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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 486902 times)

Mira Lendin

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #210 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.
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DerRichtigeArzt

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #211 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.
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NoCeilings

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #212 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!
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Noobishnoob

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #213 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?
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Tigasboss

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #214 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.
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Iron Shrimp

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #215 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 ;-;
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Bravesoldierphil

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #216 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!
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JohnVicres

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #217 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...
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Mira Lendin

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #218 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

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Vivaria

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #219 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.
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Angryredhead

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #220 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.
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Phenir

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #221 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.
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Pagan Pope

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #222 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?
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Ruddygreat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #223 on: September 03, 2022, 03:09:23 PM »

there's a big update currently in the works (and maybe finally reaching the finishing line soon?), it's adding 2 new ships & an entire line of missile weapons, along with a few reworks of existing weapons

Astarat's been posting teasers of some of the new missiles in the unnofficial discord, they're loooking p good

Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #224 on: September 07, 2022, 08:12:03 AM »

Worry not, the mod is still being developed, albeit a bit slowly since both me and PureTilt have other things to take care of as well, the update will arrive sooooon-ish. It's just getting a bit scope-creeped here and there, heh...
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