Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: 1 ... 13 14 [15] 16

Author Topic: [0.95.1a] Volkov Industrial Conglomerate 1.4.3  (Read 224966 times)

Kitfox88

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #210 on: April 18, 2022, 11:30:05 AM »

Still getting the occasional null pointer crash even in the newest version. :(

Same thing here, went to assist a small VIC fleet with a Cabal fight and got blammed.

Quote
6401544 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.vic_combatPlugin.advance(vic_combatPlugin.java:85)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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)
Logged

SpaceDrake

  • Captain
  • ****
  • Posts: 312
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #211 on: April 18, 2022, 12:55:25 PM »

The problem is that it's not consistent - I'm convinced it has something to do with the Cresil, but I just cannot for the life of me consistently reproduce this error. Which is, for PureTilt and my ostensible-game-professional self, a total nightmare.

I hope PureTilt or Astarat can figure it out eventually, but it seems like a nightmare to figure out. These are on Windows machines and I'm using JRE8, if it helps.
Logged

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #212 on: April 18, 2022, 05:14:37 PM »

This is an easy to fix error, at line 85 the if() statment should be encapsulated with another if() statment that checks if the entry != null before doing anything else on it.
ironically most errors ever found in this mod are related to similar reason, but that's understandable, the code is quite complex.
Logged
^^

DerRichtigeArzt

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #213 on: April 21, 2022, 04:24:06 AM »

Is there a way to change the laidlaw accelerators back to how they were before they were changed to frag damage? I preffered them that way and I'd like to change them for my playthrough. I will ofcourse not redistribute those files anywhere even on private forums.
Logged

NoCeilings

  • Ensign
  • *
  • Posts: 6
    • View Profile
    • Email
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #214 on: April 21, 2022, 02:25:05 PM »

When I saw that ship with 3 large energy for 27 deploy points, I was like "man, this is OP."

But then it got fluxed out and blew up in half a second.
Definitely a glass cannon, AND it's slow.

Still a part of my main fleet tho, I just assign a couple frigates to escort it 24/7.

Overall, excellent  and beautiful work!
Logged

Noobishnoob

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #215 on: April 22, 2022, 09:48:25 PM »

Any way to make it so that we can build VIC Biolabs with having to resort to console commands?
Logged

Tigasboss

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #216 on: April 29, 2022, 07:58:08 PM »

Will there ever be a Revitalization Center as a standalone mod?
Even though i really like playing with VIC, sometimes i wanna swap around the factions in my playthroughs but id really like to still be able the use the Revitalization Center cause that alone makes it the faction best mod in existence imo.
Logged

Iron Shrimp

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #217 on: May 10, 2022, 10:30:43 PM »

This is an easy to fix error, at line 85 the if() statment should be encapsulated with another if() statment that checks if the entry != null before doing anything else on it.
ironically most errors ever found in this mod are related to similar reason, but that's understandable, the code is quite complex.

can you uhh give it in code form of some sort? Script kiddies here and I have no idea how to do what you just said ;-;
Logged

Bravesoldierphil

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #218 on: May 13, 2022, 04:11:33 PM »

Don't know if this is the right place to post this, but I've noticed an odd bug as of late. If I install a Transfiguration Solutions onto a planet, then uninstall it later, the stability deduction remains permanent. Any way to fix this? Also, apologies if this has already been posted!
Logged

JohnVicres

  • Ensign
  • *
  • Posts: 44
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #219 on: May 17, 2022, 08:02:49 AM »

There's an issue I've noticed consistently with the Revitalization's portrait changer: In plenty of dialogue, especially Galatia-campaign dialogue, there are gender-specific callouts for the player. Now, I have a sort of "template" savegame to carry over some personal/manual touches to the sector, and it seems the portrait I started that with is classified as female for the dialogue variants; but even if I change the portrait to a male's, the dialogue is still in feminine appositives (ma'am and madam).

It also seems that whatever defines the portrait's gender isn't tied to the player.faction file, since I changed some helmeted portraits around but their appointed gender remains as they were previously...
Logged

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #220 on: July 02, 2022, 11:22:56 PM »

You guys need to be aware that this happens every time you play with a random sector:
Very abusable

Logged
^^

Vivaria

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #221 on: August 06, 2022, 06:53:05 PM »

Hummm... is there a separate mod that givess you access to the Revitalizationn Centerss without the VIC? The ships and the factionn aren't so much for me, but I really like the Rev Centers.
Logged

Angryredhead

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #222 on: August 08, 2022, 12:17:32 PM »

I'm not sure if anyone else has experience with this or not, but with Nexerelin active, VICs homesystem of Empyrean gets quickly steamrolled by multiple faction invasions almost immediately, with even the smallest of attacks conquering worlds without a fight.

Plegethon in particular seems to be a focus of enemy attention, and boasts virtually no defences against attack, making its capture all but inevitable and crippling the factions ability to field fleets.

I feel like the defences of these critical planets is sorely lacking, and it's an absolute pain to play as them, because without constant player intervention the faction is basically just free real estate to be carved up by everyone else in the sector.
Logged

Phenir

  • Lieutenant
  • **
  • Posts: 95
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #223 on: August 31, 2022, 10:46:38 PM »

I'd like to suggest making PD arc emitter hullmod benefit from Phase Anchor's double reload speed. I'm playing with the Nybbas and notice phasing reloads my autopulse laser faster but doesn't reload pd arc emitter faster.
Logged

Pagan Pope

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #224 on: September 03, 2022, 12:19:52 PM »

Im just wondering if this mod is still getting worked on, and we can get home/hype for update.
Or mod developer has finished this mod, or abondened it?
Logged
Pages: 1 ... 13 14 [15] 16