png)

...A great disturbance in the Force, as if millions of voices suddenly cried out in terror and were suddenly bombed with catgirls
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: amimai on February 01, 2022, 07:40:19 PM
Lo it is I, Amimai!
Bringer of Bugs, Breaker of Things!

crash on joining ongoing battle:
Spoiler
3540634 [Thread-4] INFO  data.scripts.shipsystems.vic_OmniLunge  - -178.76596/-119.4476
3540696 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.vic_combatPlugin.advance(vic_combatPlugin.java:85)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Cruis.In on February 04, 2022, 10:49:57 PM
hey so I so someone using the sturm capital ship..looked cool. Tried it myself, man I love those weapons... this whole faction comes together neatly with the ships and weapons. really cool effects and specialties and stuff.

i was fighting some unshielded things which guard the domain era probes, and man those laidlaw canons lay down the law lol. splat them left and right. im talking about the default fitting you have for your ship the sturmcapital variant or whatever. 3x laidlaw heavies. so ive now switched off the 3rd laidlaw on the nose and put in a psotronik anti shield thing, that uses way less flux than the heavy laidlaw and really hurts shields bad. the 2 heavy and 3 medium laid law are enough. i even experimented with the thermal lance on the nose tip but in the end i like the large posintronik. it really beats back pesky destroyers who come to close and gives you room.

my new favorite ship im flying it.

the thing is a beast. or the hulk smash. I love its versatility. its got good point defense weapons by VIC. can certainly take care of pesky fighter groups.

https://www.youtube.com/watch?v=fY0noQ1R8cc
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: PipMan on February 13, 2022, 10:34:05 AM
I'm just here to sing my praises about this mod because it's simply incredible. The ships, weapons, abilities, appearance of the VIC system, new music, viral bombardments and revitalization centres, even the unique attitude messages, it's all fantastic.

I'd say the only thing this faction is missing is a couple of logistics ships, like haulers, tankers and mining ships, but other than that I have no complaints at all. This is firmly in my 'always on' list!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Foufoumoro on February 16, 2022, 03:10:36 AM
is it mandatory to start a new game if I install the mod ?
What would happen if I install it with an ongoing modded playthrough ?

Thanks !
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Astarat on February 17, 2022, 11:57:09 PM
is it mandatory to start a new game if I install the mod ?
What would happen if I install it with an ongoing modded playthrough ?

Thanks !

It's not mandatory but you will basically have no content from the mod without making a new game.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Requal on February 20, 2022, 05:20:52 PM
Is there a list of all weapons from this mod?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: MortalC12 on February 21, 2022, 06:58:34 AM
Transfiguration Solutions accessibility penalty dosnt go away if you uninstall umm -forgot the name -the item. Prty sure thats not intended ^^
Cool mod btw
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: TheSAguy on March 03, 2022, 11:43:25 AM
Great mod Thanks!

I do think that the "VIC-X14 Phase Frigate" ship is a little OP. I'm not a good player at all, but I let the AI just kill anything with it.
Two or more in a fleet is unstoppable!

Thanks for all your effort!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: SpaceDrake on March 14, 2022, 01:20:13 AM
Still getting the occasional null pointer crash even in the newest version. :(

Quote
7135811 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.vic_combatPlugin.advance(vic_combatPlugin.java:85)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)

It's infuriatingly inconsistent, as usually it'll run well, but sometimes it will just crash when trying to load even a small battle (as in this instance).
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: MrNage on March 14, 2022, 08:32:56 AM
In the codex description, the Samaels were supposed to have a built-in wing of Shabriri drones. They do not, so I edited their .ship file as a fix.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Kakroom on April 15, 2022, 01:17:48 AM
I was very skeptical to download this as Yet Another Postindustrial Megacorporation but I think the presentation here really elevates it. The music, the writing, the vibe... this is clearly somebody's baby and it shows.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Kitfox88 on April 18, 2022, 11:30:05 AM
Still getting the occasional null pointer crash even in the newest version. :(

Same thing here, went to assist a small VIC fleet with a Cabal fight and got blammed.

Quote
6401544 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.vic_combatPlugin.advance(vic_combatPlugin.java:85)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: SpaceDrake on April 18, 2022, 12:55:25 PM
The problem is that it's not consistent - I'm convinced it has something to do with the Cresil, but I just cannot for the life of me consistently reproduce this error. Which is, for PureTilt and my ostensible-game-professional self, a total nightmare.

I hope PureTilt or Astarat can figure it out eventually, but it seems like a nightmare to figure out. These are on Windows machines and I'm using JRE8, if it helps.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Mira Lendin on April 18, 2022, 05:14:37 PM
This is an easy to fix error, at line 85 the if() statment should be encapsulated with another if() statment that checks if the entry != null before doing anything else on it.
ironically most errors ever found in this mod are related to similar reason, but that's understandable, the code is quite complex.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: DerRichtigeArzt on April 21, 2022, 04:24:06 AM
Is there a way to change the laidlaw accelerators back to how they were before they were changed to frag damage? I preffered them that way and I'd like to change them for my playthrough. I will ofcourse not redistribute those files anywhere even on private forums.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: NoCeilings on April 21, 2022, 02:25:05 PM
When I saw that ship with 3 large energy for 27 deploy points, I was like "man, this is OP."

But then it got fluxed out and blew up in half a second.
Definitely a glass cannon, AND it's slow.

Still a part of my main fleet tho, I just assign a couple frigates to escort it 24/7.

Overall, excellent  and beautiful work!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Noobishnoob on April 22, 2022, 09:48:25 PM
Any way to make it so that we can build VIC Biolabs with having to resort to console commands?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Tigasboss on April 29, 2022, 07:58:08 PM
Will there ever be a Revitalization Center as a standalone mod?
Even though i really like playing with VIC, sometimes i wanna swap around the factions in my playthroughs but id really like to still be able the use the Revitalization Center cause that alone makes it the faction best mod in existence imo.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Iron Shrimp on May 10, 2022, 10:30:43 PM
This is an easy to fix error, at line 85 the if() statment should be encapsulated with another if() statment that checks if the entry != null before doing anything else on it.
ironically most errors ever found in this mod are related to similar reason, but that's understandable, the code is quite complex.

can you uhh give it in code form of some sort? Script kiddies here and I have no idea how to do what you just said ;-;
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Bravesoldierphil on May 13, 2022, 04:11:33 PM
Don't know if this is the right place to post this, but I've noticed an odd bug as of late. If I install a Transfiguration Solutions onto a planet, then uninstall it later, the stability deduction remains permanent. Any way to fix this? Also, apologies if this has already been posted!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: JohnVicres on May 17, 2022, 08:02:49 AM
There's an issue I've noticed consistently with the Revitalization's portrait changer: In plenty of dialogue, especially Galatia-campaign dialogue, there are gender-specific callouts for the player. Now, I have a sort of "template" savegame to carry over some personal/manual touches to the sector, and it seems the portrait I started that with is classified as female for the dialogue variants; but even if I change the portrait to a male's, the dialogue is still in feminine appositives (ma'am and madam).

It also seems that whatever defines the portrait's gender isn't tied to the player.faction file, since I changed some helmeted portraits around but their appointed gender remains as they were previously...
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Mira Lendin on July 02, 2022, 11:22:56 PM
You guys need to be aware that this happens every time you play with a random sector:
Very abusable

(https://i.imgur.com/Mpzprw3.jpg)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Vivaria on August 06, 2022, 06:53:05 PM
Hummm... is there a separate mod that givess you access to the Revitalizationn Centerss without the VIC? The ships and the factionn aren't so much for me, but I really like the Rev Centers.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Angryredhead on August 08, 2022, 12:17:32 PM
I'm not sure if anyone else has experience with this or not, but with Nexerelin active, VICs homesystem of Empyrean gets quickly steamrolled by multiple faction invasions almost immediately, with even the smallest of attacks conquering worlds without a fight.

Plegethon in particular seems to be a focus of enemy attention, and boasts virtually no defences against attack, making its capture all but inevitable and crippling the factions ability to field fleets.

I feel like the defences of these critical planets is sorely lacking, and it's an absolute pain to play as them, because without constant player intervention the faction is basically just free real estate to be carved up by everyone else in the sector.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Phenir on August 31, 2022, 10:46:38 PM
I'd like to suggest making PD arc emitter hullmod benefit from Phase Anchor's double reload speed. I'm playing with the Nybbas and notice phasing reloads my autopulse laser faster but doesn't reload pd arc emitter faster.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Pagan Pope on September 03, 2022, 12:19:52 PM
Im just wondering if this mod is still getting worked on, and we can get home/hype for update.
Or mod developer has finished this mod, or abondened it?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Ruddygreat on September 03, 2022, 03:09:23 PM
there's a big update currently in the works (and maybe finally reaching the finishing line soon?), it's adding 2 new ships & an entire line of missile weapons, along with a few reworks of existing weapons

Astarat's been posting teasers of some of the new missiles in the unnofficial discord, they're loooking p good
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Astarat on September 07, 2022, 08:12:03 AM
Worry not, the mod is still being developed, albeit a bit slowly since both me and PureTilt have other things to take care of as well, the update will arrive sooooon-ish. It's just getting a bit scope-creeped here and there, heh...
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: SurplusDOS on October 05, 2022, 07:03:39 AM
How does the portrait selection (from the VIC Revitalization Centres) work? It doesn't seem to be able to pull the portraits from some mods and even from those it does pull from, the entire list is unavailable.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: liyate on October 08, 2022, 01:32:36 AM
Loving this mod but after a few cycles, all the military markets under VIC no longer have anything in their military markets. I've also noticed that they no longer have any fleets around.

Using console commands to refresh markets or spawn in VIC fleets doesn't work. The VIC fleets spawn for a moment and instantly disappear. Anyone knows why this happens or how to resolve? I've seen a thread on reddit one or two people have also had the same issue but no resolution.

Edit: found out this is because vic lost a planet and they aren't configured to have any ships when importing. You can fix this yourself by editing the mod's shipsWhenImporting or just by waiting for their next update.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: SpaceDrake on October 08, 2022, 12:27:28 PM
This can also be problematic because Purgatory tends to get targeted a lot in Nex.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: PurpleCucumbah on October 18, 2022, 01:28:27 PM
Got attacked by an alliance of them and Heg, so we've been in a long brutal war, but I just took over everything except Archangel Station, not sure if it can even do anything at all, but having a planet cracker sitting untouchable in my space is not a comfy feeling.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Eikioma on October 19, 2022, 01:13:48 PM
Hi, don't know if it's desined that way but the VIC Buffalo is never sold, the only time i see it is when you start a new game with nexelim as VIC faction.

And for futur update I would love to see the civilian line up with VIC design, I love doing starting faction ship only and would love to do that with VIC.

Continue the good work, your mod rocks :)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Uther Phobos on November 21, 2022, 04:43:54 PM
The Revitalization Center has a meaningless bonus for Alpha cores. They increase production by 1 like for Vanilla industries, which naturally does nothing since the structure doesn't produce any commodities.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Reshy on November 28, 2022, 08:14:56 PM
A thought, but with the faction being based heavily on Genetech, would there be space for like a genetically engineered pollution removing bacteria farm sort of structure?  Plastic eating bacteria have been found in nature, and the faction is heavily based off of genetic engineering around problems.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: ApolloStarsector on November 29, 2022, 04:37:42 PM
Hell yeah! I saw this mod a while back and I think I remember being sad that it wasn't updated for 0.95.1a. Can't wait to play it again. Also I love the metal music in the trailer video. Some badly needed testosterone in this community...

Edit: I’m having so much fun with this mod. The ships are so badass. I get a dark, but cool, ruthless vibe from them. Kind of like the Necromongers from Riddick. Great balance, effects, trade offs. Fun to watch them fight. Not gimmicky, gaudy, or… grabby.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: ApolloStarsector on December 01, 2022, 10:52:45 PM
Just to add to the above. I’m really loving this mod. I might make normal maps for myself, as I have a plug-in for Paint.net that does it automatically. I know not to post anything like that without permission etc. Just giving my thoughts. Dark Revenant made some godly normal maps for his Interstellar Imperium mod, but it has made me dream of normal maps on every faction mod, because it makes such a big difference. In any case, keep up the great work, you absolute chad modder!

Edit: I just noticed that you actually made a normal map for the Apollyon - it looks awesome!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Adrian_M on December 05, 2022, 07:20:48 AM
Loving this mod but after a few cycles, all the military markets under VIC no longer have anything in their military markets. I've also noticed that they no longer have any fleets around.

