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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 479437 times)

PureTilt

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #165 on: December 21, 2021, 11:42:05 AM »

I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.
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Netu

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #166 on: December 25, 2021, 08:15:41 AM »

Merry Christmas!

Has this error/crash been reported yet?  If it has, I apologize, I just wanted to be sure it had been:

Code
9300869 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.O0oO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.O0oO.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.class.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.Ô00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Thank you so much for the wonderful mod!
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Zalpha

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #167 on: December 26, 2021, 09:28:43 AM »

I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.

My bad then, it wasn't a missile but a Large Energy or Ballistic weapon. It clearly was a Vic Large Weapon judging but the Vic weapon distinctive design, (I didn't actually mouse over the miss aligned icon, just saw it and deiced the mod was broken and excited an disabled it). On a side note I have noticed some large weapons spaz out (extending out of the icon border or being cut off abruptly when encroaching on another icons panel) when they have a huge stock in the station. I think this type of design bug only really comes from modded weapons that use to large an icon for their weapons.
« Last Edit: December 28, 2021, 11:47:14 AM by Zalpha »
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aeiou

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #168 on: December 27, 2021, 06:14:40 PM »

echoing the same crash:
Code
1449229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:127)
at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(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(Thread.java:748)
I will note that combat was glitching out shortly before crash; VIC ship whose shields were getting shot at had erratic, then zero flux despite getting shot at. Shield was flickering as well. Ship didn't take much damage either.
Will also note this was following installation of various mods, potential culprits being MagicLib update (for being a new update of magiclib) and ED Shipyard (discord version, for being ED Shipyard)

Said flickering effect would be interesting as a sort of graphical thing; like if a ship gets shot at with high damage projectile(s), from a specific weapon, or is nearing max flux...
« Last Edit: December 27, 2021, 11:18:21 PM by aeiou »
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Drazhya

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #169 on: December 31, 2021, 03:19:41 PM »

I got the same crash after updating MagicLib; don't have ED Shipyard. It was the first time in a while that I fought VIC ships though, so *shrugs*.
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Hatter

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #170 on: January 03, 2022, 08:59:18 PM »

Respec-ing officers isn't working. I assume this is a known issue and will be fixed in the compatibility patch.
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Stalkar

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #171 on: January 07, 2022, 03:31:25 PM »

Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard
Spoiler
[close]
caused by this faction cannot be cured by any means?or there are plans for that later?
« Last Edit: February 25, 2024, 10:33:02 AM by Stalkar »
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Ruddygreat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #172 on: January 07, 2022, 04:30:34 PM »

Wanned to confirm a thing in a advance since i am either too blind to find it in the topic or it wasnt asked yet, EVC hazard (previously catgirl virus) rip that meme
Spoiler
[close]
caused by this faction cannot be cured by any means?or there are plans for that later like yeah i can read the description and all,dark...dark and wasteful

there's a special building that can be built to mitigate (idk if it completely gets rid of it) the effects on affected planets, it might also need you to have good rep w/ vic (can't remember off the top of my head)

Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #173 on: January 09, 2022, 11:09:37 AM »


SHOULD BE SAVE COMPATIBLE BUT TO BE SAFE I'D ADVISE TO START A NEW ONE







The changelog:

...

1.4.0 Changelog

Now compatible with 0.95.1a


Ship systems:
- Omni-lunge:
- - Now works more like directional plasma burn with turn rate boost
- - Distance per lunge reduced by ~40-50%
- - Max charges increased from 3 to 5
- - Time to regenerate 1 charge reduced from 10s to 5s

- Assault Reconfiguration (previously known as Adaptive Assault)
- - Removed scaling with hybridization
- - Now increases damage of ballistic and energy weapons by 50% in all cases
- - Now also increases shield damage taken by 25%


Ships/Fighters:
#ships
- All:
- - A small visual update of sprites courtesy of Nes
- - Added smoke engine trails

#fighters
- All:
- - Added engine trails to all fighters
- - Fighters in Engage mode are now forced to continuously accelerate and move at maximum speed without strafing or decelerating, resulting in a more cinematic and plane-like way of movement

- Uvall Interceptor:
- - Rarog swapped for Proxy Mine Launcher
- - Hull increased from 350 to 450
- - Armor increased from 75 to 100

#frigates
- VIC-X14 Nybbas:
- - Now uses Vanilla Phase cloak
- - Phae Upkeep reduced from 500 to 240
- - Base speed increased from 90 to 110
- - Removed Aerodynamic Design and Phase Field hullmods
- - Added Adaptive Phase Coils and Phase Anchor hullmods

