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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.2  (Read 381990 times)

Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8
« Reply #300 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]
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #301 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]
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Winterless

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #302 on: April 07, 2023, 09:59:41 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]




pfwawawa--but thank you for the quick fixes!
« Last Edit: April 07, 2023, 10:17:31 AM by Winterless »
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HuoShengdi

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #303 on: April 07, 2023, 10:56:44 PM »

Loving all the new and revamped weapons. Both of the Focalors variants are very good and the Apocrypha is really fun to shoot. I can see all these things being a terror in a future tournament, especially the missile Focalors with the ability to slot a whopping 5 medium missiles and 6 small missiles. Sure, it won't have much else, other than its builtin nose chaingun, but that's a lot of missile power.
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TalRaziid

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #304 on: May 09, 2023, 07:10:57 AM »

Hey boss, no rush but do you have any ETA on when this might get updated?
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A_Random_Dude

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #305 on: May 09, 2023, 07:19:13 AM »

Wisp released an experimental version of Magiclib on the discord, essentially intended to let most mods function with it, whether they're updated or not. You can download that version of the lib if you want, and see if things still break.

In the mean time: I doubt there will be any date given for an update. Doing that builds expectation for the players and pressure for the author(s), increasing the possibility for a rushed, buggier than expected mod to be released. So you'll have to wait.
« Last Edit: May 09, 2023, 07:28:57 AM by A_Random_Dude »
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TalRaziid

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #306 on: May 09, 2023, 07:33:14 AM »

Isn't magiclib already updated on the Index? its marked as .96a at least.
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A_Random_Dude

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #307 on: May 09, 2023, 07:37:44 AM »

Yes. But like I said: that one breaks mods that aren't updated for 0.96. The one on discord should, in theory, "unbreak" them.
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TalRaziid

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #308 on: May 09, 2023, 10:55:49 AM »

For anyone using this on .96 before its updated, one of the hullmod BPs seems to cause teh game to crash, with the attached error
« Last Edit: May 09, 2023, 11:04:00 AM by TalRaziid »
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #309 on: May 09, 2023, 01:11:16 PM »

Sorry, no concrete ETA for the compatibility update. Hopefully in a week or so, I think.
« Last Edit: May 09, 2023, 01:13:02 PM by Astarat »
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #310 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
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TalRaziid

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #311 on: May 10, 2023, 08:51:00 AM »

No worries, was just looking to have a rough estimate, which I now have! Seems to mostly work so far for me at least
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SpaceDrake

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #312 on: May 10, 2023, 09:55:25 AM »

With the new backwards compatibility mode for MagicLib, VIC should mostly be okay in its previous official version. You'll mostly want to be careful about which VIC-specific tooltips you mouse over, and depending on which AI they use, certain missiles may have problems (the GuidedProximityFuse AI and the STRIKE tag have both proved problematic in other mods), but these are not too difficult to mitigate on the end-user level.
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NaokiP

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #313 on: May 12, 2023, 06:54:09 AM »

Getting a CTD on game launch with the following printed to log with 0.96, even when trying to use the backwards compatible version of MagicLib.

Code
24773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
java.lang.RuntimeException: Error loading [data.scripts.weapons.vic_gaganaOnHit]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.vic_gaganaOnHit
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more

Would appreciate help with this if someone knows of a temporary workaround at the moment, but in the absence of one I'll wait for a proper update.
Thanks for all your hard work, Astarat and PureTilt.
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kokuto

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #314 on: May 13, 2023, 03:34:58 AM »

Unfortunately 0.96 update is required since it appears several parts of the mod cause CTD. Including the feature to change officer portraits for one.
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