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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 380874 times)

megabot

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #75 on: April 17, 2021, 05:23:36 AM »


I have used the capital ship, I mentioned in my post it required some skill and the AI can't handle it unless you have 2 or more working together.
As for Shturm, it may be great with practice, but unlike the similar safety overrides instead of doubling vents, it turns capacitors into vents, costing even more OP for the same benefit and meaning such a ship has such low flux cap that it's shields become useless, especially when it then reduces flux capacity and reduces shield efficiency, making it that much more fragile while nuking it's OP advantage. (With the new system for building it in, it still tanks your op, because it converts capacitors to vents.)

In other words, in exchange for making yourself even more vulnerable and tanking your OP, you get faster system recharge and dissipation... And maybe range, because it increases range up to a cap, and you can just instead get the integrated targetting system.
I prefer the other systems. Particularly shields.

I disagree with the shields part. mostly because of the system, so i can just escape as needed. also maye it's just me but I had quite a lot of OPs to spend, and everthying not in flux vents...well, could be invested in flux vents againn. maybe it's low OP weapons or fewer weapons than average for a capital? I do not know to be honest
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5ColouredWalker

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #76 on: April 17, 2021, 07:08:41 AM »

It could be lots of things from difference in skills and loadouts to just how we prefer to fight. I found it worked poorly for me.
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ApolloStarsector

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #77 on: April 17, 2021, 03:40:35 PM »

Worry not, the update is in the works! Might take some time, but we're dead set on finishing it no matter what!

Hype!
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kokuto

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #78 on: April 24, 2021, 08:44:52 AM »

Looking forward to when this is available again
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AlexGu812

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #79 on: April 26, 2021, 05:20:02 PM »

Wow, the ships and weapons are both so cool, And I can finally respec my officers! Officially my favorite mod now!
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Kurtdovah

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #80 on: April 27, 2021, 01:07:08 AM »

I hope this mod will be update for the actual version of Starsector! :3
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Atmos

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #81 on: May 10, 2021, 12:46:02 PM »

Please update this is my go to mod :'( Your ships are bad ass but fair
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danando123

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #82 on: May 10, 2021, 01:01:00 PM »

+1 for Update to 0.9.5
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Bueno Horse

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #83 on: May 10, 2021, 05:44:21 PM »

I'm not one for simping of the Hedgemony, but regardless this is my favorite faction mod by far.
Hope you update soon.
« Last Edit: May 12, 2021, 06:26:51 PM by Bueno Horse »
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ZeCaptain

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #84 on: June 07, 2021, 12:27:06 AM »

Posting more unoffical VIC stuff from discord:

Sinpek —
"I've seen them, Lieutenant. I've looked them directly in their eyes as they screamed at me and pleaded me to somehow stop the inevitable from happening. I was the only one who was wearing a hazmat suit at the time, the others...the others did not make it. They weren't quick enough on the draw. They didn't hear the bad news quickly enough, I don't...I don't even know what, or why. I watched their horrified faces as the whiskers beneath their noses grew yet longer and longer, the tail and ears on their bodies betraying their vile, newfound form. I've lost a lot of excellent friends that day."

"Hanland got hit with the god damn virus when we were manually working the sealed doors after a stray shot fried the automated lock system. *** Hanland! I've eaten lunch with that man many times, I've known him like he was part of my god damn family, and now I had to watch him retch and scream as whatever VIC put into the canister was changing him into something alien, something perverse, an affront to life! The person I knew was completely gone in a matter of minutes!

When I saw him...when I saw him after the engagement was over, *** nuzzling up against the airlock door, purring. Purring like a cat. All whilst tears were streaming down his dementedly smiling face. I lost it. I simply lost it. I couldn't bear it anymore. I sat there for a good half an hour, watching his body slowly drift away from the window.

Whatever the VIC plans. Whatever they're doing. It needs to be stopped. All of this. They're not just killing us, Captain. They're taking our humanity away, forcing us to live out the rest of our days as monsters. Death is a mercy."
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Astarat

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Re: [0.9.1a] Volkov Industrial Conglomerate 1.2.0
« Reply #85 on: June 07, 2021, 01:17:29 PM »


NOT SAVE COMPATIBLE







The changelog:

...

Ships:

A brand new ship - VIC-U61 Oriax Battlecruiser. A versatile and manouverable capital-grade vessel, capable of everything, but not excelling at anything in particular.

VIC-X14 Nybbas:
-OP reduced from 60 to 55
-Flux dissipation decreaed from 450 to 350
-Max flux increased from 2500 to 3000
-Max speed redused from 120 to 90
-Phase activation cost reduced from 175 to 150
-phase upkeep increased from 200 to 450
-Experimental Phase Drive:
- Phase CD reduction removed
- Weapons flux cost reduction reduced from 25% to 20%
- Weapon range reduction reduced from 35% to 30%
-Baryonic Displacement:
- Flux cost removed
- Now can't be used while phased
- CD increased from 2 to 6 seconds
-New Right click system Phase Dive
- More time dilation
- More Speed
- More Flux cost
- Longer Cooldown

VIC-S85 Pruflas:
-OP reduced from 50 to 45
-Flux dissipation reduced from 300 to 240
-Flux capacity increased from 2000 to 2600

VIC-A71 Apollyon:
-Improved AI,  should be less suicidal when commencing Quantum Lunge
-Changed Abyssus Array built-in: tweaked the direction of launch, now costs flux to fire, more sustained damage

VIC-B19 Kobal, VIC-B49 Samael, VIC-B62 Thamuz:
-Adaptive Assault:
- Fixed incorrect combat status
- Fixed incorrect damage increase values
-New built-in hullmod - Convoy Drive
- Increases 0-flux speed bonus and slightly increases the range of ballistic and energy weaponry