- VIC-A01 Xaphan
- - Dissipation increased from 210 to 240

#destroyers
- VIC-B49 Samael
- - Armor increased from 400 to 550
- - Hull increased from 3500 to 4500
- - Turn acceleration increased from 8.5 to 12
- - Max flux increased from 6000 to 7400

- VIC-A33 Moloch
- - Armor increased from 350 to 450

#cruisers

- VIC-B62 Thamuz
- - Armor increased from 700 to 850
- - Hull increased from 7500 to 8500
- - Max turn speed increased from 12.5 to 15
- - Turn acceleration increased from 4.15 to 7
- - Max flux increased from 9000 to 11000


- VIC-A58 Valafar
- - Armor increased from 600 to 800
- - Dissipation increases from 600 to 650

#caps
- VIC-A71 Apollyon
- - Armor increased from 1000 to 1200
- - Fleet points reduced from 35 to 30

- VIC-U61 Oriax
- - Armor increased from 800 to 1000


Weapons:
- Heavy Laidlaw Accelerator:
- - OP cost decreased from 35 to 30
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.25 to 4.25
- - Flux per shot increased from 650 to 1000
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Accelerator:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 500 to 2000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 750 to 1200
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 400 to 500
- - Projectile visuals updated (again)

- Laidlaw Mass Driver:
- - Changed damage type from Energy to Fragmentation
- - Damage per shot increased from 250 to 1000
- - Refire delay increased from 1.5 to 4.5
- - Flux per shot increased from 375 to 600
- - On-hit explosion's area increased
- - On hit explosion's damage increased from 200 to 250
- - Projectile visuals updated (again)

- Zlydzen Wave Destabilizer:
- - Changed debuff effect:
- - Ramp up time increased from 4 seconds to 6 seconds
- - Wear off time increased from 2 seconds to 4 seconds
- - Shield efficiency reduction increased from 10% to 25%
- - Shield upkeep increase reduced from 50% to 25%
- - Phase cloak cooldown increase removed
- - Phase cloak activation cost increase removed
- - Flux dissipation reduction removed
- - Reduction for armor efficiency increased from 10% to 25%

- Vila Bolt Converger:
- - Sustained DPS increased from 210 to 255
- - Fixed crash if ship dies while charging

- Balachko Cryoheat Generator:
- - Damage reduction on hull hits reduced from 50% to 35%

- Psotnik Interference Autocannon
- Psotnik Interference Machinegun

- - Added smoke trails to projectiles


Hullmods:
- "Fervor" Protocol:
- - Now increases damage dealt only if you close enough to target
- - Damage increase fall off starts at 500SU at gets to 0% at 700SU (range is from edges of collision circles so it’s a bit bigger on practice)
- - Penalty from installing on non VIC ships removed
- - Range penalty removed

- PD Arc Emitter:
- - Now deals energy damage
- - Now doesn't flameout missiles
- - Description now states that Arc Emitter scales with stats for energy weapons

- Convoy drive:
- - Range increase changed from 10% increase to increase by factor of x1.25

- Laidlaw Tech:
- - Description changed a bit

- "Hellstorm" Weapon System(Xaphan build-in):
- - Now also increase ammo recharge rate of ballistic and missile weapons by 100%
- - A new icon, yay

- A-Series "Shturm" Protocol:
- - Removed capacity reduction
- - Removed dissipation increase
- - No longer changes effect of capacitors
- - Now increases shield upkeep by 100%
- - Now increases dissipation by 100% if shield is disabled
- - Range threshold changed from 500/600/800/1000 to 500/700/900/1100
- - Now Increases speed by 20/15/10/10
- - Now reduces peak performance time by 50%

- Inertia Redirection Systems (previously “Integrated Assault Systems)
- - Increases acceleration and deceleration when changing direction of movement
- - A new icon, yay

- B-Series "Fortress" Protocol (rework):
- - Can only be installed on wing shaped ships(need better name for that)
- - Reduces damage taken by shields by 30%
- - Reduces damage and flux cost for energy and ballistic weapons by 25%
- - Changes system to reduce shield damage taken by 50% and reduce damage of ballistic and  by 25%


Campaign:
- Replaced Lowtech stations for VIC with Midline ones (including in Nexerelin)
- Pristine nanoforge on Phlegethon swapped for corrupted nanoforge
- Added special condition to Phlegethon to compensate for lost ship quality
- Transfiguration Solutions 15% hazard penalty replaced with 25% accessibility penalty, also removed biolab installation mention from the description
- VIC Revitalization Center base income/upkeep reduced from 28000/50000 at size 6 to 12000/24000 at size 6
- Nexerelin starts now have Buffalo(VIC) instead of Buffalo(A)
- Station in secret system now has Buffalo(VIC) instead of Xaphan
- Removed respec option for the player in Revitalization Center (still can respec officers)
- Pelenu Laukas moved a bit to not overlap with Penelope
- Fixed the descriptions of Kalada market in Ittir system, now should actually be shown properly


Other:
- 3 new female portraits for both VIC and the player
- Most of the old portraits updated visually
- Lots of other small fixes and stuff that we might have forgotten, whoops
- A couple of spoiler portraits for future stuff
- A new hot meme artwork by Luzaitis (bless them)

[close]





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


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!

