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Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 493877 times)

Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1
« Reply #390 on: November 23, 2023, 11:36:12 AM »


SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1a "Räumpage" Changelog

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

- Increased XL Laidlaw range from 1100 to 1200
- Fixed XL Laidlaw crash
- Added more fluff random facts to the hologuide and optimised their structure for less rng
- Added a note to Räum's weapons about them sometimes showing up in salvage screen (is a vanilla game bug, "fixed" via deleting said weapons once they're in player's cargo)


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« Last Edit: November 25, 2023, 05:39:47 AM by Astarat »
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OperaWolf

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« Reply #391 on: November 23, 2023, 10:09:45 PM »

VIC update? Oh yeah. Time for a new campaign.
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« Reply #392 on: November 24, 2023, 09:26:21 AM »


SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1b "Räumpage" Changelog


-Fixed the new MagicLib bounty, should be working now and show up in the bounty board correctly, oops (should work fine on 1.6.0 savefiles)


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« Last Edit: November 25, 2023, 05:38:21 AM by Astarat »
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« Reply #393 on: November 24, 2023, 09:26:43 AM »

And another one, yeeeeah... Sorry  :(
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Uther Phobos

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1a
« Reply #394 on: November 24, 2023, 09:35:03 AM »

And another one, yeeeeah... Sorry  :(
You put Räum in there. Now you have to "Räum auf".
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Spshamrocks3

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #395 on: November 24, 2023, 03:09:27 PM »

Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(


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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #396 on: November 25, 2023, 05:35:05 AM »

Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(

Hey! Uhhh shite, I forgot that our change to ship vector engines could've made the old saves incompatible... Sorry  :(
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Spshamrocks3

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #397 on: November 25, 2023, 07:08:46 AM »

Hello,

Thank you for the time put into this mod first off!  I love playing with this faction.

I updated to the new version from 1.5.8 and unfortunately got this error..was there a change to the focalor? :(

Hey! Uhhh shite, I forgot that our change to ship vector engines could've made the old saves incompatible... Sorry  :(

no worries!  guess I have to start a new campaign  8)
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Yubbin

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #398 on: November 25, 2023, 08:38:32 PM »

I had a bug with the Rokh Minefield Launcher on the Raum. In simulation mode with the ship on autopilot, the Rokh minefield never shoots. In the same situation with the Rokh Swarm Launcher the autopilot shoots. I have also noticed that both weapons do not shoot in capital duels.
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OperaWolf

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #399 on: November 26, 2023, 06:57:34 AM »

1. Raum's XL weapon firing/reload animations are the new gold standard for me. Absolutely amazing work. I've always loved your asthetics and animations, and you really did an exceptional job with this one. When the XL missiles started to 3D print I was blown away.

2. I love the look. Very clean and deadly, the thruster animations are great, and you get what it's there for: it's a gun that floats. Very direct and to-the-point. Such a pretty ship

2. The two missile systems feel pretty underwhelming. The mines get killed by PD almost instantly, and anything that doesn't PD them just walks through with their shields up. Also, since it spreads wide and thin it never seems to have the density required to threaten anything. The kinetic missile circles around the target and hits somewhat 360° instead of focusing, and it takes such a long time to actually finish that the target just tanks it because the damage is really spread out or turns off its shields entirely and waits it out.

3. The ship system is pretty cool. I like being able to choose between long-range poking and close-range fighting.

4. It has a lot of problems keeping all of its guns up due to range issues. It really wants Ballistic Rangefinder but can't have it. You can pick weapons from other factions that close the gap a bit, but it's still kind of awkward.

5. The XL weapons feel kind of underwhelming. I'm not a math or mechanics person, so take that with a grain of salt. To me they're really amazing to look at, but don't really do enough to warrant the cost of the ship. You're paying a lot for that single gun, but it doesn't really match it's DP cost. It's fairly helpless against flankers, it isn't really a line ship, it isn't mobile, it isn't a dedicated carrier... It's a floating gun, but the gun is mostly just "okay", so the ship is mostly just "okay". I'm not sure if it would feel better if it was more of a generalized gun ship with an extra large mount or two to back up the XL, or more specialized by tuning the XL weapons somehow.