Using console commands to refresh markets or spawn in VIC fleets doesn't work. The VIC fleets spawn for a moment and instantly disappear. Anyone knows why this happens or how to resolve? I've seen a thread on reddit one or two people have also had the same issue but no resolution.

Edit: found out this is because vic lost a planet and they aren't configured to have any ships when importing. You can fix this yourself by editing the mod's shipsWhenImporting or just by waiting for their next update.

Hey there. I have the exact same problem (no ships in military market, no ships in system). But I do not understand your solution. What exactly did you do? Can you be more explicit?
Thanks :)

Edit: found out a workaround for this, partially. Long live console commands (mod) :D. Use the command "removesubmarket generic_military" while docked at the planet with the problem (missing ships from military market). Refresh (leave planet, dock again), and then use command "addsubmarket generic_military". Refresh and now the vic military market will be back on said planet and full of ships :)
No idea about the fleets problem, tho.

Cheers :)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Da5id on December 05, 2022, 12:43:14 PM
The Synchroniton Core on Magaera doesn't function, presumably because there is an atmosphere.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Adrian_M on December 06, 2022, 01:49:48 AM
The Synchroniton Core on Magaera doesn't function, presumably because there is an atmosphere.

I actually found a solution for this,  using console commands(mod). Use "list traits" command, look for the one that's on the planet (the one that gives it atmosphere), remove it using removetrait "planet name" "traitname". Then add the "no_atmosphere" one using addtrait "planet name" no_atmosphere.
Hope this helps :)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: ApolloStarsector on December 06, 2022, 08:20:22 AM
Despite the overall fantastic look of this mod, there are two groups of graphical effects that are particularly ugly:

1) Verlioka. The use of two very bright, visual marker beams along with that fuzzy "field" graphic is horrible! I hate it! I've desperately edited files, searching for a way to hide it completely, but I was unsuccessful regarding the two side beams.

2) FluxRapture. No matter how transparent I make these ugly field markers, they are still distracting and ugly. I have decided to make them totally transparent.

Basically, I don't like it when there is an obvious graphical indicator on the screen. I want to see the actual ships, actual weapons, and actual explosions, and almost nothing else. I know how to render the above graphics 100% transparent, but this doesn't solve the issue of the Verlioka side beams (pizza/pie slice pattern), which are drawn by graphicslib as far as I can tell.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Reshy on December 07, 2022, 09:28:01 PM
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get. 
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Ruddygreat on December 09, 2022, 03:59:56 AM
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get.

As in, the genelab that produces their special commodity?
you don't, that's exclusive to one of their planets.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Reshy on December 09, 2022, 11:28:54 PM
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get.

As in, the genelab that produces their special commodity?
you don't, that's exclusive to one of their planets.

Oh, huh, thought it'd be a special infrastructure like in Aurora Federation.  What about the bombing maneuver?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Ruddygreat on December 10, 2022, 05:09:48 AM
you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Reshy on December 12, 2022, 01:06:42 AM
you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do


Aaaah.... okay that explains why I've been struggling to figure it out.


Played around with it, it's definitely interesting.  Though the permanent modifier is a big limiter of it's employment since it doesn't burn itself out like regular viral plagues.  Maybe something that could be fixed with an atmospheric processor with cross compat with terraforming?  Not sure.  The AI did immediately create a Biohazard Prevention Agency immediately.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
Post by: Tito on December 30, 2022, 11:41:48 AM
Is it intended that any faction (in this case Legio, hostile to VIC) can build the facility necessary to mitigate the effects of viral bombardment?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
Post by: Astarat on December 31, 2022, 10:20:07 AM
Volkov Industrial Conglomerate 1.5.0  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-0-0-95-76600534)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.5.0/VIC.zip)

NOT SAVE COMPATIBLE


(https://i.ibb.co/zGdkRNz/Screenshot-5.png) (https://www.patreon.com/posts/vic-1-5-0-0-95-76600534)


The changelog:

...

1.5.0 Changelog

New Ships:
- VIC-A100 Stolas and its bounty version
- VIC-M12MRS Focalor
- VIC-M12LRS Focalor


Missions:
- A new mission! With a reward for Nexerelin enjoyers


Weapons:
- Missiles! Lots of them!
- New medium ballistic - Gagana AMR-Cannon
- Old Gagana now named Qutrub and moved from ballistic to composite
- Rubezahl Thermal Lance:
- - Range incresed from 800 to 900
- Besomar Scattercannon:
- - Added trails
- - Spread changed to be more consistently random
- Psotnik Interference Machinegun:
- - Flux cost reduced from 30 to 27.5
- Upyr Autocannon:
- - FLux cost reduced from 17 to 16
- Laidlaw family
- - Projectile damage (and thus on-hit explosion damage) reduced by 20%
- - Rate of fire increased by 25%
- - Flux costs adjusted accordingly
- - Heavy Laidlaw Accelerator OP cost reduced from 30 to 26


Ships/Fighters:
- Vernier engines, omni-lunge afterimage and special engine glow now change colour with engines

#fighters
- All fighters received Overload Protection hullmod
- - Instead of overloading, fighters get their shields disabled until flux drops to 0
- VIC-F11 Shabriri:
- - Added flare laucher system which launches a single flare with large cooldown
- - Flux dissipation reduced from 50 to 32
- VIC-F25 Asmoday
- - Shields reduced from 1000 to 800
- - Flux dissipation reduced from 300 to 160
- VIC-F04 Sonneilon
- - Flux dissipation reduced from 200 to 75
- VIC-F33 Uvall
- - Armor reduced from 100 to 50
- - Shields reduced from 500 to 350
- - Flux dissipation reduced from 100 to 70
- - Proxy Mine Launcher:
- - - Reload time increased from 3s to 4s

- Skeleton crew and maximum crew of most ships were rebalanced. Now they have 40-60% less excess crew space
- Reduced cargo capacity of most ships
- Increased fuel capacity of most ships

- VIC-B19 Kobal:
- - Hull increased from 2250 to 2500
- - Flux capacity increased from 2400 to 3000

- VIC-C96 Jezebeth:
- - Hull increased from 3000 to 3500
- - Armor increased from 350 to 400
- - Flux capacity increased from 4500 to 5500

- VIC-B49 Samael:
- - Hull increased from 4500 to 5000
- - Armor increased from 550 to 600
- - Flux capacity increased from 7400 to 7500

- VIC-A33 Moloch:
- - Hull increased from 4000 to 4500
- - Flux capacity increased from 6000 to 6500

- VIC-C67 Cresil:
- - DP reduced from 25 to 20

- VIC-B62 Thamuz:
- - Speed increased from 25 to 30
- - Acceleration/deccelration and turn rate increased by ~30%

- VIC-A58 Valafar:
- - Hull increased from 6000 to 8000

- VIC-U61 Oriax:
- - Hull increased from 9000 to 10000

- VIC-A71 Apollyon:
- - Hull increased from 12000 to 15000
- - Armor increased from 1200 to 1300
- - Flux capacity increased from 20000 to 22000
- - Shield arc increased form 90 to 100
- - Abyssus Array (Apollyon's built-in missile):
- - - Flux cost reduced from 150 to 0
- - - Damage increased from 200 to 250
- - - EMP increased from 50 to 75
- - - Reload time reduced from 30s to 24s
- - - Projectile HP increased from 100 to 150


Ship systems:
- Shield Entrenchment:
- - Now uses a secondary "health pool" for the reinforced shield above 50% flux, further increasing its protective capabilities
- Flux Rupture:
- - Now passively absorbs flux from the ship and nearby vessels and discharges it against the target or random enemies on activation


Hullmods:
- Aerodynamic Design:
- - Increased ground support bonus from 10/20/30/50 to 30/60/90/150
- Laidlaw Tech:
- - Now increases the ballistic RoF by 15%
- A-Series "Shturm" Protocol:
- - Fixed setting shield upkeep to 0 if any percent shield reduction is applied
- Military-grade Genetic Modifications (Commissioned Crews hullmod):
- - Renamed to Ambitious Bravado
- - Now provides damage bonus against bigger targets (or damage reduction for capitals) at the cost of receiving more damage from smaller ones


Campaign:
- Combat chatter integration
- Reduced Virus bombardment cost scaling from planet size by 20%
- Reduced Virus bombardment genetech cost by 50%
- Fixed: Removing Transfiguration Solutions wasn't removing accessibility penalty
- New Revitalization Centre's portrait changer interface and icon
- New Empyrean background music courtesy of Mesotronik
- New market illustrations
- New ship variants spawning in fleets (thanks Avanitia)
- For Nexerelin - replaced "Stalwart" faction trait with "Devious" and added "Predatory" (have fun!)
- Some small visual changes to the asteroid belt in Empyrean


Misc changes:
- Crash fixes, typo fixes, yada yada
[close]





(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.
(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/astarat?fan_landing=true)

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!
(https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt)

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
Post by: Dadada on December 31, 2022, 10:59:35 AM
Awesome, thank you for the update!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
Post by: shoi on December 31, 2022, 01:18:07 PM
the new botes look delicious
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
Post by: Astarat on December 31, 2022, 02:21:50 PM
Volkov Industrial Conglomerate 1.5.1 Hotfix  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-1-hotfix-76610116)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.5.1/VIC.zip)

(https://i.ibb.co/zGdkRNz/Screenshot-5.png) (https://www.patreon.com/posts/vic-1-5-1-hotfix-76610116)



The changelog:

...

1.5.1 Hotfix Changelog


-    Fixed the crash when choosing Oriax for refit in campaign
-    Fixed mod version for mod managers
-    Fixed several typos and missing descriptions
-    Fixed special Nexerelin start giving a Nebula instead of a supership
-    Tweaked Stolas's system description to be more clear about its functionality
-    Fixed case sensitivity for Linux users (hopefully)


[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
Post by: RuneQuester on January 01, 2023, 01:01:12 AM
I must say, the new mission is hard as balls. Finally managed to do it, the ship included is SLICK as ***.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
Post by: Astarat on January 01, 2023, 03:10:53 AM
Volkov Industrial Conglomerate 1.5.2 Hotfix  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-2-hotfix-766295446)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.5.2/VIC.zip)

(https://i.ibb.co/zGdkRNz/Screenshot-5.png) (https://www.patreon.com/posts/vic-1-5-2-hotfix-76629544)



The changelog:

...

1.5.2 Hotfix Changelog



-    Fixed Falak crash on hitting missiles
-    Fixed some extra Oriax crashes and debug interface popping up



[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
Post by: Astarat on January 01, 2023, 03:11:24 AM
Awesome, thank you for the update!

the new botes look delicious

I must say, the new mission is hard as balls. Finally managed to do it, the ship included is SLICK as ***.

Glad you're enjoying it! Have fun!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Astarat on January 01, 2023, 05:04:53 AM
Volkov Industrial Conglomerate 1.5.3 Hotfix  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-3-hotfix-76632149)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.5.3/VIC.zip)


The changelog:

...

1.5.3 Hotfix Changelog



-    Fixed the crash related to Commissioned Crews



[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Oni on January 01, 2023, 12:27:22 PM
Mod info in the zip says it's version 1.5.1

Is that a typo?  ???
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Astarat on January 01, 2023, 03:58:22 PM
Mod info in the zip says it's version 1.5.1

Is that a typo?  ???

Uhhhh yeah, I keep forgetting to change the version numbers in the files, oops.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Hatter on January 01, 2023, 09:28:06 PM
Scuttling vic_stolas_bounty drops the built-ins, but tabbing back to fleet removes them from inventory. It does not remove them from shops if they get sold before removal.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Astarat on January 02, 2023, 01:40:57 AM
Scuttling vic_stolas_bounty drops the built-ins, but tabbing back to fleet removes them from inventory. It does not remove them from shops if they get sold before removal.
Oh, thanks! Will fix.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Haplogynae on January 02, 2023, 06:32:28 AM
Just letting you know your weapon - the Falak Flux Collapse Torpedo - I am pretty sure caused a crash as it couldn't handle it as a missile properly. I was fighting Remnant and as I fired it, my game immediately went down.