« Last Edit: January 09, 2022, 02:46:29 PM by Astarat »
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travhill20

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.0
« Reply #174 on: January 09, 2022, 07:39:20 PM »

Beautiful and interesting ships. One thing that is really bothering me though is that i've tried starting as VIC twice and both times I had officers using the same portrait. It's super immersion breaking. The first time 3 officers had the same portrait. Never had this kind of problem before. Is this an easy fix?
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.0
« Reply #175 on: January 09, 2022, 11:28:04 PM »


SAVE COMPATIBLE


The changelog:

...

1.4.1 Changelog


- Fixed the bug when Omni-lunge system sends the ships into Oblivion
- Removed debug text from Omni-lunge system

[close]





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


I'm modding Starsector just for fun, but if you wish to support me for any reason, here's my Patreon, I guess.

And if you wish to support my colleague PureTilt - come check out his Ko-Fi page!

« Last Edit: January 09, 2022, 11:34:51 PM by Astarat »
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DistressBeacon

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
« Reply #176 on: January 10, 2022, 06:44:14 AM »

By Ludd you're fast, I came here to report the lung bug only to find you already fixed it last night.
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Pirate fleet pursing your fleet

OperaWolf

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
« Reply #177 on: January 11, 2022, 12:26:23 PM »

Quote
268378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:128)
   at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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)

Was fighting a bounty fleet that spawned up against a populated station, so it was myself + station w/ defenders vs. VIC fleet. Fight went for a few minutes, then CTD.
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
« Reply #178 on: January 11, 2022, 10:45:32 PM »

Quote
268378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.vic_vila_script.onFire(vic_vila_script.java:128)
   at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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)

Was fighting a bounty fleet that spawned up against a populated station, so it was myself + station w/ defenders vs. VIC fleet. Fight went for a few minutes, then CTD.

Are you playing on the latest version of the mod (1.4.1)?
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OperaWolf

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.1
« Reply #179 on: January 11, 2022, 11:24:22 PM »

Yes. Just to be sure though, this is the version file:

Quote
{
    "masterVersionFile":"https://raw.githubusercontent.com/AstaratStarsector/Starsector_VIC/master/VIC/vic_version.version",
    "modName":"VIC",
    "modThreadId":"19603",
    "modVersion":
    {
        "major":1,
        "minor":4,
        "patch":1,
    },
}

Funnily enough, I had a (unrelated) crash from VIC earlier and checked for an update. Found the newest version, found it fixed the old crash, deleted the old VIC from my mods, installed the new one, had the new crash happen almost immediately after.

Some notes:

1. I'm running it on an ongoing save.
1a. I deleted the old VIC file and then installed the new one. I did not replace the files or install over the old ones or other weirdness.
2. I tried the fight that was causing the crash a half-dozen times and eventually cleared it without a CTD, so not sure what's up; it's not guaranteed to happen, apparently.
2a. The one where I made it through, I tried to keep to the outskirts and away from the main fighting. The error log made me think it was something visual, so I figured if the game didn't have to display it, maybe it wouldn't CTD. I was possibly correct.
3. I have two VIC ships in my fleet (Samael and Thamuz) and they get pretty steady use, so it isn't all VIC ships.
3a. I also use a lot of VIC weapons (off-topic, but seriously amazing work on the armaments), so it isn't all the weapons either. I can provide a list of what I actively use if it's helpful, though I assume you can test it all more easily than I can.

EDIT:

Quote
112083 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [vic_valafar] variant [vic_valafar_Hull]: slot id [WS1000] not found for weapon [VIC_OmniLungeEffect]
java.lang.RuntimeException: Ship hull [vic_valafar] variant [vic_valafar_Hull]: slot id [WS1000] not found for weapon [VIC_OmniLungeEffect]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)

Got hit with another one. I have a Valafar in my colony storage. This crash comes up whenever I scroll down to it. Crashes as soon as a single pixel of it pops up on my monitor. Oddly, none of the other VIC ships in that storage cause this; there's actual two right at the top that would cause a CTD immediately if they did. Anyway, could be because I'm on a game in progress; not sure if clean saves have this issue.
« Last Edit: January 12, 2022, 01:38:32 PM by OperaWolf »
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