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Topics - Astarat

Pages: [1]
Mods / [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« on: December 30, 2020, 12:23:43 PM »

"New Humanity. New Future. New Paradise"

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

Commissioned Crews
Industrial Evolution

Also check out other cool mods by PureTilt: More HullMods and Ship Direction Marker!



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:



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

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

-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

-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

-Range reduced from 900 to 800

-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

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

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

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

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

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:
-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

"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! -


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!

Volkov Industrial Conglomerate Mod by Astarat and PureTilt is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

Suggestions / Render options for ships' engines
« on: November 05, 2020, 09:11:37 AM »
While making a mod of mine, I've encountered some "difficulties" regarding the interaction of engine flares with ships' and deco weapons' sprites. The biggest one - the lack of an option to force the engine flare to be rendered "under" the ship's sprite, making the use of deco weapons mandatory in the case when I want the engine to be partially covered by other parts of the ship (wings, armour plates etc.).

A rather "simple" (as I do not know how exactly difficult it'd be to implement into the game engine) option to decide whether the flare should be rendered on top of the sprite or under it would be a really nice addition and a saving grace for more "complex" ship designs for the modding community.

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