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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 472092 times)

Reshy

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #240 on: December 09, 2022, 11:28:54 PM »

So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get.

As in, the genelab that produces their special commodity?
you don't, that's exclusive to one of their planets.

Oh, huh, thought it'd be a special infrastructure like in Aurora Federation.  What about the bombing maneuver?
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Ruddygreat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #241 on: December 10, 2022, 05:09:48 AM »

you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do

Reshy

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #242 on: December 12, 2022, 01:06:42 AM »

you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do


Aaaah.... okay that explains why I've been struggling to figure it out.


Played around with it, it's definitely interesting.  Though the permanent modifier is a big limiter of it's employment since it doesn't burn itself out like regular viral plagues.  Maybe something that could be fixed with an atmospheric processor with cross compat with terraforming?  Not sure.  The AI did immediately create a Biohazard Prevention Agency immediately.
« Last Edit: December 12, 2022, 02:32:52 AM by Reshy »
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Tito

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« Reply #243 on: December 30, 2022, 11:41:48 AM »

Is it intended that any faction (in this case Legio, hostile to VIC) can build the facility necessary to mitigate the effects of viral bombardment?
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
« Reply #244 on: December 31, 2022, 10:20:07 AM »


NOT SAVE COMPATIBLE




The changelog:

...

1.5.0 Changelog

New Ships:
- VIC-A100 Stolas and its bounty version
- VIC-M12MRS Focalor
- VIC-M12LRS Focalor


Missions:
- A new mission! With a reward for Nexerelin enjoyers


Weapons:
- Missiles! Lots of them!
- New medium ballistic - Gagana AMR-Cannon
- Old Gagana now named Qutrub and moved from ballistic to composite
- Rubezahl Thermal Lance:
- - Range incresed from 800 to 900
- Besomar Scattercannon:
- - Added trails
- - Spread changed to be more consistently random
- Psotnik Interference Machinegun:
- - Flux cost reduced from 30 to 27.5
- Upyr Autocannon:
- - FLux cost reduced from 17 to 16
- Laidlaw family
- - Projectile damage (and thus on-hit explosion damage) reduced by 20%
- - Rate of fire increased by 25%
- - Flux costs adjusted accordingly
- - Heavy Laidlaw Accelerator OP cost reduced from 30 to 26


Ships/Fighters:
- Vernier engines, omni-lunge afterimage and special engine glow now change colour with engines

#fighters
- All fighters received Overload Protection hullmod
- - Instead of overloading, fighters get their shields disabled until flux drops to 0
- VIC-F11 Shabriri:
- - Added flare laucher system which launches a single flare with large cooldown
- - Flux dissipation reduced from 50 to 32
- VIC-F25 Asmoday
- - Shields reduced from 1000 to 800
- - Flux dissipation reduced from 300 to 160
- VIC-F04 Sonneilon
- - Flux dissipation reduced from 200 to 75
- VIC-F33 Uvall
- - Armor reduced from 100 to 50
- - Shields reduced from 500 to 350
- - Flux dissipation reduced from 100 to 70
- - Proxy Mine Launcher:
- - - Reload time increased from 3s to 4s

- Skeleton crew and maximum crew of most ships were rebalanced. Now they have 40-60% less excess crew space
- Reduced cargo capacity of most ships
- Increased fuel capacity of most ships

- VIC-B19 Kobal:
- - Hull increased from 2250 to 2500
- - Flux capacity increased from 2400 to 3000

- VIC-C96 Jezebeth:
- - Hull increased from 3000 to 3500
- - Armor increased from 350 to 400
- - Flux capacity increased from 4500 to 5500

- VIC-B49 Samael:
- - Hull increased from 4500 to 5000
- - Armor increased from 550 to 600
- - Flux capacity increased from 7400 to 7500

- VIC-A33 Moloch:
- - Hull increased from 4000 to 4500
- - Flux capacity increased from 6000 to 6500

- VIC-C67 Cresil:
- - DP reduced from 25 to 20

- VIC-B62 Thamuz:
- - Speed increased from 25 to 30
- - Acceleration/deccelration and turn rate increased by ~30%

