Fractal Softworks Forum

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

Title: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
Post by: Astarat on December 30, 2020, 12:23:43 PM
(https://i.ibb.co/TbVb3yT/Logo-for-the-forum-text.png) (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.2.0/VIC.zip)

"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://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.2.0/VIC.zip)
And join Humankind on our common way to a brighter tomorrow! (https://github.com/AstaratStarsector/Starsector_VIC/releases/download/1.2.0/VIC.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)


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


     

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. 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)
[close]


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
1.1.0
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

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

Music: Psiklaw

Illustrations: Kvacm

Portraits: 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



Extreme corporate shilling and catgirl enthusiasm: JRG, AlexAtheos, Silverlight, TitanicGuy, Phoenix the Dreamer 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
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: Techpriest 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: Agreion 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?

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: yry001215 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: yry001215 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?