Code
9124210 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
at data.scripts.weapons.vic_falakScript$vic_falakListner.modifyDamageDealt(vic_falakScript.java:53)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:37)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:29)
at com.fs.starfarer.combat.entities.Missile.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)

Not sure if it was my fault or not, but yeah!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Ruddygreat on January 02, 2023, 06:35:48 AM
Just letting you know your weapon - the Falak Flux Collapse Torpedo - I am pretty sure caused a crash as it couldn't handle it as a missile properly. I was fighting Remnant and as I fired it, my game immediately went down.

redownload the mod, this was hotfixeda few hours after the initial release
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: DragonessofSin on January 02, 2023, 02:13:40 PM
Got this error in the begining of battle.
Code
10819843 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.ai.vic_shockDischargerAI.advance(vic_shockDischargerAI.java:44)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
I was using a fleet of VIC ships to attack a Hiver fleet.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
Post by: Astarat on January 03, 2023, 02:21:54 AM
Got this error in the begining of battle.
I was using a fleet of VIC ships to attack a Hiver fleet.

That one'll be fixed in the next hotfix, stay tuned.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Astarat on January 03, 2023, 11:19:15 AM
Volkov Industrial Conglomerate 1.5.4 Hotfix  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-4-hotfix-76742999)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1%2C5.4/VIC.zip)


The changelog:

...

1.5.4 Hotfix Changelog

-    Now Stolas pilots are appropriately high-levelled aces
     
-    Fixed even more Oriax crashes
     
-    Removed even more debug UI from Oriax
     
-    Some small fixes to ship files to remove possible blurriness


Possible issues:

-    Devotee's weapons remain in player cargo if the ship was scuttled
     
-    Possible enigmatic crash related to fighter AI, being investigated



[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: DragonessofSin on January 05, 2023, 08:06:56 AM
Bug is gone.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: 404 on January 05, 2023, 05:16:01 PM
Attempted to autofit a VIC-B62 Thamuz (D) and it crashes immediately on clicking autofit. Crash is reproducible both docked and undocked with the same error. Other VIC ships and ships not from the mod do not crash.

"version":"1.5.4",

Spoiler
Code
5139800 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.coreui.refit.auto.A.sizeChanged(Unknown Source)
    at com.fs.starfarer.ui.for.setSize(Unknown Source)
    at com.fs.starfarer.ui.Q.setSize(Unknown Source)
    at com.fs.starfarer.coreui.refit.auto.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??0000(Unknown Source)
    at com.fs.starfarer.coreui.refit.auto.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.createUI(Unknown Source)
    at com.fs.starfarer.coreui.refit.auto.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
    at com.fs.starfarer.coreui.refit.oOOo.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
    at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
    at com.fs.starfarer.ui.V.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.lang.Thread.run(Unknown Source)
[close]

Modlist
Spoiler
Code
{"enabledMods": [
  "yunrutechmining",
  "raccoonarms",
  "battletechportraitpack",
  "timid_admins",
  "HMI_brighton",
  "capturecrew",
  "CFT",
  "CAS",
  "chatter",
  "diyplanets",
  "hm_flagpack",
  "Diktat Enhancement",
  "fluffships",
  "forge_production",
  "HMI_SV",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "timid_xiv",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "rotcesrats",
  "SEEKER",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "tahlan",
  "TORCHSHIPS",
  "TrulyAutomatedShips",
  "underworld",
  "US",
  "vic",
  "shaderLib"
]}
[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Shadow39344 on January 06, 2023, 11:15:46 AM
Minor bug - no crash

was fixing some custom magic bounties when i came across this in the dev log:
Spoiler
63444 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Corrected faction id 'Hegemony' to 'hegemony' in bounty vic_directors_cut.
63444 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Stock_actual.variant]
63445 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Stock_actual.variant
63445 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_flagship_variant 'kite_Stock_actual' from bounty vic_directors_cut. Bounty is INVALID!
[close]

which means the bounty can't show up
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Snake on January 09, 2023, 06:52:48 PM
Bounty is INVALID!

Checked my logs and also saw this.

Another bug: fought a bounty that had a Cresil carrier with Sonneilon and Uvall fighters. The game crashes around 10 seconds after I destroy the carrier when they retreat. Here are the logs:

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.ÔO0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.B.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Astarat on January 11, 2023, 10:11:31 PM
Big thanks for the reports to all, we'll investigate.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: BreenBB on January 12, 2023, 12:38:39 AM
Another bug: fought a bounty that had a Cresil carrier with Sonneilon and Uvall fighters. The game crashes around 10 seconds after I destroy the carrier when they retreat. Here are the logs:

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.ÔO0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.B.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Thread.java:748)
[close]

I got crash too recently with same log, one enemy fleet always causes game to crash when enemy retreats, one pirate fleet which had several VIC ships, (I use Arthr Pirates but Epic mod, this mod adds BPs of all factions for pirates). Sadly I don't know how to log contents of specific NPC fleet to be sure. VIC version is "1.5.4"
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: 404 on January 12, 2023, 02:57:57 PM
Identical crash upon attempting to add VIC-X14 Nybas, VIC-C96 Jezebeth, VIC-A33 Moloch, and VIC-B49 Samael to fleet doctrine. VIC-S85 Pruflas, VIC-A01 Xaphan, VIC-B19 Kobol do not crash but I don't have the blueprints to test any other ships yet.

There is no crash when queuing any of the above ships for custom production but I have not seen the production of any VIC ships through yet.

Spoiler
3953445 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:444)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.lang.Thread.run(Unknown Source)
[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: 404 on January 14, 2023, 01:03:42 PM
I think my faction attempted to spawn a fleet with one of the bad frigates. I did see a Pruflas running around in a patrol safely though.

Spoiler
3591734 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:444)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.class.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Astarat on January 16, 2023, 12:53:42 PM
Volkov Industrial Conglomerate 1.5.5 Hotfix  - 0.95.1a (https://www.patreon.com/posts/vic-1-5-5-hotfix-77330258)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.5.5/VIC.zip)


The changelog:

...

1.5.5 Hotfix Changelog

     
-    Fixed the elusive "fighter" crash when fighting VIC fleets
     
-    Fixed fighter engine trails staying around for a long time
     
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
     
-    Fixed the target ship variant for one of the bounties (the smaller one)

[close]

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Astarat on January 16, 2023, 01:07:01 PM
Identical crash upon attempting to add VIC-X14 Nybas, VIC-C96 Jezebeth, VIC-A33 Moloch, and VIC-B49 Samael to fleet doctrine. VIC-S85 Pruflas, VIC-A01 Xaphan, VIC-B19 Kobol do not crash but I don't have the blueprints to test any other ships yet.

There is no crash when queuing any of the above ships for custom production but I have not seen the production of any VIC ships through yet.

I think my faction attempted to spawn a fleet with one of the bad frigates. I did see a Pruflas running around in a patrol safely though.


Sorry, but we couldn't replicate said bugs. Perhaps, it is the fault of some other mod. Could you please try running just the VIC and the libraries required for it and see whether it crashes in that case?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: FluffyTowels on January 16, 2023, 07:24:24 PM
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
A moment of silence for the best bug I've seen  :(
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: 404 on January 17, 2023, 06:03:21 AM

Sorry, but we couldn't replicate said bugs. Perhaps, it is the fault of some other mod. Could you please try running just the VIC and the libraries required for it and see whether it crashes in that case?

Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: Astarat on January 17, 2023, 07:36:54 AM


Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.

You can do it with Nexerelin and choosing "Own faction" as the start option
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: 404 on January 18, 2023, 09:57:09 AM
Did some testing. Even with all mods enabled, using a fresh start I can add those ships to fleet doctrine safely so it must be something with the save. Which still crashes when selecting the no no ships in fleet doctrine. Perhaps either something corrupted over time on my end in the save or there is some arcane nonsense that slowly develops. Would sending you the save help? You lack the particular mix of mods and their various versions that I do so perhaps any tests you can give me to perform on my end would be better.

Got some more VIC ships in the save. VIC-C67 Cresil, VIC-M12LRS Focalor, and VIC-M12MRS Focalor are all safe to add to doctrine. The fact I had that one auto-fit crash as well makes me think it might be weapon related. Perhaps it's struggling with autofitting non VIC guns or displaying the ship in the preview with non VIC guns? Though this doesn't really make sense since all the other ships can safely do it. Something about small mount weapons maybe. The crashlog is so damn vague that debugging is awful.




Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Astarat on January 18, 2023, 11:13:54 AM
Did some testing. Even with all mods enabled, using a fresh start I can add those ships to fleet doctrine safely so it must be something with the save. Which still crashes when selecting the no no ships in fleet doctrine. Perhaps either something corrupted over time on my end in the save or there is some arcane nonsense that slowly develops. Would sending you the save help? You lack the particular mix of mods and their various versions that I do so perhaps any tests you can give me to perform on my end would be better.

Got some more VIC ships in the save. VIC-C67 Cresil, VIC-M12LRS Focalor, and VIC-M12MRS Focalor are all safe to add to doctrine. The fact I had that one auto-fit crash as well makes me think it might be weapon related. Perhaps it's struggling with autofitting non VIC guns or displaying the ship in the preview with non VIC guns? Though this doesn't really make sense since all the other ships can safely do it. Something about small mount weapons maybe. The crashlog is so damn vague that debugging is awful.
One way to do it on my end would be for you to send the entire game folder with the save and the mods to me, though since you're the only one who reported this bug and now that the new saves seem to be fine, I think the problem is indeed with that particular save file for some reasons unknown.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
Post by: SafariJohn on January 18, 2023, 01:23:08 PM
Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.

ConsoleCommands mod has an AddShip command. Dev mode also has a variant editor mode on the main menu.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Nano1.5575E+9 on January 27, 2023, 03:46:50 AM
hi I'm trying your mod but I'm getting a fatal error on game start (https://cdn.discordapp.com/attachments/515557182486478867/1068495400266371135/image.png) im not sure what happening any help would be great. i have all the required lib's and have tried from a fresh install
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: cv captain on January 27, 2023, 11:00:04 PM
after reading the resource requirements for the bio research complex, I believe it would be more fitting and grimly amusing if it needed more crew than it produced marines.  Say at colony size 5 it needs 6 or 7, and produces 5 marines.

ya know, on top of the other items it "produces".
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Tigasboss on February 07, 2023, 03:12:35 PM
show me your stolas builds, best i could come up with was autopulses and a rift beam.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Bulletkin on February 07, 2023, 03:57:17 PM
show me your stolas builds, best i could come up with was autopulses and a rift beam.
Edge type 3s from UAF. Flux generator, Flux overdrive, split chamber, hullfoam, maybe integrated armor from MHM. Slapped on an energy damage hullmod from Epta and the VIC's own loader overdrive. Also shield shunt and various hull/armor hullmods. The result was an absolute atrocity.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: Edix on February 27, 2023, 09:01:09 AM
I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
Post by: ThatsMyFootThanks on February 27, 2023, 10:42:59 AM
I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]

Yeah me too, apparently the game tells me it needs an update? I don't know how this works, I'm so new btw xd
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on February 27, 2023, 01:38:00 PM
Volkov Industrial Conglomerate 1.5.6  - 0.95.1a (https://boosty.to/astarat_starsector/posts/4d6f917d-48fa-46bb-b117-c77e413f7ff3)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.6/VIC.1.5.6.zip)

SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER


A bit of important news!
Since the chances of Patreon and PayPal coming back to work with customers in Russia has probably plumetted to 0 (to be fair, should have become obvious a long time ago, but oh well, I'm not very smart), I've made the decision to create an account on Boosty (https://boosty.to/astarat_starsector (https://boosty.to/astarat_starsector)), from which it's possible to retrieve funds while being in Russia and mainly move the download links from Patreon there. There is still no paywall, so don't worry about any of that.


The changelog:

...

1.5.6 Changelog

Campaign:
- New market and fleet music for VIC by the wonderful Haplogynae!


