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Messages - Astarat

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31
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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

32
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: May 09, 2023, 01:11:16 PM »
Sorry, no concrete ETA for the compatibility update. Hopefully in a week or so, I think.

33
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: April 07, 2023, 09:13:53 AM »

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]

34
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8
« on: April 06, 2023, 03:39:59 PM »

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 by SirHartley is a go! Have a sip of VIC-exclusive Ambrosia Nectar and decimate both your opposition and your internal organs!

[close]

35
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
« on: March 25, 2023, 05:13:54 PM »

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]

36
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« 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!

37
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« 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!

38
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« 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.

39
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« 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.

40
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« 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!

41
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6
« on: February 28, 2023, 06:12:21 AM »

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]

42
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6
« 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!

43
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« on: February 27, 2023, 01:38:00 PM »

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), 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]

44
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« 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.

45
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« 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

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