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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Astarat

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1
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« on: Today at 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?

2
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« 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 :<

3
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« 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?

4
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« 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.

5
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3
« 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

6
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
« on: March 23, 2024, 06:00:21 AM »

SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER




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]

7
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
« 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.

8
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.2
« 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

9
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« on: February 10, 2024, 01:23:18 PM »

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]

10
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« on: February 09, 2024, 04:35:25 AM »
Patch for 0.97 coming today or tomorrow max with some minor balancing stuff, stay tuned

11
Suggestions / Tweaking the hull restoration cost
« on: December 03, 2023, 03:10:55 AM »
Would it be possible to add a way to tweak the restoration cost of hulls independently of their base price? Would be useful for some of the more unique ships in the modiverse, making them extremely costly to restore but not too profitable to sell, for example.

12
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1c
« 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

13
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« on: November 28, 2023, 06:50:58 AM »

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]

14
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« 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!

15
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« 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. 

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