Weapons:
- Apocrypha Suicide Drone Swarm
- - Reload time increased from 20 to 25
- - Refire delay increased from 10 to 12.5
- - FLux to fire increased from 3900 to 4000

- Hungruf Armor Scorcher (all versions)
- - Refire Delay increased from 7.5 to 10 seconds
- - Increased split distance from 600 to 900
- - Reduced second stage speed from 350 to 300

- Hungruf Rack Armor Scorcher
- - Reload increased from 20 to 25 seconds
- - OP increased from 5 to 6

- Hungruf Armor Scorcher
- - Reload increased from 16 to 20 seconds
- - OP increased from 12 to 13

- Hatif Distraction Missile (all versions)
- - Flare duration increased from 5 to 7 seconds
- - Flare HP increased from 500 to 750
- - Flare amount per missile increased from 5 to 6
- - Reload decreased from 20 to 16 seconds

- Hatif Rack Distraction Missile
- - OP decreased from 3 to 2
- - Refire delay decreased from 4 to 3 seconds

- Hatif Distraction Missile
- - OP decreased from 8 to 6
- - Refire delay decreased from 5 to 4 seconds

- Falak Flux Collapse Torpedo
- - launch speed increased from 100 to 200
- - HP increased from 500 to 750
- - Max EMP damage increased 300 to 600

- Azhdaya Smart Autocannon (Focalor's built-in)
- - Range increased from 700 to 800

- Gatebreaker Shrapnel Cannon (Devotee's built-in)
- - Base damage increased from 100 to 150 HE
- - Added a 33% chance for each projectile to instead deal either 75 or 250 HE damage


Ships:
- Devotee
- - Increased armor from 1000 to 1250

- Focalor (both versions)
- - Fixed the system description to be more accurate


Hullmods:
- "Hellfire" Weapon Systems (Stolas's built-in)
- - Changed the name (Tilt, why, I'm going to moyai at you for that)
- - The base bonus is now +50% damage and flux cost for both Energy and Ballistic weapons, and +50% max ammo and ammo recharge rate for Missiles
- - Now provides stacking bonuses on destroying enemies affected by Stolas's system, with the amount of stacks depending on the size of the target
- - - Maximum 5 stacks, maximum duration 30 seconds. Each stack provides +10% damage and flux cost for Energy and Ballistic Weapons, +5% maximum speed and +5% damage taken by shields


Other stuff:
- Fixed a rare crash on Stolas spawn
- Fixed Apollyon's Quantum Lunge lacking some visual effects
- Fixed some missing tech types in weapons
- Some small description fixes
- Maybe some other fixes made by Tilt


[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6
Post by: Astarat on February 27, 2023, 01:53:23 PM
I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]

I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]

Yeah me too, apparently the game tells me it needs an update? I don't know how this works, I'm so new btw xd

Don't worry! It's just a small problem with the version file due to some GitHub re-organising on our side. Please download the latest version of the mod and it should be alright!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6
Post by: Astarat on February 28, 2023, 06:12:21 AM
Volkov Industrial Conglomerate 1.5.6a  - 0.95.1a (https://boosty.to/astarat_starsector/posts/fc5ca1ec-5765-4c22-9944-6b2512c5b1aa)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.6a/VIC.1.5.6a.zip)

SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER

The changelog:

...

1.5.6a Changelog

Weapons:
- Hungruf Armor Scorcher (all versions)
- - Fixed the bomb disappearing during the flight
- - Splitting distance reduced from 900 to 750
- - Bomb flight time increased from 4 to 5 seconds
- - Bomb will now explode at the end of flight time


[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Xeroxed_Joy on March 01, 2023, 07:15:18 PM
Hey, love VIC, one of my favorite factions.
The word 'Yield' in the description of the Hungruf is spelt 'Yeild'
badass weapon otherwise, thanks for the cool mod
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on March 02, 2023, 11:33:14 AM
Hey, love VIC, one of my favorite factions.
The word 'Yield' in the description of the Hungruf is spelt 'Yeild'
badass weapon otherwise, thanks for the cool mod
Ah, dang, thought I've fixed that, hah! Glad you're enjoying the mod!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Mereyl on March 18, 2023, 06:55:54 PM
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on March 19, 2023, 03:07:18 AM
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Mereyl on March 19, 2023, 01:26:39 PM
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.

As a matter of fact, I do and quite a few too. Is there anything that can be done to stop this conflict short of disabling those mods? If a few lines need to be erased here or there, I reckon I could handle that.

Edited: Okay, I found the culprit. The mod is Rebel Commissions - Commissioned Crew for players by Yunru. Its TechpriestCommission.csv features the following code.

Code
faction_id,hullmod_id
player,vic_geneticmodifications
player,vic_brandengineupgrades

I assume just purging the now nonexistent hullmod should clean this up.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Winterless on March 19, 2023, 05:58:20 PM
Just wanted to reply that I'm loving this mod, and I really love how there's hull numbers displayed on the Oriax's wings. Very nice touch!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on March 20, 2023, 01:53:16 AM
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.


As a matter of fact, I do and quite a few too. Is there anything that can be done to stop this conflict short of disabling those mods? If a few lines need to be erased here or there, I reckon I could handle that.

Edited: Okay, I found the culprit. The mod is Rebel Commissions - Commissioned Crew for players by Yunru. Its TechpriestCommission.csv features the following code.

Code
faction_id,hullmod_id
player,vic_geneticmodifications
player,vic_brandengineupgrades

I assume just purging the now nonexistent hullmod should clean this up.
Yup, that should do it. Replace it with vic_ambitiousBravado instead and it should be good to go, I think.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on March 20, 2023, 01:53:43 AM
Just wanted to reply that I'm loving this mod, and I really love how there's hull numbers displayed on the Oriax's wings. Very nice touch!
Glad you're enjoying it! Stay tuned for more stuff coming reeeelatively soon-ish!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Bedlam on March 22, 2023, 11:59:36 AM
First , thanks for a great mod  8) .

Im having an issue where the game CTD when i pursue a Vic fleet ie "round 2".
As soon as ive selected the ships that i wanna use and start ,it crashes.

Do you have any tips?

764250 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.vic_deathProtocol.advanceInCombat(vic_deathProtocol.java:107)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
764376 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
764376 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Astarat on March 24, 2023, 02:33:22 AM
First , thanks for a great mod  8) .

Im having an issue where the game CTD when i pursue a Vic fleet ie "round 2".
As soon as ive selected the ships that i wanna use and start ,it crashes.

Do you have any tips?

764250 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.vic_deathProtocol.advanceInCombat(vic_deathProtocol.java:107)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.lang.Thread.run(Unknown Source)
764376 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
764376 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]

Hm, thanks, will investigate!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
Post by: Bedlam on March 24, 2023, 07:35:22 AM
It might be a hullmod on a tempest (the one that increases dmg by 30 but limit range by 10%).
I think thats why it always happens in the pursuiit since i send in my smaller ships then.
Havent happened after i  stopped using that ship.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
Post by: Astarat on March 25, 2023, 05:13:54 PM
Volkov Industrial Conglomerate 1.5.7 Hotfix  - 0.95.1a (https://boosty.to/astarat_starsector/posts/00f07074-f3c5-42fe-833d-1462dbc48304)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.7/VIC.1.5.7.zip)

SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER

The changelog:

...

1.5.7 Hotfix Changelog

- Fixed Stolas and Fervor Protocol hullmod crashes
- Fixed Fervor Protocol cutting down weapons' range
- Fixed Oriax's glow persisting after the ship's death
- Fixed B-series Fortress Protocol hullmod working inadequately
- Fixed some description typos


[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
Post by: Bedlam on March 26, 2023, 07:54:17 AM
Damn that was quick.
Time for more Dakka dakka.
Cheers!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
Post by: Winterless on March 26, 2023, 09:56:06 AM
Thanks for the updates!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8
Post by: Astarat on April 06, 2023, 03:39:59 PM
Volkov Industrial Conglomerate 1.5.8 SubAb Integration  - 0.95.1a (https://boosty.to/astarat_starsector/posts/21994698-ffb3-4a29-90e9-c8f80dc1e1f6?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.8/VIC.1.5.8.zip)

SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER (but requires a new save for SubAb features)

The changelog:

...

1.5.8 SubAb Integration Changelog

- Integration with Substance Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378.0) by SirHartley is a go! Have a sip of VIC-exclusive Ambrosia Nectar and decimate both your opposition and your internal organs!

[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on April 07, 2023, 09:13:53 AM
Volkov Industrial Conglomerate 1.5.8a SubAb Integration Hotfix  - 0.95.1a (https://boosty.to/astarat_starsector/posts/d3f7cb51-43fe-4767-8984-dd6207603188?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.8a/VIC.1.5.8a.zip)

SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER (but requires a new save for SubAb features)

The changelog:

...

1.5.8a SubAb Integration Hotfix Changelog

- Fixed the crash related to SubAb if you had no SubAb installed and clicked/moused over some industries. The mod got alcohol addiction :(

[close]
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Winterless on April 07, 2023, 09:59:41 AM
Volkov Industrial Conglomerate 1.5.8a SubAb Integration Hotfix  - 0.95.1a (https://boosty.to/astarat_starsector/posts/d3f7cb51-43fe-4767-8984-dd6207603188?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.5.8a/VIC.1.5.8a.zip)



SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER (but requires a new save for SubAb features)



The changelog:

...

1.5.8a SubAb Integration Hotfix Changelog

- Fixed the crash related to SubAb if you had no SubAb installed and clicked/moused over some industries. The mod got alcohol addiction :(

[close]




pfwawawa--but thank you for the quick fixes!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: HuoShengdi on April 07, 2023, 10:56:44 PM
Loving all the new and revamped weapons. Both of the Focalors variants are very good and the Apocrypha is really fun to shoot. I can see all these things being a terror in a future tournament, especially the missile Focalors with the ability to slot a whopping 5 medium missiles and 6 small missiles. Sure, it won't have much else, other than its builtin nose chaingun, but that's a lot of missile power.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: TalRaziid on May 09, 2023, 07:10:57 AM
Hey boss, no rush but do you have any ETA on when this might get updated?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: A_Random_Dude on May 09, 2023, 07:19:13 AM
Wisp released an experimental version of Magiclib on the discord, essentially intended to let most mods function with it, whether they're updated or not. You can download that version of the lib if you want, and see if things still break.

In the mean time: I doubt there will be any date given for an update. Doing that builds expectation for the players and pressure for the author(s), increasing the possibility for a rushed, buggier than expected mod to be released. So you'll have to wait.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: TalRaziid on May 09, 2023, 07:33:14 AM
Isn't magiclib already updated on the Index? its marked as .96a at least.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: A_Random_Dude on May 09, 2023, 07:37:44 AM
Yes. But like I said: that one breaks mods that aren't updated for 0.96. The one on discord should, in theory, "unbreak" them.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: TalRaziid on May 09, 2023, 10:55:49 AM
For anyone using this on .96 before its updated, one of the hullmod BPs seems to cause teh game to crash, with the attached error
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on May 09, 2023, 01:11:16 PM
Sorry, no concrete ETA for the compatibility update. Hopefully in a week or so, I think.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on May 10, 2023, 01:27:29 AM
Scratch that previous one. Me and Tilt decided to keep the compatibility until the new content drop update which will be in, uhhh, one month is a generous estimation, might be longer. Sorry for the inconvenience, but when it comes to code it's not me who's calling the shots. Until then, bootlegs I suppose
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: TalRaziid on May 10, 2023, 08:51:00 AM
No worries, was just looking to have a rough estimate, which I now have! Seems to mostly work so far for me at least
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: SpaceDrake on May 10, 2023, 09:55:25 AM
With the new backwards compatibility mode for MagicLib, VIC should mostly be okay in its previous official version. You'll mostly want to be careful about which VIC-specific tooltips you mouse over, and depending on which AI they use, certain missiles may have problems (the GuidedProximityFuse AI and the STRIKE tag have both proved problematic in other mods), but these are not too difficult to mitigate on the end-user level.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: NaokiP on May 12, 2023, 06:54:09 AM
Getting a CTD on game launch with the following printed to log with 0.96, even when trying to use the backwards compatible version of MagicLib.

Code
24773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.vic_gaganaOnHit
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

Would appreciate help with this if someone knows of a temporary workaround at the moment, but in the absence of one I'll wait for a proper update.
Thanks for all your hard work, Astarat and PureTilt.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: kokuto on May 13, 2023, 03:34:58 AM
Unfortunately 0.96 update is required since it appears several parts of the mod cause CTD. Including the feature to change officer portraits for one.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Soviet Tom Bombadil on May 21, 2023, 12:30:13 PM
this is another one of those mods where I didn't realize how central it was to my play experience until it was unavailable.  I miss my space furries  genetically modified recombinant trans-humans.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on May 22, 2023, 01:03:36 PM
The work continues, so here are some spoilers for the upcoming stuff.

(https://i.ibb.co/9ZPgyMg/image.png)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Lappers on May 22, 2023, 02:14:50 PM
The work continues, so here are some spoilers for the upcoming stuff.

(https://i.ibb.co/9ZPgyMg/image.png)

I imagine this will give UAF point defense a run for its money. Very gnarly, looking forward to it.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Brainwright on May 25, 2023, 09:31:08 PM
Give me the dakka!

