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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3  (Read 399159 times)

default

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #135 on: September 09, 2021, 09:58:11 AM »

Recently downloaded the mod, and I have to say. I love the aesthetic of all the ships. Haven't had any issues with the spriting as of yet, or any weapon inconsistencies and such. I will make a follow-up post if I do run into any issues or have any other feedback.

Genetic modification for the good of mankind. Probably my new favorite mod faction, simply by aesthetic and weapon visuals. Aside from the catgirls... That's a little strange.
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captinjoehenry

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #136 on: September 13, 2021, 06:56:34 AM »

Just so you know there's a crash that happens if you take over Cocytus and try to build new industries.  Says that the spec of class campaign.procgen.planetgendataspec with id of [cocytus_islands] not found
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #137 on: September 16, 2021, 12:01:07 AM »

Just so you know there's a crash that happens if you take over Cocytus and try to build new industries.  Says that the spec of class campaign.procgen.planetgendataspec with id of [cocytus_islands] not found

Seems like an issue with DIY terraforming mod, since it doesn't support custom planet types.
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Zalpha

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #138 on: September 16, 2021, 06:51:33 AM »

I just tried this mod out, the ships are so amazing and their home system looks and feels so awesome. Really enjoying what I have discovered so far. They whole re-imagine yourself was also a nice touch. :D

Thanks for making and sharing this mod with us, as well as keeping it updated. (I wish I had tried it out sooner).
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geminitiger

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #139 on: September 22, 2021, 04:25:35 AM »

I'm on my second play through with this lovely mod, in my first play through I was able to build revitalization centers, but in this play through I don't see that option.  Did I need to do anything in game to make that happen?

update1:
So um yeah, eventually they did show up, but at first I'm sure they were not listed as an option, the icon for the building is hard to miss and easy to spot. Plus I can read.
update2:
I had a bunch of money by the time I was able to build this that I went to build several at once, they are say "the building needs 1 more day to complete" (Yes I waited several days, nothing)
update 3:
got tired of waiting for those to finish, thought I could try to rebuild them, once again the option to do so have fallen off my build list.


TLDR: A youtube video gave me the answer, this building only is available/working if you are friendly with VIC.
« Last Edit: September 24, 2021, 09:28:03 AM by geminitiger »
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Bast

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #140 on: September 23, 2021, 03:03:28 PM »

Loving the aesthetics of this mod's shipset, any tips on fleet composition? And is there a discord server?
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default

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #141 on: September 24, 2021, 11:00:37 PM »

So I have been using this mod a bit. I've been a tad busy since my last post, but I will give feedback nonetheless.

I'm honestly not a huge fan of how fragile these ships are. They are fast for sure, but their flux stats are bad along with armor. I get that it's supposed to be like that, but it almost seems too fragile. The *** systems are neat and feel unique and (sometimes) useful, but they rely on hit and run almost exclusively it seems. Granted, if you know how to command a fleet to do that, it wouldn't be quite as bad. Some ships and systems I will say something on in particular.

First off, the Oriax. Love how this thing looks. Decently armed and not too bad speed for a battlecruiser. The ship system is very good in a support situation, which is easy enough to "set up" if you just field a lot of destroyers and frigates. Seems kind of like what you're supposed to do anyway, but I just can't seem to do much with it. I do like to pilot it, but in most cases, I'm better off just not fielding it at all and instead throwing down more small ships. The flux and armor is just so low that if anything can pressure you for even a small amount of time, you crumble. The flux stats are poor and without a ship system to aid your escape, unlike the Odyssey, so your chances of escaping from small things that can still shred your less than par armor are not good if your outright speed can't outrun them.

Second ship is the Nybbas. Pretty neat ship. One large energy mount on a phase ship of that size(I also just love phase ships in general), and it seems like the strike ship among everything in this mod. Especially armed with the Thermal Lance. I did enjoy using this ship a good bit. However, it could only be just that. A bit. The combat readiness started to degrade extremely early. Although it is not a problem, I guess. Since it is a phase ship and that's just how it goes with those. Just seemed way faster then even other phase ships. Every time I fielded 2 of these things, they might take out 1 or 2 ships before a danger of malfunction. Perhaps it would work better with a different weapon, I don't know. Just seemed a bit high cost for how briefly it's on the field.

Third one, the Xaphan. Literally every time I threw one on the field, it died without doing much. I tried several different setups, I tried making it escort things, I tried giving it an escort. I do not know what it is about the AI with this ship, but they don't like it. I tried piloting one at a certain point, and it was alright. A decent frigate for what it is. With the right setup, I could get things done rather easily. Flux capacity was an issue more often than not. Good speed and a system that can get it out of some sticky situations. Overall, I did like this ship a good bit. The AI just seems to not.

Fourth and final, a ship and a system on the ship, the Thamuz with the Adaptive Assault Configuration. I do get the idea behind this. Mix it up with ballistic and energy. It is nice when perfectly balanced, but I just don't really like it. It's sort of limiting if you want to utilize it, but also just generally like energy/ballistic weapons more than the other. Either that or want to set up that ship for a specific role, which requires more of one than the other, but if you do that, it won't be as good as it could be. I did not pilot this ship, I mostly just let the AI control it. Didn't really want to mess around with that ship too much, but it didn't do bad most of the time.

