Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 6 7 [8] 9 10 ... 30

Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3  (Read 399473 times)

SpaceDrake

  • Captain
  • ****
  • Posts: 484
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
« Reply #105 on: June 16, 2021, 01:35:07 PM »

Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p

I kind of figured, and it also helps out balance the new colony item. You want it, you either conquer Purg or part of your economy is joined at the hip to Volkov. :V Neat!

Also huh, I wasn't thinking the Oriax needed a nerf, but fair do's. Glad to see the Nybbas get some indirect love, too, and for the Pruflas to just outright get a little love (I was going to bring up that while the DD and Cruiser-scale ships seem really good, the Volkov frigates struggle a bit in .95, as does Volkov in general in NPC-on-NPC mode in Nex). Thanks for the hard work, as always!
Logged

xzardas

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
« Reply #106 on: June 16, 2021, 01:44:18 PM »

Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p

Then they will get a fight
Logged

Stalkar

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #107 on: June 16, 2021, 04:53:37 PM »

looking foward to seeing more weaponry(missles?)

for feedback, i would have to say that appollyongets suicidal (often VERY successful) if you dont set it to escort or capture it will charge enemy lines and get quickly overloaded

the shield mechanic is interesting but difficult to use with ships being mostly front-sided
 
and a question how do i obtain other overhauls for the VIC ships?i havent found them in any of the shops so far
« Last Edit: February 25, 2024, 10:20:25 AM by Stalkar »
Logged

envenger

  • Lieutenant
  • **
  • Posts: 58
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #108 on: June 17, 2021, 06:24:06 AM »

Love the evil looking ships and the theme of the mod.

This mod kind of screams endgame crisis.
I imagine there can be a late game event where this mod does a hostile takeover, over Hegemony and creates its new monster faction virus bombing everything. There would be splinter hegemony states here and there which it would invade first then go over the rampaging over the sector.
Logged

robepriority

  • Captain
  • ****
  • Posts: 409
  • robepriority#2626
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #109 on: June 17, 2021, 07:22:09 AM »

In my game they allied with the Hegemony, which meant Gilead was obliterated c207.

SpaceDrake

  • Captain
  • ****
  • Posts: 484
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #110 on: June 17, 2021, 08:35:09 AM »

Yes, by default VIC has been working hard to get on the Hegemony's good side, and if someone (like, say, the player :V) doesn't work hard to put a wedge between the two, they will often end up allied.

In my own experience, though, VIC doesn't dominate that hard; even in the new patch, they kind of seem to struggle as an NPC faction. They especially have trouble with station sieges, as a lot of their ships and their AI isn't well set up for siege warfare. Taking on anything bigger than an orbital station can be a challenge for NPC VIC. It helps keep them in check, but trying to help out your commission-mates can get a bit frustrating when Apolloyons suicide against a battlestation's guns. :V

I do have to agree that the lack of medium/large missiles feels... odd? I know VIC also outright uses "base" weapons like Tach lances, but it does feel odd that they have ships with the larger missile slots and no in-house solution for arming them at all.
Logged

Kaitol

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #111 on: June 17, 2021, 10:07:13 AM »

If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.
Logged

envenger

  • Lieutenant
  • **
  • Posts: 58
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #112 on: June 17, 2021, 10:22:41 AM »

If it's possible, maybe give them in-house bioweapon missiles that do negligible damage, but lower the enemy's CR if they impact armor or hull. Don't think I've ever seen a weapon that does that, makes sense in their lore, and might give their agile but fragile ships a better chance if the enemy's accuracy goes down and they start running into malfunctions. You'd have to balance the ammo and effect so they're not too strong though and find a way to make them not work against automated ships.

It can even kill crew making attrition fights with them hard and you take even taking on a few smaller ships of them more serious.
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 93
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #113 on: June 18, 2021, 12:31:23 PM »


and a two little questions....can you actually change the prints on ship wings?(only noticed it on oriax so far) and how do i obtain other overhauls for the VIC ships?i havent found them in any of the shops so far and none were found in loot....do i have to fight these guys?

There is currently only one "Overhaul" hullmod - Shturm, meant for the Shturm-series ships.


This mod kind of screams endgame crisis.
I imagine there can be a late game event where this mod does a hostile takeover, over Hegemony and creates its new monster faction virus bombing everything. There would be splinter hegemony states here and there which it would invade first then go over the rampaging over the sector.

There are some vague plans for that, don't you worry :P

I do have to agree that the lack of medium/large missiles feels... odd? I know VIC also outright uses "base" weapons like Tach lances, but it does feel odd that they have ships with the larger missile slots and no in-house solution for arming them at all.

VIC missile weapons are planned for the next update, stay tuned!
Logged

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 57
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #114 on: June 18, 2021, 06:27:49 PM »

My compliments to the sound guy, I've been stuck at friendly VIC ports for minutes on end just to enjoy the music.

Lolpingu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #115 on: June 20, 2021, 06:41:21 AM »

I'm really loving the mod, both in terms of gameplay and the visual style.

It would be really nice if you could add some logistic ships (freighters and tankers or tanker/freighters like the kadur one), for those of us who like to keep our fleets faction-homogenous
Logged

mora

  • Commander
  • ***
  • Posts: 148
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #116 on: June 28, 2021, 11:33:53 PM »

Currently revitalizing(respeccing) an officer at any VIC revitalizing centre makes the skill "Officer Training"(or L4L) not apply to that officer. I'm guessing this part of the code hasn't changed since the last version of Starsector?
« Last Edit: June 28, 2021, 11:44:36 PM by mora »
Logged

Oni

  • Captain
  • ****
  • Posts: 383
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #117 on: July 02, 2021, 07:15:57 PM »

Weird, I seem to be getting an update warning in the game.  ???

Edit: Never mind, it just seems to have detected the update early.
« Last Edit: July 03, 2021, 05:03:47 PM by Oni »
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 93
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« Reply #118 on: July 03, 2021, 06:22:58 AM »


SAVE COMPATIBLE







The changelog:

...

1.3.3 Changelog

Campaign:
   
- Fixed VIC markets not having positive growth rate     
- Fixed officer respec making officers not being affected by skills, which resulted in lesser officer levels after the respec     
- Fixed Extreme Viral Contamination not reducing size of markets over time   
- Updated Extreme Viral Contamination icon


Misc:

- Removed archive with memes     
- Added link to imgur post with VIC memes (can be found in the graphics folder)

[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!

Logged

Mosthra

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #119 on: July 06, 2021, 04:17:48 AM »

 ;D One of the most amazing mods I have ever experienced. It feels like you are confronting an extremely powerful force with super-overwhelming technology.
Logged
Pages: 1 ... 6 7 [8] 9 10 ... 30