Figher wings:
-VIC-F11 Shabriri Drone:
- Hull decreased from 120 to 75
- Flux capacity decreased from 250 to 200
- Flux dissipation decreased from 100 to 50

Weapons:

5 brand new weapons:
Rubezahl Thermal Lance - Large Energy
- Extreme HE damage
- Limited sustained fire capability
- Slow and highly visible chargeup

Zlydzen Wave Destabilizer - Large Energy
- Support-focused debuff weapon
- Applies various debuffs depending on whether the shield or the hull of the enemy are hit by the beam
- Pretty useless damage-wise on its own

Balachko Cryoheat Generator - Medium Energy
- Alternating HE and Kinetic damage, excels at bringing down enemy's defences
- Subpar hull damage

Vila Impulse Converger - Medium Energy
- Unusual projectile trajectory, perfect accuracy (if used correctly and precisely)
- High burst potential
- Low-end sustained damage

Psotnik Interference Machinegun - Medium Ballistic
- Potent anti-shield suppression and
- Very low damage per projectile


Capacitons Discharger:
-Damage increased from 150 to 300
-EMP increased from 80 to 160
-Max ammo reduced from 30 to 16
-Chargeup and chargedown increased from 0.075 to 0.15

Tugarin Stellar Catapult:
-Projectile speed no longer gets affected by the ship's speed twice as much

Strigoy Flak Cannon - reworked, now performs like a true flak cloud dispenser:
-Burst size increased from 2 to 10
-Damage reduced from 50 to 30
-DPS increased from 250 to 300
-range reduced from 400 to 350

Laidlaw Accelerators family - reworked, now perform worse against shields, but better againt hulls:
- Now deal soft flux against shields
- The fragmentation explosion damage on hits against hull increased to 200 (Laidlaw Mass Driver) and 400 (Laidlaw Accelerator and Heavy Laidlaw Accelerator)
- Heavy Laidlaw Accelerator now fires from both barrels simultaneously with perfect accuracy
- Heavy Laidlaw Accelerator OP cost increased from 30 to 35
- Improved visuals
- Improved sounds

Other weapons:
- Various visual improvements


Hullmods:
Aerodynamic Design:
-Ground support changed from 10/20/30/40 to 10/20/30/50

Laidlaw Resonance Shields:
-Renamed to Laidlaw Tech
-Now also:
- Reduces ballistic range by 10%
- Increases energy weapons range by 100 su
- Reduces beam weapons range by 100 su
- Reduces energy weapon flux generation by 10%

VIC Integrated Assault Systems:
-Weapon flux reduction changed from 5%/10%/20%/30% to 20%
-Speed bonus reduced from 10/10/20/20 to 5/10/20/25
-Projectile speed bonus reduced from 33% o 30%
-PPT penalty reduced from 33% to 30%
-OP cost increased from 4/8/15/25 to 7/11/15/25
-Now cant be instaled on non-VIC ships

VIC "Fortress" Protocol:
-Shield damage taken reduction increased from 13% to 35%
-Now reduces the chance that shields will be pierced by EMP arcs by 75%
-Shield upkeep now icreased by 25% instead of being reduced by 25%
-Shield unfold and turn speed now reduced by 50% instead of being increased by 50%
-Shield arc increase removed
-Now reduces ship max speed by 20%
-Now increases 0-flux speed boost by 15 SU
-OP cost reduced from 7/14/21/35 to 6/12/18/30
-Now incompatible with just SO and Hardened Shields
-Now cant be instaled on-non VIC ships

PD Arc Emitter:
-OP cost increased from 4/8/12/20 to 5/10/15/25
-Flux cost per arc increased from 25 to 35
-Now is inactive while venting or overloaded


Missions:
-Added custom description to the VIC Combat Simulation System mission


Campaign:
-Added VIC Revitalization Center industry:
- Now Revitalization Center services (portrait changing and skill respeccing) require "VIC Revitalization Center" industry on a planet, instead of the market just being owned by VIC
- VIC Revitalization Center requires genetech supply and good relations with VIC to operate
- Added VIC Revitalization Center to Cocytus, Yama, Yesod and Ailmar.

-Added new industry item for farming "Transfiguration Solutions"
- The item increases the farming output, but makes the industry demand genetech and increases the hazard rating of the planet
- Requires at least some organic deposits being present on the planet


-GMO farming industry was removed

-Some industries got moved around

-Now the secret (or not so secret) fancy system is a bit more secret

-Added the current VIC CEO to Cocytus - come say "Hello"


Misc:
-Added custom ship engine sounds
-Added characters for combat chatter
-Added some funny settings which you can configurate in data/config/modSettings.json :^)    (thanks, Tilt)
-Some little description changes for the genetech commodity, markets and so on, as usual
-Certainly some small changes that we might have forgotten in the process
[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.

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Profit Prophet

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #86 on: June 07, 2021, 01:29:30 PM »

Lets go! Looking foward to using this mod in my next playthrough. Can finally make all my officers anime girls again!
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megabot

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #87 on: June 07, 2021, 01:33:25 PM »

wooo! it finally happened!
now i only need to complete my current save though, ugh...
ooor...i could just...abandon everything like I always do...
hmmmmm...

anyways, thank you man! i was waiting for this
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DownTheDrain

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #88 on: June 07, 2021, 01:35:52 PM »

Not sure how well they mesh with vanilla but they look quite menacing.
Features and playstyle sounds interesting too so I'll have to give them a try next playthrough.
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Ramiel

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« Reply #89 on: June 07, 2021, 08:31:49 PM »

It has updated!!!Huzzah!!!!
Now to wait for Dassault Mikoyan, Blackrock, Yuri, Azalea and Aria. And I can finally have my mod list back!!!
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