As far as the weapons go, I am a fan of the Thermal Lance and the Plasma minigun. The ones I don't like using are the Bolt Converger and Cryoheat Generator. They both take a good bit of flux and don't do all that good. Specifically the Cryoheat. It's not pure anti armor or anti shield, so no matter what, you get damage reduction on half of your shots. Granted, you also get a damage bonus, but 2 specialized weapons seem to perform much better. The bolt converger wasn't particularly bad, but it wasn't as good as something with a more steady rate of fire with not so odd shots. A lot of the time it ended up either hitting a non intended target, or just debris. 

That's all the feedback for now. Possibly more later, but who knows. Maybe I'm just terrible at the game and don't know how to use things right or set up ships right. Very real possibility, and if that is the case, tips are always welcome. I tried using them, so now I'll try fighting them and see what happens.
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geminitiger

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #142 on: September 25, 2021, 02:10:57 AM »

I'm honestly not a huge fan of how fragile these ships are.
As you say the ships are beautiful, but don't measure up to any tier of other ships lines, I tried to run with light fleet of vic ships and a heavy fleet of vic ships and both ended in disaster. I'm neither a master of starsector or ship combat, but I have to agree, they could use a buff all around. 

That mod itself adds a lot of flavor, I love their system, I love the look of their ships and will keep the mod around for that, but sadly I can't find a place for them in my go-to fleet. The Oriax is fairly good, but at 45dp there is a lot of good choices for ships, the smaller ships just seem to go boom.

It's also quite possible that in the hands of a more skilled captain these fast ships are OP.  ;D ;D


« Last Edit: September 25, 2021, 04:19:26 AM by geminitiger »
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Bast

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #143 on: September 25, 2021, 06:07:11 AM »

So I have been using this mod a bit. I've been a tad busy since my last post, but I will give feedback nonetheless.

Thanks for your feedback non the less, I asked cause i was having trouble going toe to toe with larger fleets. It becomes unwieldy to constantly give orders to keep battles from turning into an all out brawl which this faction loses considerably in due to as you said wet paper armor and horrid flux.
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rigidjelly

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #144 on: October 06, 2021, 09:41:45 AM »

While I echo the concerns about general ship fragility and ai suicide with leaping this is definitely a permanent addition to my modlist. Everything is just so cool.

Cool ship aesthetics.
Cool weapons.
Cool lore.
Cool completely humane viral bombardment.
Cool VIC-pad side mod I just found yesterday. Good bye virgin TriTach hello chad ORANGE.

AND it gives the player a good feeling pulling off successful fleet maneuvers and pasting your opponent. Needs built in Op Center hull mod on an Apollyon to reliably balance command points and player directed firepower though.

One small discovery was with the system you need to transverse into. If you set up a colony either on the uber useless planet or the station (like I did with the station construction mod) the game will crash when enemy fleets try to raid you instead of just not letting them. I wanted a super sekrit base for my pirate playthrough but sadly it only works as an abandoned station supply storage.

Probably nothing you can do about it as it seems like a core game fleet behavior thing. Still sorta feels like a hideout but without a waystation industry every other abandoned station is more useful as a drop point (no transverse cost). Cool looking system too.
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mora

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #145 on: October 07, 2021, 02:38:24 AM »

The Pelenu Laukas system radius kinda overlaps with the Penelope's Star system, I suggest you move it a bit to the left so the fringe jump point and Telepylus Gravity Well don't overlap.
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Lance

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #146 on: October 07, 2021, 05:31:54 PM »

Hi, i love this mod, wonderful spites and great balance ( thoses auto-tracking weapons are a lil bit op thoo, even fast frigates have difficulties to dodge them ). Thank you, i enjoy it a lot.

Performance-wise, in campaign, it seems that the Vic mod alone reduces the framerate by 8-10% when around the core sector. Globally, everywhere in the core sector. It's not that much but it's more than most other factions mods, which usually reduce fps a little globally and a bit more locally due to patrols & convoy.

 I believe that the cause is the industries and the required genetech. Despites how interesting the mechanic is, i'm not sure if it's useful to give thoses industries to other factions than VIC if there is a performance penalty. I may be wrong about the cause thoo. Could be memory leak on my mod list or a conflict. The fps didnt drop much without VIC, it was night & day, i generated multiple new games to verify.
« Last Edit: October 07, 2021, 05:49:37 PM by Lance »
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Rendor

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #147 on: October 17, 2021, 05:22:36 PM »

My game is crashes when i trying to join battle VIC vs. luddic church.

Code
10738036 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:53)
at com.fs.starfarer.combat.systems.return.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)
10738116 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
10738124 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]
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renegade_sock

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #148 on: October 21, 2021, 01:02:31 AM »

Hi,

Awesome mod buddy!

I'm getting this error when joining a VIC fight against the REDACTED

Quote
83141 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.vic_defenceSuppressor.apply(vic_defenceSuppressor.java:53)
   at com.fs.starfarer.combat.systems.return.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)

Cheers
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Astarat

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Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« Reply #149 on: October 24, 2021, 02:39:03 PM »

Yeah, that bug is already known, will be fixed in the next version, thanks!
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