- VIC-A58 Valafar:
- - Hull increased from 6000 to 8000

- VIC-U61 Oriax:
- - Hull increased from 9000 to 10000

- VIC-A71 Apollyon:
- - Hull increased from 12000 to 15000
- - Armor increased from 1200 to 1300
- - Flux capacity increased from 20000 to 22000
- - Shield arc increased form 90 to 100
- - Abyssus Array (Apollyon's built-in missile):
- - - Flux cost reduced from 150 to 0
- - - Damage increased from 200 to 250
- - - EMP increased from 50 to 75
- - - Reload time reduced from 30s to 24s
- - - Projectile HP increased from 100 to 150


Ship systems:
- Shield Entrenchment:
- - Now uses a secondary "health pool" for the reinforced shield above 50% flux, further increasing its protective capabilities
- Flux Rupture:
- - Now passively absorbs flux from the ship and nearby vessels and discharges it against the target or random enemies on activation


Hullmods:
- Aerodynamic Design:
- - Increased ground support bonus from 10/20/30/50 to 30/60/90/150
- Laidlaw Tech:
- - Now increases the ballistic RoF by 15%
- A-Series "Shturm" Protocol:
- - Fixed setting shield upkeep to 0 if any percent shield reduction is applied
- Military-grade Genetic Modifications (Commissioned Crews hullmod):
- - Renamed to Ambitious Bravado
- - Now provides damage bonus against bigger targets (or damage reduction for capitals) at the cost of receiving more damage from smaller ones


Campaign:
- Combat chatter integration
- Reduced Virus bombardment cost scaling from planet size by 20%
- Reduced Virus bombardment genetech cost by 50%
- Fixed: Removing Transfiguration Solutions wasn't removing accessibility penalty
- New Revitalization Centre's portrait changer interface and icon
- New Empyrean background music courtesy of Mesotronik
- New market illustrations
- New ship variants spawning in fleets (thanks Avanitia)
- For Nexerelin - replaced "Stalwart" faction trait with "Devious" and added "Predatory" (have fun!)
- Some small visual changes to the asteroid belt in Empyrean


Misc changes:
- Crash fixes, typo fixes, yada yada
[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!

« Last Edit: December 31, 2022, 10:26:13 AM by Astarat »
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Dadada

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
« Reply #245 on: December 31, 2022, 10:59:35 AM »

Awesome, thank you for the update!
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shoi

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
« Reply #246 on: December 31, 2022, 01:18:07 PM »

the new botes look delicious
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.0
« Reply #247 on: December 31, 2022, 02:21:50 PM »





The changelog:

...

1.5.1 Hotfix Changelog


-    Fixed the crash when choosing Oriax for refit in campaign
-    Fixed mod version for mod managers
-    Fixed several typos and missing descriptions
-    Fixed special Nexerelin start giving a Nebula instead of a supership
-    Tweaked Stolas's system description to be more clear about its functionality
-    Fixed case sensitivity for Linux users (hopefully)


[close]

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RuneQuester

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
« Reply #248 on: January 01, 2023, 01:01:12 AM »

I must say, the new mission is hard as balls. Finally managed to do it, the ship included is SLICK as ***.
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
« Reply #249 on: January 01, 2023, 03:10:53 AM »





The changelog:

...

1.5.2 Hotfix Changelog



-    Fixed Falak crash on hitting missiles
-    Fixed some extra Oriax crashes and debug interface popping up



[close]

« Last Edit: January 01, 2023, 03:14:20 AM by Astarat »
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.1
« Reply #250 on: January 01, 2023, 03:11:24 AM »

Awesome, thank you for the update!

the new botes look delicious

I must say, the new mission is hard as balls. Finally managed to do it, the ship included is SLICK as ***.

Glad you're enjoying it! Have fun!
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« Reply #251 on: January 01, 2023, 05:04:53 AM »



The changelog:

...

1.5.3 Hotfix Changelog



-    Fixed the crash related to Commissioned Crews



[close]

« Last Edit: January 01, 2023, 05:07:38 AM by Astarat »
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Oni

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« Reply #252 on: January 01, 2023, 12:27:22 PM »

Mod info in the zip says it's version 1.5.1

Is that a typo?  ???
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« Reply #253 on: January 01, 2023, 03:58:22 PM »

Mod info in the zip says it's version 1.5.1

Is that a typo?  ???

Uhhhh yeah, I keep forgetting to change the version numbers in the files, oops.
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Hatter

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« Reply #254 on: January 01, 2023, 09:28:06 PM »

Scuttling vic_stolas_bounty drops the built-ins, but tabbing back to fleet removes them from inventory. It does not remove them from shops if they get sold before removal.
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