And the hatifs... I miss those!  And the burst missile thing is such a useful stand-in for a well-tuned build.  Makes any ship threatening enough the opposition doesn't just go nose to nose and kill it every time!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on May 27, 2023, 01:39:35 PM
My apologies in advance if this isn't the place to ask but how well does VIC fit in with vanilla in terms of power level?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dadada on May 27, 2023, 03:26:51 PM
I'd say the average power level is above vanilla but vanilla has some things which are insane so I'd say it is fine(looking at some of the vanilla phase ships... >_>).
The heavy fighter, the new missle cruiser, the reloading missles, the general mobility and decent flux dissipation makes VIC imo punch above vanilla, but once for example some vanilla redacted or vanilla phase ships enter the chat.... It's fine, the mod is &%$!ing awesome. Did I mention I love the mod community? The SS mod community is awesome!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on May 27, 2023, 03:47:55 PM
I'd say the average power level is above vanilla but vanilla has some things which are insane so I'd say it is fine(looking at some of the vanilla phase ships... >_>).
The heavy fighter, the new missle cruiser, the reloading missles, the general mobility and decent flux dissipation makes VIC imo punch above vanilla, but once for example some vanilla redacted or vanilla phase ships enter the chat.... It's fine, the mod is &%$!ing awesome. Did I mention I love the mod community? The SS mod community is awesome!

Yeah, I've been so impressed with the mod community for this game too!

How do you think VIC compares to mods like Scalartech Solutions, Apex Design Collective, Interstellar Imperium or Diable Avionics?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: theDragn on May 27, 2023, 04:32:00 PM
My apologies in advance if this isn't the place to ask but how well does VIC fit in with vanilla in terms of power level?
Generally it fits pretty well, though their stuff tends to be tuned more towards the stronger end of vanilla ships and weapons. (Which is pretty normal for well-balanced mods; most modders don't want to add stuff that's worse than the best vanilla options.)

How do you think VIC compares to mods like Scalartech Solutions, Apex Design Collective, Interstellar Imperium or Diable Avionics?
All of these mods are on about the same level of balance vs vanilla. Imperium and Scalartech tend to be more solidly in line with vanilla (all their ships and weapons are at least as good as the vanilla average, without really anything above and beyond the strongest vanilla options). Apex, Diable, and VIC have some things that are a bit above vanilla power levels, but are generally still balanced by their cost in flux, OP, or DP. Diable has very strong heavy fighters, Apex has very good slot layouts and durability, VIC has very fast ships with good flux dissipation.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on May 27, 2023, 08:11:25 PM
My apologies in advance if this isn't the place to ask but how well does VIC fit in with vanilla in terms of power level?
Generally it fits pretty well, though their stuff tends to be tuned more towards the stronger end of vanilla ships and weapons. (Which is pretty normal for well-balanced mods; most modders don't want to add stuff that's worse than the best vanilla options.)

How do you think VIC compares to mods like Scalartech Solutions, Apex Design Collective, Interstellar Imperium or Diable Avionics?
All of these mods are on about the same level of balance vs vanilla. Imperium and Scalartech tend to be more solidly in line with vanilla (all their ships and weapons are at least as good as the vanilla average, without really anything above and beyond the strongest vanilla options). Apex, Diable, and VIC have some things that are a bit above vanilla power levels, but are generally still balanced by their cost in flux, OP, or DP. Diable has very strong heavy fighters, Apex has very good slot layouts and durability, VIC has very fast ships with good flux dissipation.

Thanks for weighing in!  I tend to prefer the power levels not too much above vanilla at maximum but I love having a huge selection of ships and equipment so I tend to go heavy with mods that add those.

Off-topic but you have any interest in making a Covert Ops Incursion for your High Tech Expansion mod?  Or would that be a bit too obscene?    ;D
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dadada on May 27, 2023, 11:58:54 PM
Praise the OT:
More or less what theDragn says.

>How do you think VIC compares to mods like Scalartech Solutions, Apex Design Collective, Interstellar Imperium or Diable Avionics?
I don't recall the power level of Interstellar Imperium, but I think all of them are above the average power level of vanilla.

Remember vanilla has things like Dooms and Monitors and other stuff which breaks the power scale imo.
Apex with "Apex dampers" + repairing remote armour patches is nuts, Scalartech is your mobile, shield efficient, high flux dissipation high tech ship stuff which is the superior doctrine imo and I love high tech.

Without much testing and knowledge of the current balance state of the mods I'd say Scalartech and and Diable are somewhat closer to the average vanilla power level while Apex and VIC are stronger on average compared to vanilla, dunno about Interstellar Imperium. Note that I personally prefer high tech and also think it is stronger (muh mobility :D)  so in my eyes that elevates Scalartechs power level for me but I am not sure the armour brick low tech boys will agree with me.

Excellent Dakka brigade armour tonks also above average vanilla power level:
https://fractalsoftworks.com/forum/index.php?topic=14041.0
Me like despite being a high tech simp. Also them logistics ships hnnnng!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on May 28, 2023, 01:35:42 AM
There are quite some balance changes planned for the next update, which, hopefully, will trim the most outlying things in the mod as of now (some missiles and fighters are still too bonkers, and a couple of hullmods are overperforming because of bad design choices of the past). All in all, I'd say so far we've been okay at keeping things sane balance-wise, buuuut we do tend to release stuff above the red line which we then have to fine-tune when people (and, consequentially, we, the authors) inevitably realise the true strength behind the new additions, heh.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dadada on May 28, 2023, 02:19:10 AM

Will the fire rate mod go? ;_; good bye sweet prince? Q.Q <_< I hope a significant downside will keep the fire rate mod in VIC.

I really love the 25OP Asmoday fighter but I still think it is too strong. I also love the Syntaxis from whatever mod for the same OP (>_> not gonna look that one up despite havin' the whichmod mod since starting 0.95.1 with 200 mods takes ages), Synataxis has like 2 drones with 400 armour and 2 0.95 mining blasters which is absolutely insane, I hope we get to keep that one as a unique for 40OP... <- Syntaxis would be still too strong for 40OP but if there are only 1 or 2 LPCs in the sector...

The new missile cruiser for 20-30 DP (don't remember the amount) is a beast, I fear the nerf hammer will obliterate it. ;_;

The triangle for 30 or 27(?) DP feels really good, I did not do any testing with it recently but it felt balanced and nice to have options like fortress config etc. 10/10 would VIC again

Thank you for the Mod!
Also thank theDragn for his Mods!

E: The new-ish reloading missles are all too stronk I think. I really like the armour bonker (Hailif or Hungruf or something?) and the swarmers, I actually like them all.
E2: added and fix'd
E3: fix'd, mixed up OP/DP
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on May 28, 2023, 02:22:43 AM

Will the fire rate mod go? ;_; good bye sweet prince? Q.Q <_< I hope a significant downside will keep the fire rate mod in VIC.
No, that one is actually fine. It's the Fortress Protocol and Shturm Protocol that are overperforming at the moment and will see some nerfs.

Glad that you're enjoying the mod!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dadada on May 28, 2023, 02:39:10 AM
:D

Also thank PureTilt!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Isaew on June 15, 2023, 02:50:47 PM
hello community of brave space farers =)
please check the download links - they do not work ATM.
Thanks again for the awesome mod. I love its guns the most.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: [REDACTED] on June 15, 2023, 04:54:46 PM
Getting a CTD on game launch with the following printed to log with 0.96, even when trying to use the backwards compatible version of MagicLib.

Code
24773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.vic_gaganaOnHit
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

Would appreciate help with this if someone knows of a temporary workaround at the moment, but in the absence of one I'll wait for a proper update.
Thanks for all your hard work, Astarat and PureTilt.

I only started playing Starsector recently and have been using VIC almost the entire time, only to find out today it was at least in part why the game was crashing when I was looking at certain hull mods, guess I'll need to remove it until a proper update comes out.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: SpaceDrake on June 15, 2023, 07:58:59 PM
Yeah, unfortunately any .95x mods that haven't been recompiled for the new tooltip API will crash if they used particularly complex hullmod tooltips or whatnot, and VIC used a lot of them. You can still avoid it if you're careful, but it can be annoying.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: YukitoOnline on June 15, 2023, 10:22:35 PM
The work continues, so here are some spoilers for the upcoming stuff.

(https://i.ibb.co/9ZPgyMg/image.png)
Excited for the next update.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Damexius on June 16, 2023, 04:40:37 AM
Yeah, unfortunately any .95x mods that haven't been recompiled for the new tooltip API will crash if they used particularly complex hullmod tooltips or whatnot, and VIC used a lot of them. You can still avoid it if you're careful, but it can be annoying.

Yes it's so annoying
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: w00d on June 16, 2023, 06:14:15 PM
/bump and hoping for update and fixes
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Bulletkin on July 02, 2023, 03:59:27 PM
I'm extremely hyped for the update. Looking forward to trying out new content and getting back on my old favorite stolas shenanigans.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Damexius on July 02, 2023, 10:24:15 PM
I'm extremely hyped for the update. Looking forward to trying out new content and getting back on my old favorite stolas shenanigans.

 Me too I wonder what the update will be...
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on July 03, 2023, 02:20:15 AM
The work continues, albeit slowly. Some wip stuff that's been made a couple of weeks ago.

https://youtu.be/Zbr4YeB1xVQ
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Damexius on July 03, 2023, 04:37:19 AM
The work continues, albeit slowly. Some wip stuff that's been made a couple of weeks ago.

https://youtu.be/Zbr4YeB1xVQ

The Company made the new pew pew YES!!!!!!!!!!!!!!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Ellyboo on July 07, 2023, 10:50:51 AM
I'm having trouble locating the mission (and presumably, the Stolas that's tied to it) in the latest version of the mod. Does it have any prerequisites to show up, or does it need to be specifically turned on in the configs, or is there a bug preventing it from showing up? I've tried popping open all the Comms directories in Empyrean, and got no dice there, and that seems the most logical place to find it.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: justnewaccount3131 on July 14, 2023, 06:15:04 PM
is there any way to prevent the crash from hovering over a mod of this faction?

I know the update is in the works, and it looks great but meanwhile, I am just asking if there's anything I can do to at least stop this issue -- the only one I am having.

thanks!!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on July 14, 2023, 09:42:35 PM
I apologize for any rudeness, but is there any idea when the next version of this will be out? I am intentionally waiting for this and the UAF mod to be updated again before experiencing the game after the latest core update. I love the Apollyon, the gameplay shaping mods, and the video of the latest capital so I am trying to hold myself off until it is available.

No rush though. Let this baby cook for as long as it needs. Stellaris, Division 2 and a bunch of Steam Games are doing a fine job holding me over.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on July 15, 2023, 03:37:05 AM
I'm having trouble locating the mission (and presumably, the Stolas that's tied to it) in the latest version of the mod. Does it have any prerequisites to show up, or does it need to be specifically turned on in the configs, or is there a bug preventing it from showing up? I've tried popping open all the Comms directories in Empyrean, and got no dice there, and that seems the most logical place to find it.
If you're talking about the ordinary Stolas, then you need to either salvage it from VIC fleets, or complete a mission in the main menu and then do a custom start which gives you the ship from the get go. If it's about the unique HVB version, then you need to check Luddic Church markets while having good relations with them.

is there any way to prevent the crash from hovering over a mod of this faction?

I know the update is in the works, and it looks great but meanwhile, I am just asking if there's anything I can do to at least stop this issue -- the only one I am having.

thanks!!
You can search for bootleg version in Discord Starsector servers, from what I know they have the issue fixed, iirc.
I apologize for any rudeness, but is there any idea when the next version of this will be out? I am intentionally waiting for this and the UAF mod to be updated again before experiencing the game after the latest core update. I love the Apollyon, the gameplay shaping mods, and the video of the latest capital so I am trying to hold myself off until it is available.

