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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 412766 times)

Shogouki

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #375 on: November 03, 2023, 04:56:15 PM »

In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?
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ParaPara

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #376 on: November 05, 2023, 06:50:23 AM »

In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?

Not dominating in the sense that they took over half the sector, but they tend to go very aggressive with their viral bombardments if they are in short-term wars with other factions, leaving less and less planets intact for the other factions to use. I play with nexerelin, maybe that messes with the default settings somehow, but from what i've read throughout this thread it doesn't seem to be a problem other people run into.
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Shogouki

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #377 on: November 13, 2023, 01:18:18 PM »

In my current playthrough VIC is feeling especially eager to impress, and if things go on as they do currently, there won't be much of a sector left to mess with later when i have my fleets ready. From my own searches through the mod data, the event itself is set under "rules", but i am simply too inexperienced with modding to turn down the rate it is used, or disable it as a stop-gap measure. Can someone help me out?

Just to make sure I'm understanding you're talking about VIC dominating the other factions?

Not dominating in the sense that they took over half the sector, but they tend to go very aggressive with their viral bombardments if they are in short-term wars with other factions, leaving less and less planets intact for the other factions to use. I play with nexerelin, maybe that messes with the default settings somehow, but from what i've read throughout this thread it doesn't seem to be a problem other people run into.

Can't say I've noticed that but perhaps it could just be bad luck regarding Nexerelin events that quickly ended up ruining relations with VIC and various other factions?
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QuePro

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #378 on: November 14, 2023, 09:13:31 AM »

Hello. I got crush when tried to change look of my officers at VIC planet. Log:

744950 [Thread-3] INFO  dynamictariffs.util.TariffUtil  - DynamicTariffs: Player opened market
755286 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange$vic_portraitSelectUI.createCustomDialog(Lcom/fs/starfarer/api/ui/CustomPanelAPI;Lcom/fs/starfarer/api/campaign/CustomDialogDelegate$CustomDialogCallback;)V
java.lang.AbstractMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange$vic_portraitSelectUI.createCustomDialog(Lcom/fs/starfarer/api/ui/CustomPanelAPI;Lcom/fs/starfarer/api/campaign/CustomDialogDelegate$CustomDialogCallback;)V
   at com.fs.starfarer.ui.newui.A.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showCustomDialog(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange.showPortraitSelect or(vic_PersonaChange.java:316)
   at com.fs.starfarer.api.impl.campaign.rulecmd.vic_PersonaChange.execute(vic_PersonaChange.java:183)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)
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Shogouki

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #379 on: November 14, 2023, 01:14:44 PM »

What version of the mod and Starsector are you using?
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QuePro

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #380 on: November 15, 2023, 03:36:57 AM »

Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)
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Artarion

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #381 on: November 15, 2023, 02:04:33 PM »

Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)
There is a mod called Portrait Changer.
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A_Random_Dude

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #382 on: November 15, 2023, 09:27:05 PM »

Game version: Last 0.96a-RC10
Version of the mod: Last 1.5.8a

I like this mod and it would be nice if it would be updated on last version so I could change my officer's look :)

There's a bootleg that works with the current game version, the one you got is already known to be unstable. The link for it is at the top of this very page, if you want.
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« Reply #383 on: November 22, 2023, 04:45:00 PM »


SHOULD BE SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER (but requires a new save for new campaign features)

The changelog:

...

1.6.0 "Räumpage" Changelog

New Content:
- Räum-class artillery battleship with 5 unique Ultra-Heavy weapons. Bring the ruin!
- A new fancy bounty ship! Check Tri-Tachyon's bars for this one. Thanks goes to Mr. Bultach!
- Meet Jeremy - a friendly hologuide on VIC markets ready to answer your flavour questions in bars!

New Content?:
- LunaLib integration for funi(tm) features
- Updated a couple of music tracks courtesy of Haplogynae


Weapons:
- Saih Rack Flechette Carrier (all versions)
- - Range reduced from 1500 to 1100
- Hungruf Rack Armor Scorcher (all versions)
- - Range reduced from 2000 to 1300
- Afreet Rack Burst Swarmer (all versions)
- - Damage per shot increased from 75 to 100
- - Flux per shot increased from 25 to 30
- Psotnik Interference Machinegun
- - Reduced spread

Ship systems:
- Assault Configuration
- - Damage taken increase reduced from 25% to 15%
- - Cooldown reduced from 20s to 15s
- Shield Entrenchment
- - Damage reduction reduced from 50% to 40%
- - Rate of fire reduction increased from 25% to 30%
- - Battery max damage reduction reduced from 75% to 70%
- - Battery capacity reduced from 200% to 150% of max flux

Hullmods:
- Inertia Redirection Systems
- - Significantly improved effectiveness

And lots of other small stuff like description fixes, lighting fixes, etc.

[close]
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SirHartley

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« Reply #384 on: November 22, 2023, 04:49:41 PM »

riOT!!11!
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Likablenascent

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« Reply #385 on: November 22, 2023, 05:21:05 PM »

LEEETTTTTTTT"SSSSSS GGGGGOOOOOOOOOOOOOO
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chaincat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« Reply #386 on: November 22, 2023, 06:39:00 PM »

The return of the King
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Furthermore, I am of the opinion that Jangala must be destroyed.

SCMDR_Aramantha

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« Reply #387 on: November 22, 2023, 07:53:36 PM »

Tried downloading it, but it looks like its just a zip file without a mod file to contain the mod contents.
Not a big problem I just made a new folder named VIC and put in the mod contents, just want to let you guys know
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.0
« Reply #388 on: November 23, 2023, 04:13:52 AM »


SAVE COMPATIBLE WITH VERSION 1.6.0

The changelog:

...

1.6.1 "Räumpage" Changelog

Should be save compatible with versions 1.5.0 and higher, but a new save is advised for new campaign features

- Added goal variants to Räum
- Fixed Räum's system effect notifications
- Fixed Rokh and Rokh Alt. descriptions
- Fixed CEO's portrait not loading on new save


[close]
« Last Edit: November 25, 2023, 05:39:33 AM by Astarat »
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Dazs

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1
« Reply #389 on: November 23, 2023, 04:23:06 AM »

Nice to see VIC back in action, time to start a new game :)
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