Overall: Gorgeous ship, amazing animations. XL missiles feel pretty weak. Could maybe use an innate modification that works like Ballistic Rangefinder. Might need a Large mount or two, but I'm not great at ship balance.
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #400 on: November 26, 2023, 10:38:25 AM »

I had a bug with the Rokh Minefield Launcher on the Raum. In simulation mode with the ship on autopilot, the Rokh minefield never shoots. In the same situation with the Rokh Swarm Launcher the autopilot shoots. I have also noticed that both weapons do not shoot in capital duels.
Hm, will take a second look at AI tags for it, thanks!

Overall: Gorgeous ship, amazing animations. XL missiles feel pretty weak. Could maybe use an innate modification that works like Ballistic Rangefinder. Might need a Large mount or two, but I'm not great at ship balance.
Glad you're liking it so far! Noted your concerns, will be collecting more feedback on its weapons. There won't be any changes to the weapon layout, but the stats of the ship itself and of XL weapons might change of course. 
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Strider_m3

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #401 on: November 26, 2023, 02:16:01 PM »

Gotta Say I am absolutely loving the new capital ship. It looks gorgeous and the weapons are awesome to look at. I have however noticed some things that might need to be tweaked a bit as not everything is currently equally viable.
Of all the XL weapons, the results have been quite mixed, with only 3 of them (in my opinion) being useful.
1)The plasma cannon is in my opinion the best option due to the EMP arcs and respectable damage. It's not overpowered by any means, but it has a good effect against bunched targets and is still useful against capitals if splashes on armor. Plus, it seems to benefit from near misses to the enemy ships as more arcs will hit them which is quite interesting as a mechanic. Can't honestly say this needs any changes as I think it's perfect as is.
2)The high explosive artillery is a good standard armor stripper that does what it says on the tin. No real notes although maybe making its sounds a tad punchier wouldn't hurt as it doesn't really stand out as being unique unlike the others to me. Its perfectly usable.
3)The laidlaw is good if somewhat questionable sometimes. I'm still not entirely sure on the point of laidlaws as ships don't tend to survive long anyway if their shield and armor has already been stripped sufficiently. It looks and sounds cool though, even if it does have the drawback of pushing enemy ships back if it hits their shields which ironically helps them survive longer against the battleship as it will push them out of the range of the ship's other weapons. Still, it's a fun weapon, just maybe a bit.......debatable on its utility. Ill leave this one for others to decide, as im on the fence as to whether I would field it or not.
4)Flak cannon is where I start to question why id ever run this. As with all the XL weapons it looks and sounds super satisfying, so the art direction is great. The damage, being entirely fragmentation, is where I feel it lets me down. Since I already have fighters to screen the ship against other strike craft and missiles this weapon just feels redundant to me as a sky broom. Since its impotent against shields and armor, I just don't see a point to ever running this besides just for ascetics as the laidlaws already cover the already niche application of fragmentation hull damage. Maybe if siege mode effected what type of shells it was firing? With long range mode getting the fragmentation for fighters and short-range getting explosive for anti-armor? I dunno, just feels like its role in a fleet is already covered by its own fighter bays.
5) The missile launcher looks cool but unfortunately is another weapon I probably won't ever run. It just doesn't do any real noticeable damage to shields unless the situation is perfectly in your favor. In fleet battles stray flak and enemy fighters rob this of almost its entire punch as only a fraction of the missile will survive to contact the enemy. And against capitals it won't really do any appreciable damage to the enemy's shields. Onslaughts basically laugh at this launcher I'm afraid. That and the missiles suffer greatly if there is debris floating around as even more of them will simply be destroyed without even needing to be shot down. I think maybe the damage just needs tweaked up on this one since it seems like only 1/3 missles from the main body will even live to see contact with the enemies' shields.
6) Lastly, the mine launcher. I think its really cool ascetically like all the weapons, but enemies seem to just move through the mine fields as if they aren't even there since its fragmentation again, so its honestly the least useful of all the XL's as it currently stands. CIW's and fighters shred the mines too, so most times the mines don't even exist on the battlefield for more than a moment before being shredded. This one also suffers from battlefield debris robbing it of its punch as well. Maybe if the mines had a larger health pool so they couldn't be shot apart that fast by CIW's? Or better yet, if they did EMP instead of direct damage so the mines were more of strategic area denial rather than damage sources? That way ships moving through the area would be hobbled like a mine field is intended to do rather than damaged.

