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Starsector 0.98a is out! (03/27/25)

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Messages - Astarat

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16
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



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17
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!

18
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. 

19
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« 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  :(

20
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« on: November 24, 2023, 09:26:43 AM »
And another one, yeeeeah... Sorry  :(

21
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« on: November 24, 2023, 09:26:21 AM »

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]

22
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.1
« on: November 23, 2023, 11:36:12 AM »

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)


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23
Mods / Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« on: November 23, 2023, 04:13:52 AM »

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


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24
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: November 22, 2023, 04:45:00 PM »

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.

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25
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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 :<

26
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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.

27
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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

28
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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!

29
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« 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.

30
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: May 22, 2023, 01:03:36 PM »
The work continues, so here are some spoilers for the upcoming stuff.


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