No rush though. Let this baby cook for as long as it needs. Stellaris, Division 2 and a bunch of Steam Games are doing a fine job holding me over.
No precise estimates, sorry. August seems to be the most realistic timeframe at the moment.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dwagonzahn on July 15, 2023, 02:25:45 PM
Just wanted to say that I absolutely love piloting most of the warships (especially the Sturmdestroyers) in VIC, and a good number of the weapons are both creative and useful.
Hope to see such continued excellence when this updates for 0.96.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on July 15, 2023, 03:41:37 PM
No rush though. Let this baby cook for as long as it needs. Stellaris, Division 2 and a bunch of Steam Games are doing a fine job holding me over.
[/quote]
No precise estimates, sorry. August seems to be the most realistic timeframe at the moment.
[/quote]

Fantastic. I look forward to what new fun you will bring us.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: jan on July 18, 2023, 03:55:34 AM
made an account only to write this....

i need this mod, without this starsecor is no fun for me

appreciate all the work youve done for the community and for the game as a whole

Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Stukov81 on August 05, 2023, 07:17:17 AM
This Mod is really great. But when playing with Starpocalypse it crashes at game start. BUT ... if I use the 1.5.7 version it works without crash so for anybody liking both mods just grab the 1.5.7 version
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: w00d on August 09, 2023, 04:34:58 PM
/bump *looks hopefully *
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: lolitsjack on August 12, 2023, 03:06:47 PM
This tool tip is not working correctly. When I mouse over it, it crashed game. Before i learned if from a blueprint, If i moussed over blueprint it would crash. I spammed right clicked while moving mouse over blueprint to learn it before tool tip could load.
(https://i.imgur.com/rpAiCQA.png)

log results:
Code
34307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.hullmods.vic_allRoundShieldUpgrade.addPostDescriptionSection(vic_allRoundShieldUpgrade.java:101)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: [REDACTED] on August 12, 2023, 05:22:46 PM
This tool tip is not working correctly. When I mouse over it, it crashed game. Before i learned if from a blueprint, If i moussed over blueprint it would crash. I spammed right clicked while moving mouse over blueprint to learn it before tool tip could load.
(https://i.imgur.com/rpAiCQA.png)

log results:
Code
34307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.hullmods.vic_allRoundShieldUpgrade.addPostDescriptionSection(vic_allRoundShieldUpgrade.java:101)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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.lang.Thread.run(Unknown Source)
It's a known problem, best to just wait for VIC to get a 0.96 update.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: plumber_Man on August 19, 2023, 06:01:06 AM
Hello, I wanted to edit the Shturm protocol to fit more ships, but I cant make it work
I found 2 versions in the mod's files, and the one with the script doesnt change the ingame effects

Can someone help me, or explain what am I doing wrong
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on August 22, 2023, 07:14:34 PM
*Obligatory poke to find whether the mod author is alive*
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dasher on September 02, 2023, 12:14:55 PM
*Obligatory poke to find whether the mod author is alive*

So for the most part, it works if you go into the version file and swap it over to 0.96
its still got the bugs listed above, but it works overall if you are desperate to play VIC (as I was). If you arent certain how to do it, a simple google search should suffice.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on September 02, 2023, 04:58:28 PM
Oh, I know that it works. I just really want to take out that insane supercapital that was shown in the thread. I don't want to push, but I am waiting for this mod to update before kicking off my first 0.96 run through on starsector.

The hope that this will soon update is giving me strength to resist kicking off a new game right now. Apollyon is my favorite ship in the game and I am eager to see what the creator has next. The mechanics are on point for their ships.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Dasher on September 02, 2023, 06:29:45 PM
same here. Apollyon  is just the cream of the crop! The alkonost is lookin mighty beefy too though. Big friggin BFG on its back.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: A_Random_Dude on September 02, 2023, 09:42:52 PM
Oh, I know that it works. I just really want to take out that insane supercapital that was shown in the thread. I don't want to push, but I am waiting for this mod to update before kicking off my first 0.96 run through on starsector.

The hope that this will soon update is giving me strength to resist kicking off a new game right now. Apollyon is my favorite ship in the game and I am eager to see what the creator has next. The mechanics are on point for their ships.

First: not a supercapital, just a regular cap with a big central weapon you can switch with other big central weapons. Second: the author said that the update isn't going to release soon enough to make waiting for said update worth it. You'll probably be better off just starting a new game right now, really.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: [REDACTED] on September 03, 2023, 07:58:46 PM
Apparently someone was able to patch another mod experiencing the same problems to work in 0.96+, so it might be possible to do the same for this one if you can get the authors permission to make and post an unofficial patch. Unfortunately I lack the coding knowledge required to make such a patch myself.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Screwball on September 07, 2023, 01:21:04 PM
Damn, can't wait to have an update or a patch for it, I need the VIC revitalisation center, couldn't find any mods doing the same thing to change my crew
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Keybindet on September 07, 2023, 05:18:28 PM
There is one.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Artarion on September 08, 2023, 12:44:53 AM
Damn, can't wait to have an update or a patch for it, I need the VIC revitalisation center, couldn't find any mods doing the same thing to change my crew
If you need it to change portraits there is mod called Portrait changer.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Tryhardosaurus on September 12, 2023, 11:42:05 PM
The work continues, so here are some spoilers for the upcoming stuff.

(https://i.ibb.co/9ZPgyMg/image.png)

Just want to say that the theme, ships/weapons etc are all on point! love this faction to death and can't wait to see what you come up with next!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on September 13, 2023, 11:37:40 AM
Progress report -things are pretty much done sprite/text/sound-wise, the code is the last thing left, but since I'm not the one responsible for it, the ETA for the update is currently unknown, sorry :<
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on September 13, 2023, 08:36:47 PM
Thanks for the work you are doing. I look forward to this fantastic mod being updated and rolling around in my appolyon. That thing is a beast.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: AsheMox on September 22, 2023, 12:42:42 PM
Progress report -things are pretty much done sprite/text/sound-wise, the code is the last thing left, but since I'm not the one responsible for it, the ETA for the update is currently unknown, sorry :<

No need to apologize! We're happy to hear there is progress and look forward to the update :)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Kreo on September 24, 2023, 05:01:54 AM
Great job and interesting mod.
We'll wait - quality over quantity =)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: [REDACTED] on September 26, 2023, 02:28:12 AM
Great job and interesting mod.
We'll wait - quality over quantity =)
I personally prefer a healthy balance of quality and quantity, an excess of quality without enough quantity is how you get excessively "fancy" food with such small portions you may as well be eating aerogel, or games/mods that take several months to even years with little change.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: A_Random_Dude on September 26, 2023, 11:16:02 AM
So... By that logic, you should absolutely hate both Starsector and VIC then.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: [REDACTED] on September 26, 2023, 01:17:49 PM
So... By that logic, you should absolutely hate both Starsector and VIC then.
Hate them? No, if anything I feel disappointed, though having an active modding scene certainly makes up for slow game updates.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: OperaWolf on October 07, 2023, 10:44:59 AM
Great to hear the mod is continuing. I really love adding a few VIC ships to my fleet, and the Fragmentation damage from the railguns is really welcome; they make great finishers. Also they like allying with Diable a lot, which feels pretty on-brand and makes for a nice southern alliance situation.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: StoicRabbitSquad on October 19, 2023, 08:47:26 PM
I gotta say, trying to nail those pesky little frigates with the Tugarin space catapult is some of the most fun I've had in this game! And the Valafar (?) is one of the coolest looking ships ever!
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: levhard on October 22, 2023, 04:46:27 AM
Who wants to use this mod without the bug of B-Series "Fortress" Protocol, it is recommended to see the patch from the KindaStrange for 0.96a.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Raxos149 on October 22, 2023, 05:49:49 PM
I just want to give another reiteration of my appreciation for this mod. I just did a decent playthrough with the infernal machine start... and then I got sick of how ugly my machine looks compared to the sleek Apollyon. This ship, to me, is the best designed, most fun, altogether superior ship in the game short of the supercaps.

It has an aggressive playstyle, a system ability that is always useful, and enough weapon mounts to fight most anything. It is also a nice initial challenge since the ship is very squishy at the start until some strong mods get found and added. So there is an addicting sense of progression.

Please keep at it. VIC is something that should always remain with this game. I have spent many hours enjoying your work.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Edix on October 25, 2023, 04:32:01 AM
Dang, i was making a return to starsector and going through the pain of updating mods that were months out of date...

Sad that VIC will miss out on this new campaign. was even gonna add more factions. like the meme sindrians XD
currently got SCY UAF and FED.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Jimminy Crimbles on October 25, 2023, 05:54:25 AM
Dang, i was making a return to starsector and going through the pain of updating mods that were months out of date...

Sad that VIC will miss out on this new campaign. was even gonna add more factions. like the meme sindrians XD
currently got SCY UAF and FED.

you can use kindastrange's bootleg. (https://gitgud.io/KindaStrange/volkov-industrial-conglomerate-vic) it's updated for .96a.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: ParaPara on November 02, 2023, 05:49:16 AM
In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on November 03, 2023, 04:56:15 PM
In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: ParaPara on November 05, 2023, 06:50:23 AM
In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?

Not dominating in the sense that they took over half the sector, but they tend to go very aggressive with their viral bombardments if they are in short-term wars with other factions, leaving less and less planets intact for the other factions to use. I play with nexerelin, maybe that messes with the default settings somehow, but from what i've read throughout this thread it doesn't seem to be a problem other people run into.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on November 13, 2023, 01:18:18 PM
In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?

Not dominating in the sense that they took over half the sector, but they tend to go very aggressive with their viral bombardments if they are in short-term wars with other factions, leaving less and less planets intact for the other factions to use. I play with nexerelin, maybe that messes with the default settings somehow, but from what i've read throughout this thread it doesn't seem to be a problem other people run into.

Can't say I've noticed that but perhaps it could just be bad luck regarding Nexerelin events that quickly ended up ruining relations with VIC and various other factions?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: QuePro on November 14, 2023, 09:13:31 AM
Hello. I got crush when tried to change look of my officers at VIC planet. Log:

744950 [Thread-3] INFO  dynamictariffs.util.TariffUtil  - DynamicTariffs: Player opened market
755286 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange$vic_portraitSelectUI.createCustomDialog(Lcom/fs/starfarer/api/ui/CustomPanelAPI;Lcom/fs/starfarer/api/campaign/CustomDialogDelegate$CustomDialogCallback;)V
java.lang.AbstractMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange$vic_portraitSelectUI.createCustomDialog(Lcom/fs/starfarer/api/ui/CustomPanelAPI;Lcom/fs/starfarer/api/campaign/CustomDialogDelegate$CustomDialogCallback;)V
   at com.fs.starfarer.ui.newui.A.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomDialog(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange.showPortraitSelect or(vic_PersonaChange.java:316)
   at com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange.execute(vic_PersonaChange.java:183)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Shogouki on November 14, 2023, 01:14:44 PM
What version of the mod and Starsector are you using?
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: QuePro on November 15, 2023, 03:36:57 AM
Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Artarion on November 15, 2023, 02:04:33 PM
Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)
There is a mod called Portrait Changer.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: A_Random_Dude on November 15, 2023, 09:27:05 PM
Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)

There's a bootleg that works with the current game version, the one you got is already known to be unstable. The link for it is at the top of this very page, if you want.
Title: Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
Post by: Astarat on November 22, 2023, 04:45:00 PM
Volkov Industrial Conglomerate 1.6.0 "Räumpage" - 0.96a-RC6 (https://boosty.to/astarat_starsector/posts/4f088419-3feb-4219-ad1f-15bbe699444e?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.0/VIC.1.6.0.zip)

SHOULD BE SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER (but requires a new save for new campaign features)

The changelog:

...

1.6.0 "Räumpage" Changelog

New Content:
- Räum-class artillery battleship with 5 unique Ultra-Heavy weapons. Bring the ruin!
- A new fancy bounty ship! Check Tri-Tachyon's bars for this one. Thanks goes to Mr. Bultach!
- Meet Jeremy - a friendly hologuide on VIC markets ready to answer your flavour questions in bars!

New Content?:
- LunaLib integration for funi(tm) features
- Updated a couple of music tracks courtesy of Haplogynae


Weapons:
- Saih Rack Flechette Carrier (all versions)
- - Range reduced from 1500 to 1100
- Hungruf Rack Armor Scorcher (all versions)
- - Range reduced from 2000 to 1300
- Afreet Rack Burst Swarmer (all versions)
- - Damage per shot increased from 75 to 100
- - Flux per shot increased from 25 to 30
- Psotnik Interference Machinegun
- - Reduced spread

Ship systems:
- Assault Configuration
- - Damage taken increase reduced from 25% to 15%
- - Cooldown reduced from 20s to 15s
- Shield Entrenchment
- - Damage reduction reduced from 50% to 40%
- - Rate of fire reduction increased from 25% to 30%
- - Battery max damage reduction reduced from 75% to 70%
- - Battery capacity reduced from 200% to 150% of max flux

Hullmods:
- Inertia Redirection Systems
- - Significantly improved effectiveness

And lots of other small stuff like description fixes, lighting fixes, etc.