Lastly is another broader issue with the deployment of these weapons. I REALLY want to run several of these unique weapons at once as they are so damn cool. But being only available on a 50DP battleship really limits how many of these will ever be on a battlefield which is unfortunate as they're so cool to look at. Maybe the VIC should get some new specialized cruiser? Which features these weapons and some small to medium hardpoints so we can see more of these on the battlefield. Could be the VIC's attempt to field them on a smaller chassis which is being evaluated for front line use? Just a thought.
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PipMan

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #402 on: November 26, 2023, 02:52:43 PM »

I'm still not entirely sure on the point of laidlaws as ships don't tend to survive long anyway if their shield and armor has already been stripped sufficiently.
I love Laidlaws, especially this superheavy version. They're for using after you've punched a little hole in the enemy's armour and then taking out half their hull health in one shot. Frag weapons are generally weak and inaccurate, the Laidlaw weapons are the exception.

I've also noticed a bug with recovered Räums, I'm unable to change the built-in weapon even at VIC planets, it gives me the warning about myself or the planet's governing faction needing the blueprint.
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #403 on: November 27, 2023, 01:46:30 AM »

Gotta Say I am absolutely loving the new capital ship. It looks gorgeous and the weapons are awesome to look at. I have however noticed some things that might need to be tweaked a bit as not everything is currently equally viable.
Of all the XL weapons, the results have been quite mixed, with only 3 of them (in my opinion) being useful.

Lastly is another broader issue with the deployment of these weapons. I REALLY want to run several of these unique weapons at once as they are so damn cool. But being only available on a 50DP battleship really limits how many of these will ever be on a battlefield which is unfortunate as they're so cool to look at. Maybe the VIC should get some new specialized cruiser? Which features these weapons and some small to medium hardpoints so we can see more of these on the battlefield. Could be the VIC's attempt to field them on a smaller chassis which is being evaluated for front line use? Just a thought.

Thanks for the feedback! We're still monitoring the perfomance of the new ship and its weapons, but perhaps the Rokh minefield and swarm launcher version will be buffed indeed. Can't promise anything tho, still need more testing and feedback! Speaking of deployment of them, they're meant to be a capital ship only armament, so no, there are no plans for any smaller ships to be able to field them. Them being quite powerful on their own and sort of unique, to make them too prolific would take away that feel of power and uniqueness.


I love Laidlaws, especially this superheavy version. They're for using after you've punched a little hole in the enemy's armour and then taking out half their hull health in one shot. Frag weapons are generally weak and inaccurate, the Laidlaw weapons are the exception.

I've also noticed a bug with recovered Räums, I'm unable to change the built-in weapon even at VIC planets, it gives me the warning about myself or the planet's governing faction needing the blueprint.

Confirmed the bug on my end, will be fixed, thanks!
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Astarat

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Re: [0.96a] Volkov Industrial Conglomerate 1.6.1b
« Reply #404 on: November 28, 2023, 06:50:58 AM »


SAVE COMPATIBLE WITH VERSIONS 1.6.0 AND HIGHER

The changelog:

...

1.6.1c "Räumpage" Changelog

Save compatible with versions 1.6.0 and higher

- Fixed D-modded Räums not allowing to change their XL weapons when other conditions are met
- Reduced knockback on XL Laidlaw on hull hits and removed knockback on shield hits
- Added Räum to IndEvo printing/revengineering whitelists



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« Last Edit: November 28, 2023, 12:17:52 PM by Astarat »
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