[close]
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
Post by: SirHartley on November 22, 2023, 04:49:41 PM
riOT!!11!
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
Post by: Likablenascent on November 22, 2023, 05:21:05 PM
LEEETTTTTTTT"SSSSSS GGGGGOOOOOOOOOOOOOO
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
Post by: chaincat on November 22, 2023, 06:39:00 PM
The return of the King
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
Post by: SCMDR_Aramantha on November 22, 2023, 07:53:36 PM
Tried downloading it, but it looks like its just a zip file without a mod file to contain the mod contents.
Not a big problem I just made a new folder named VIC and put in the mod contents, just want to let you guys know
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
Post by: Astarat on November 23, 2023, 04:13:52 AM
Volkov Industrial Conglomerate 1.6.1 "Räumpage" - 0.96a-RC6 (https://boosty.to/astarat_starsector/posts/6edfc29c-2c79-4200-83e1-4198c7871cbc?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.1/VIC.1.6.1.zip)

SAVE COMPATIBLE WITH VERSION 1.6.0

The changelog:

...

1.6.1 "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Added goal variants to Räum
- Fixed Räum's system effect notifications
- Fixed Rokh and Rokh Alt. descriptions
- Fixed CEO's portrait not loading on new save


[close]
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1
Post by: Dazs on November 23, 2023, 04:23:06 AM
Nice to see VIC back in action, time to start a new game :)
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1
Post by: Astarat on November 23, 2023, 11:36:12 AM
Volkov Industrial Conglomerate 1.6.1a "Räumpage" - 0.96a-RC6 (https://boosty.to/astarat_starsector/posts/ed00a9c6-e47e-486a-83e1-3f56e8027d68?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.1a/VIC.1.6.1a.zip)

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1a "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Increased XL Laidlaw range from 1100 to 1200
- Fixed XL Laidlaw crash
- Added more fluff random facts to the hologuide and optimised their structure for less rng
- Added a note to Räum's weapons about them sometimes showing up in salvage screen (is a vanilla game bug, "fixed" via deleting said weapons once they're in player's cargo)


[close]
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
Post by: OperaWolf on November 23, 2023, 10:09:45 PM
VIC update? Oh yeah. Time for a new campaign.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
Post by: Astarat on November 24, 2023, 09:26:21 AM
Volkov Industrial Conglomerate 1.6.1b "Räumpage" - 0.96a-RC6 (https://boosty.to/astarat_starsector/posts/53771f13-cecb-4fb4-9dee-8df99284b45b?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.1b/VIC.1.6.1b.zip)

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1b "Räumpage" Changelog


-Fixed the new MagicLib bounty, should be working now and show up in the bounty board correctly, oops (should work fine on 1.6.0 savefiles)


[close]
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
Post by: Astarat on November 24, 2023, 09:26:43 AM
And another one, yeeeeah... Sorry  :(
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
Post by: Uther Phobos on November 24, 2023, 09:35:03 AM
And another one, yeeeeah... Sorry  :(
You put Räum in there. Now you have to "Räum auf".
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Spshamrocks3 on November 24, 2023, 03:09:27 PM
Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(


Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Astarat on November 25, 2023, 05:35:05 AM
Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(

Hey! Uhhh shite, I forgot that our change to ship vector engines could've made the old saves incompatible... Sorry  :(
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Spshamrocks3 on November 25, 2023, 07:08:46 AM
Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(

Hey! Uhhh shite, I forgot that our change to ship vector engines could've made the old saves incompatible... Sorry  :(

no worries!  guess I have to start a new campaign  8)
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Yubbin on November 25, 2023, 08:38:32 PM
I had a bug with the Rokh Minefield Launcher on the Raum. In simulation mode with the ship on autopilot, the Rokh minefield never shoots. In the same situation with the Rokh Swarm Launcher the autopilot shoots. I have also noticed that both weapons do not shoot in capital duels.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: OperaWolf on November 26, 2023, 06:57:34 AM
1. Raum's XL weapon firing/reload animations are the new gold standard for me. Absolutely amazing work. I've always loved your asthetics and animations, and you really did an exceptional job with this one. When the XL missiles started to 3D print I was blown away.

2. I love the look. Very clean and deadly, the thruster animations are great, and you get what it's there for: it's a gun that floats. Very direct and to-the-point. Such a pretty ship

2. The two missile systems feel pretty underwhelming. The mines get killed by PD almost instantly, and anything that doesn't PD them just walks through with their shields up. Also, since it spreads wide and thin it never seems to have the density required to threaten anything. The kinetic missile circles around the target and hits somewhat 360° instead of focusing, and it takes such a long time to actually finish that the target just tanks it because the damage is really spread out or turns off its shields entirely and waits it out.

3. The ship system is pretty cool. I like being able to choose between long-range poking and close-range fighting.

4. It has a lot of problems keeping all of its guns up due to range issues. It really wants Ballistic Rangefinder but can't have it. You can pick weapons from other factions that close the gap a bit, but it's still kind of awkward.

5. The XL weapons feel kind of underwhelming. I'm not a math or mechanics person, so take that with a grain of salt. To me they're really amazing to look at, but don't really do enough to warrant the cost of the ship. You're paying a lot for that single gun, but it doesn't really match it's DP cost. It's fairly helpless against flankers, it isn't really a line ship, it isn't mobile, it isn't a dedicated carrier... It's a floating gun, but the gun is mostly just "okay", so the ship is mostly just "okay". I'm not sure if it would feel better if it was more of a generalized gun ship with an extra large mount or two to back up the XL, or more specialized by tuning the XL weapons somehow.

Overall: Gorgeous ship, amazing animations. XL missiles feel pretty weak. Could maybe use an innate modification that works like Ballistic Rangefinder. Might need a Large mount or two, but I'm not great at ship balance.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Astarat on November 26, 2023, 10:38:25 AM
I had a bug with the Rokh Minefield Launcher on the Raum. In simulation mode with the ship on autopilot, the Rokh minefield never shoots. In the same situation with the Rokh Swarm Launcher the autopilot shoots. I have also noticed that both weapons do not shoot in capital duels.
Hm, will take a second look at AI tags for it, thanks!

Overall: Gorgeous ship, amazing animations. XL missiles feel pretty weak. Could maybe use an innate modification that works like Ballistic Rangefinder. Might need a Large mount or two, but I'm not great at ship balance.
Glad you're liking it so far! Noted your concerns, will be collecting more feedback on its weapons. There won't be any changes to the weapon layout, but the stats of the ship itself and of XL weapons might change of course. 
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Strider_m3 on November 26, 2023, 02:16:01 PM
Gotta Say I am absolutely loving the new capital ship. It looks gorgeous and the weapons are awesome to look at. I have however noticed some things that might need to be tweaked a bit as not everything is currently equally viable.
Of all the XL weapons, the results have been quite mixed, with only 3 of them (in my opinion) being useful.
1)The plasma cannon is in my opinion the best option due to the EMP arcs and respectable damage. It's not overpowered by any means, but it has a good effect against bunched targets and is still useful against capitals if splashes on armor. Plus, it seems to benefit from near misses to the enemy ships as more arcs will hit them which is quite interesting as a mechanic. Can't honestly say this needs any changes as I think it's perfect as is.
2)The high explosive artillery is a good standard armor stripper that does what it says on the tin. No real notes although maybe making its sounds a tad punchier wouldn't hurt as it doesn't really stand out as being unique unlike the others to me. Its perfectly usable.
3)The laidlaw is good if somewhat questionable sometimes. I'm still not entirely sure on the point of laidlaws as ships don't tend to survive long anyway if their shield and armor has already been stripped sufficiently. It looks and sounds cool though, even if it does have the drawback of pushing enemy ships back if it hits their shields which ironically helps them survive longer against the battleship as it will push them out of the range of the ship's other weapons. Still, it's a fun weapon, just maybe a bit.......debatable on its utility. Ill leave this one for others to decide, as im on the fence as to whether I would field it or not.
4)Flak cannon is where I start to question why id ever run this. As with all the XL weapons it looks and sounds super satisfying, so the art direction is great. The damage, being entirely fragmentation, is where I feel it lets me down. Since I already have fighters to screen the ship against other strike craft and missiles this weapon just feels redundant to me as a sky broom. Since its impotent against shields and armor, I just don't see a point to ever running this besides just for ascetics as the laidlaws already cover the already niche application of fragmentation hull damage. Maybe if siege mode effected what type of shells it was firing? With long range mode getting the fragmentation for fighters and short-range getting explosive for anti-armor? I dunno, just feels like its role in a fleet is already covered by its own fighter bays.
5) The missile launcher looks cool but unfortunately is another weapon I probably won't ever run. It just doesn't do any real noticeable damage to shields unless the situation is perfectly in your favor. In fleet battles stray flak and enemy fighters rob this of almost its entire punch as only a fraction of the missile will survive to contact the enemy. And against capitals it won't really do any appreciable damage to the enemy's shields. Onslaughts basically laugh at this launcher I'm afraid. That and the missiles suffer greatly if there is debris floating around as even more of them will simply be destroyed without even needing to be shot down. I think maybe the damage just needs tweaked up on this one since it seems like only 1/3 missles from the main body will even live to see contact with the enemies' shields.
6) Lastly, the mine launcher. I think its really cool ascetically like all the weapons, but enemies seem to just move through the mine fields as if they aren't even there since its fragmentation again, so its honestly the least useful of all the XL's as it currently stands. CIW's and fighters shred the mines too, so most times the mines don't even exist on the battlefield for more than a moment before being shredded. This one also suffers from battlefield debris robbing it of its punch as well. Maybe if the mines had a larger health pool so they couldn't be shot apart that fast by CIW's? Or better yet, if they did EMP instead of direct damage so the mines were more of strategic area denial rather than damage sources? That way ships moving through the area would be hobbled like a mine field is intended to do rather than damaged.

Lastly is another broader issue with the deployment of these weapons. I REALLY want to run several of these unique weapons at once as they are so damn cool. But being only available on a 50DP battleship really limits how many of these will ever be on a battlefield which is unfortunate as they're so cool to look at. Maybe the VIC should get some new specialized cruiser? Which features these weapons and some small to medium hardpoints so we can see more of these on the battlefield. Could be the VIC's attempt to field them on a smaller chassis which is being evaluated for front line use? Just a thought.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: PipMan on November 26, 2023, 02:52:43 PM
I'm still not entirely sure on the point of laidlaws as ships don't tend to survive long anyway if their shield and armor has already been stripped sufficiently.
I love Laidlaws, especially this superheavy version. They're for using after you've punched a little hole in the enemy's armour and then taking out half their hull health in one shot. Frag weapons are generally weak and inaccurate, the Laidlaw weapons are the exception.

I've also noticed a bug with recovered Räums, I'm unable to change the built-in weapon even at VIC planets, it gives me the warning about myself or the planet's governing faction needing the blueprint.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Astarat on November 27, 2023, 01:46:30 AM
Gotta Say I am absolutely loving the new capital ship. It looks gorgeous and the weapons are awesome to look at. I have however noticed some things that might need to be tweaked a bit as not everything is currently equally viable.
Of all the XL weapons, the results have been quite mixed, with only 3 of them (in my opinion) being useful.

Lastly is another broader issue with the deployment of these weapons. I REALLY want to run several of these unique weapons at once as they are so damn cool. But being only available on a 50DP battleship really limits how many of these will ever be on a battlefield which is unfortunate as they're so cool to look at. Maybe the VIC should get some new specialized cruiser? Which features these weapons and some small to medium hardpoints so we can see more of these on the battlefield. Could be the VIC's attempt to field them on a smaller chassis which is being evaluated for front line use? Just a thought.

Thanks for the feedback! We're still monitoring the perfomance of the new ship and its weapons, but perhaps the Rokh minefield and swarm launcher version will be buffed indeed. Can't promise anything tho, still need more testing and feedback! Speaking of deployment of them, they're meant to be a capital ship only armament, so no, there are no plans for any smaller ships to be able to field them. Them being quite powerful on their own and sort of unique, to make them too prolific would take away that feel of power and uniqueness.


I love Laidlaws, especially this superheavy version. They're for using after you've punched a little hole in the enemy's armour and then taking out half their hull health in one shot. Frag weapons are generally weak and inaccurate, the Laidlaw weapons are the exception.

I've also noticed a bug with recovered Räums, I'm unable to change the built-in weapon even at VIC planets, it gives me the warning about myself or the planet's governing faction needing the blueprint.

Confirmed the bug on my end, will be fixed, thanks!
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
Post by: Astarat on November 28, 2023, 06:50:58 AM
Volkov Industrial Conglomerate 1.6.1c "Räumpage" - 0.96a-RC6 (https://boosty.to/astarat_starsector/posts/f33cb8a0-87fd-41d6-97da-c04b44970e15?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.1c/VIC.1.6.1c.zip)

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1c "Räumpage" Changelog

Save compatible with versions 1.6.0 and higher

- Fixed D-modded Räums not allowing to change their XL weapons when other conditions are met
- Reduced knockback on XL Laidlaw on hull hits and removed knockback on shield hits
- Added Räum to IndEvo printing/revengineering whitelists



[close]
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Astarat on November 28, 2023, 12:49:57 PM
Damn I'm one stupid person.

Please redownload the latest version for the knockback nerf to be actually working. Also added IndEvo integration for Räum. And sorry for inconvenience
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Shogouki on November 28, 2023, 01:20:36 PM
Damn I'm one stupid person.

Please redownload the latest version for the knockback nerf to be actually working. Also added IndEvo integration for Räum. And sorry for inconvenience

No worries, thanks for all your work!
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Artarion on November 28, 2023, 03:00:13 PM
I am don't mind to update VIC three times in a day.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Tryhardosaurus on December 17, 2023, 07:05:41 AM
Just wanted to say, this mod is awesome! love the look and feel and  hope it continues to grow and be amazing!
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Lilly112 on December 17, 2023, 01:47:28 PM
(https://cdn.discordapp.com/attachments/948360107794763817/1186061274329661620/RDT_20231217_1343202087240272917145691.jpg?ex=6591e0a3&is=657f6ba3&hm=3e3ef368e79dd3ff8915bae8f5ee741f79ecdd4544d6d9502da2c3f03ea0d2a0&)
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: mengsk87 on February 07, 2024, 06:26:20 AM
Any time estimate on when the 0.97 update will come?
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: A_Random_Dude on February 07, 2024, 06:43:11 AM
You can simply edit the mod_info.json while waiting for an official update. Nothing in the new game version should prevent it from working properly.
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Astarat on February 09, 2024, 04:35:25 AM
Patch for 0.97 coming today or tomorrow max with some minor balancing stuff, stay tuned
Title: Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
Post by: Astarat on February 10, 2024, 01:23:18 PM
Volkov Industrial Conglomerate 1.6.2 "Räumpage" - 0.97a-RC6 (https://boosty.to/astarat_starsector/posts/df9a9922-e3ae-4b91-a5b8-c7d99aa4cf92?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.2/VIC.1.6.2.zip)

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.2 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship and its HVB variant
- - Added built-in hullmod "Artillery Targeting Subsystems" which increases all weapons' firing range by 20%
- - Fixed the bug that made its built-in XL weapons drop in salvage

- Stolas Ubercruiser
- - Raised base value from 125000 to 500000 credits
- - No longer possible to get the ship from the dealer (sorry!)



Weapons:
- Rokh Minefield Launcher
- - Mines' damage increased from 200 to 400 fragmentation

- Rokh Swarm Launcher
- - 2nd stage missiles' damage increased from 40 to 50 kinetic
- - Improved 2nd stage missiles' mobility

- Hungruf Armor Scorcher (small and medium)
- - Flux per shot increased from 600 to 900
- - 1st stage's and bomb's projectile hitpoints reduced from 250 to 200
- - Detached engine block's projectile hitpoints reduced from 100 to 50

- Afreet Burst Swarmer (small and medium)
- - Damage reduced from 100 to 75
- - Flux cost reduced from 30 to 20
- - Refire delay reduced from 2.5 to 2 sec
- - Reload time reduced from 5 to 4 sec
- - Projectile hitpoints reduced from 50 to 35

- Rarog Atomic Emitter
- - Range increased from 450 to 500


- Some typo fixes, bug fixes, etc., the usual stuff



[close]
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: omgwtfbears on February 21, 2024, 12:40:17 AM
When i first seen VIC content, i thought the ships were ugly as sin and not well ballanced either - some blatantly OP while others not worth fielding at all.

In time, however, this mod kinda grows on you, i'm looking forward for it to be updated to current version.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: A_Random_Dude on February 21, 2024, 01:06:06 AM
It... already is?

If you're talking about the "RC" part, it just means "release candidate", so the number of hotfixes the game has gone through. In other words VIC already is up to date.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Onyx_sand on February 22, 2024, 12:02:48 AM
new update is nice, the extra range on the siege capital ship allows me to install the ROF increase mod with minor lose in range

also when i was wondering how can i get the VIC sturmcapital without doing commission for them. then there was one floating around in hyperspace, blessing from the heaven
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: omgwtfbears on February 22, 2024, 04:22:52 AM
It... already is?

If you're talking about the "RC" part, it just means "release candidate", so the number of hotfixes the game has gone through. In other words VIC already is up to date.
And 0.96a is different from the current version. Unless there was an update that didn't get the mention on the forum.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: A_Random_Dude on February 22, 2024, 04:55:36 AM
Just download the latest version. As the forum page's title says, it is on 0.97 already.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Astarat on February 23, 2024, 04:54:05 PM
Sorry for the confusion, the latest patch is indeed for 0.97a, I just forgot to change the number when copying the text, oops  :P
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Dinoris on February 25, 2024, 11:16:06 AM
A very cool mod! I put it on not so long ago, but I already like it.
Now I'm trying to fix modpack for myself, it doesn't apply to your mod, but in the process I saw a bunch of errors in the log related to the vic_trailSpawner function. I checked your mod in combination with only the required and recommended mods (I used all of them) and the error remained.
In my opinion, it doesn't break anything, but I just wanted to tell you about such a strange error, since it is not a one-time error, but occurs with some frequency.
Spoiler
207034 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron13_normal.png (using cast)
207037 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron14_normal.png (using cast)
207040 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron15_normal.png (using cast)
207043 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron16_normal.png (using cast)
207044 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron17_normal.png (using cast)
207048 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron18_normal.png (using cast)
207051 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron19_normal.png (using cast)
207053 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron20_normal.png (using cast)
207056 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron21_normal.png (using cast)
207058 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron22_normal.png (using cast)
207061 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron23_normal.png (using cast)
207063 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron24_normal.png (using cast)
207066 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron25_normal.png (using cast)
207068 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron26_normal.png (using cast)
207072 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron27_normal.png (using cast)
207074 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/GlibMaps/Normals/weapons/vic_notorious_big_iron_recoil_normal.png (using cast)
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207080 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207081 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
207082 [Thread-3] ERROR data.scripts.utilities.vic_trailSpawner  - Invalid line, skipping
[close]
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Zalpha on March 02, 2024, 09:55:37 PM
Am I dreaming, I cannot believe this has been updated. I love this mod. I am glad it is back.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: kamikazenojihadist on March 09, 2024, 01:37:30 AM
is there somekind main quest for vic faction?
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Astarat on March 13, 2024, 02:58:28 PM
is there somekind main quest for vic faction?
Not at the moment, but there are plans for a questline, and right now the mod has 2 unique bounties.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Tryhardosaurus on March 14, 2024, 02:30:34 AM
Amazing mod! The ships look beautiful, and hopefully there will be even more (cruisers+) added in the future! Can never have enough Different VIC ships!
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Axisoflint on March 23, 2024, 05:42:27 AM
My version checker is showing an update to 1.6.3 but there's no patch notes or changes listed on here or on the discord.

*edit* - it's on git apparently but just catching up. No biggie.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
Post by: Astarat on March 23, 2024, 06:00:21 AM
Volkov Industrial Conglomerate 1.6.3 "Räumpage" - 0.97a-RC11 (https://boosty.to/astarat_starsector/posts/84c22ba2-493a-4e36-ad93-407d112ce0d9?share=post_link)
DIRECT DOWNLOAD (https://github.com/AstaratStarsector/VIC/releases/download/1.6.3/VIC.1.6.3.zip)

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER


(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExYzQ5cTg1emM2bmJ5cDQxdzFmaG03Y3VzbjU1cGdhY2hjcmlodXA2eCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/GYMZUdFIO6kyMe1M9S/giphy-downsized-large.gif)

The changelog:

...

1.6.3 "Räumpage" Changelog


Save compatible with versions 1.6.0 and higher

Ships:
- Räum Artillery Battleship
- - Added a new XL weapon - Vodyanoy Ultra PRC. Blot out the sky with bullets.

- Apollyon Shturmcapital
- - Added improvements to the ship system AI, should be smarter and more careful about its quantum lunges


Weapons:
- Rarog Atomic Emitter
- - Swapped some stats around, now has recharging ammo reserves

- Vodyanoy Plasma Minigun
- - Increased damage per projectile from 15 to 20
- - Increased flux cost per shot from 15 to 16
- - Reduced max spread
- - Fixed the bug that made the armor penetration values for overheated projectiles incorrect

- Hungruf Armor Scorcher (both versions)
- - Re-added missing explosion sound

Bug fixes:
- Fixed the crash related to Laidlaw Hyperaccelerator's animation (game sometimes crashing when Showing Video Feed of a Räum equipped with Hyperaccelerator)
- Hopefully fixed XL weapons of Räum dropping in salvage at last
- Small description fixes



[close]
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Brainwright on March 23, 2024, 01:38:25 PM
I want.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: A_Random_Dude on March 23, 2024, 03:36:51 PM
Then get!
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Shogouki on March 23, 2024, 04:14:31 PM
Oooo!  Looks cool!  When I tested the Räum previously it didn't seem like it could stand against other battleships.  I take it it's not intended to go face-to-face against them but function more like ranged support?
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on March 23, 2024, 05:39:16 PM
Oooo!  Looks cool!  When I tested the Räum previously it didn't seem like it could stand against other battleships.  I take it it's not intended to go face-to-face against them but function more like ranged support?
For the most part - yes, it's an artillery platform with big guns which are all somewhat long-ranged, but at the same time it lacks in other departments. Of course with proper building and piloting it yourself or via a high-level officer everything is possible, but in sterile environment it might have trouble duelling ships of similar DP
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Dadada on March 24, 2024, 03:44:46 AM
Woah! Thank you for the update! :D
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Axisoflint on March 25, 2024, 02:19:48 PM
Firstly, loving the new update (specifically the new Raum weapon <3), just wanted to query if it was intended behaviour that if you 'strip' a Raum outside of a VIC port (or your own if you have the pattern) that it removes the built in weapon entirely, leaving the slot blank and with no way to change it other than going back to a VIC port again (or your own if you have the pattern).

I thought, prior to this patch that if I stripped the Raum it would remove everything except the built in weapon, but I could be misremembering.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Phenir on March 26, 2024, 11:13:36 AM
The vila bolt converger doesn't work correctly under manual control for me. It fires and then the bolts shoot back towards the ship instead of towards the cursor. It works fine under autofire though.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on March 26, 2024, 01:37:34 PM
Firstly, loving the new update (specifically the new Raum weapon <3), just wanted to query if it was intended behaviour that if you 'strip' a Raum outside of a VIC port (or your own if you have the pattern) that it removes the built in weapon entirely, leaving the slot blank and with no way to change it other than going back to a VIC port again (or your own if you have the pattern).

I thought, prior to this patch that if I stripped the Raum it would remove everything except the built in weapon, but I could be misremembering.
Mmmm, can't say for sure whether the bug was present in the previous version, but it's certainly not intended, oops.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on March 26, 2024, 01:39:38 PM
The vila bolt converger doesn't work correctly under manual control for me. It fires and then the bolts shoot back towards the ship instead of towards the cursor. It works fine under autofire though.
Works fine on my end, so might be an unexpected interaction with some modiverse hullmod perhaps?
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Phenir on March 26, 2024, 02:11:23 PM
The vila bolt converger doesn't work correctly under manual control for me. It fires and then the bolts shoot back towards the ship instead of towards the cursor. It works fine under autofire though.
Works fine on my end, so might be an unexpected interaction with some modiverse hullmod perhaps?
It happens even just using stock variant in one of the missions. I'll try disabling mods until it works and get back to you.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Phenir on March 26, 2024, 02:30:07 PM
Ok, it seems to be a conflict with advanced gunnery control.
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on March 27, 2024, 02:23:49 AM
Ok, it seems to be a conflict with advanced gunnery control.
It's a very finnicky-ly coded weapon, so not surprised it breaks on such interactions, sorry :<
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: DedInsideWC on March 28, 2024, 11:23:31 AM
Does it work on version 0.97a-RC11? I have this error. Magic, Lazy, Graphic Lib enabled. I did somesing wrong or game version unsuitable?
Title: Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
Post by: Astarat on March 28, 2024, 02:20:56 PM
Does it work on version 0.97a-RC11? I have this error. Magic, Lazy, Graphic Lib enabled. I did somesing wrong or game version unsuitable?
Have you done a clean install of the mod? As in, deleted the folder and all the files of the old version before putting in the new one?