Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 30 31 [32]

Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3a  (Read 562615 times)

Synaptic

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #465 on: January 27, 2025, 01:19:24 PM »

I'd like to report a bug. This weapon only ever shoots right in front of the ship and not at the cursor. https://i.imgur.com/TJMjAHD.jpeg. Every shot goes like this https://i.imgur.com/v41tIN7.jpeg
« Last Edit: January 28, 2025, 09:07:59 AM by Synaptic »
Logged

momom2

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #466 on: March 19, 2025, 11:54:03 AM »

Bug report with version 1.6.3a: after "revitalizing" an administrator, a bunch of extraneous text appeared on screen. It does not seem to have caused any issue beyond that.
Logged

OperaWolf

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #467 on: March 29, 2025, 03:42:55 AM »

(Edit: Original read more as criticism as opposed to intended constructive criticism.)

Been playing again lately and picked up a Raum, my favorite ship aesthetically. I remember commenting on it right when it came out - that it's gorgeous, but it sadly feels weak in combat and I didn't really get the "punch" I was hoping for from a giant gun with engines. No matter how I build it, it really struggles to secure near-peer kills, hold a line, or take care of itself. Still a gorgeous ship with some of the coolest animations out there, and I always want to take one along, but it has a lot of issues stacking up to vanilla options (definitely not trying to compare one modded ship to another mod's stuff, that path is madness).

Some possible suggestions:

Changing the ship ability. The extra range is neat but fairly underwhelming, and it also only lasts for maybe a single shot; a few seconds. It doesn't really feel very good. You can use it to get an early shot off when the lines are setting up, or pick off an injured ship that's retreating sometimes, but it doesn't feel too impactful overall. Possible options - accelerated fire rate with a commensurate reduction in flux cost on a semi-long cooldown for burst. A "Panic" option for defense, such as a drone swarm or "aggressively" venting a portion of your huge weapon's flux to damage fighter swarms, etc.

More hardpoints for medium or large weapons. The Legion can run I think 10 smalls, 5 mediums, 2 larges, and 4 flight decks for 40 DP. The Raum has its main gun, 3 mediums, and...10 smalls? 12? Can't remember. And 1 flight deck which mostly needs to be a defensive option. The main gun is cool, but doesn't really make up for the lost offensive power from having limited weaponry.

More powerful main gun? Kind of dangerous though. I have zero experience with video game balance, but I've run tapletop RPGs, and I know from experience coming up with something impressively powerful that is both interesting and doesn't just delete things instantly is extremely hard.

I'm really just commenting about it because it's easily my favorite ship and I love it. I spent hours trying to build it to no avail because I really wanted it to be awesome. The amount of work on the look and the animations is mind-boggling to me, but VIC in general has always been an extremely high-quality work. I dunno. Hopefully some of this sparks some cool ideas, or at least lets you know someone out there really loved your ship.
« Last Edit: March 31, 2025, 06:07:28 AM by OperaWolf »
Logged

Darthturk

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #468 on: April 03, 2025, 05:35:17 AM »

Anyone tried this in 0.98?
Logged

DeLacue

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #469 on: April 03, 2025, 05:41:49 AM »

Anyone tried this in 0.98?
Yup runs fine for me.
Edit: Just realised this is the pre hotfix starsector 0.98 version. Haven't tried the hotfixed version yet but I don't see why that one would be different
« Last Edit: April 03, 2025, 05:44:54 AM by DeLacue »
Logged

Mangoose

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #470 on: April 10, 2025, 01:07:05 PM »

Hi, can the mod be installed in the middle of a save?
Logged

Lilly112

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #471 on: April 16, 2025, 06:20:55 AM »

I just installed it in the middle of a save on the latest hotfix. It worked.
Logged

Dzhulian

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #472 on: April 16, 2025, 07:02:42 AM »

Does anyone have any tips for beating the Stolas mission? I just found the special didn't take out the fighters and the Legion was seriously tough, never mind trying to stop the fleet escaping.
Logged

WatchWolf

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #473 on: April 22, 2025, 06:41:54 PM »

I am going to try a few things maybe find the fighter that caused this crash see if its missing something but I got me my first crash on .98 not 100% its VIC's fault but the code that caused the crash does mention VIC. I was just in combat with some bounty board enemy. Some carriers spawned in and bam! CTD.
2031764 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.FighterWingAPI.getSourceShip()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getWing()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.FighterWingAPI.getSourceShip()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getWing()" is null
   at data.scripts.weapons.decos.vic_fighterTrail.advance(vic_fighterTrail.java:36)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.base/java.lang.Thread.run(Unknown Source)
Logged

Mazrim

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #474 on: April 22, 2025, 11:06:27 PM »

(Edit: Original read more as criticism as opposed to intended constructive criticism.)

Been playing again lately and picked up a Raum, my favorite ship aesthetically. I remember commenting on it right when it came out - that it's gorgeous, but it sadly feels weak in combat and I didn't really get the "punch" I was hoping for from a giant gun with engines. No matter how I build it, it really struggles to secure near-peer kills, hold a line, or take care of itself. Still a gorgeous ship with some of the coolest animations out there, and I always want to take one along, but it has a lot of issues stacking up to vanilla options (definitely not trying to compare one modded ship to another mod's stuff, that path is madness).

The Raum is a Battlecruiser/Pressure Ship imo. It has a _massive_ range boost just by existing that you can push even further. Generally I use the energy chainguns as its primary weapon and ballistic everything else if I don't have an easy source of energy weapons (I need to see how it does with a shitload of Void Blasters. It might be comically silly.)

Its not going to beat something to death on a 1v1 unless its punching down. But its _also_ funny to see the AI hanging out off screen not wanting to risk getting buzzsawed due to 1900 range Main Gun.  8)
Logged

Not a Pirate

  • Commander
  • ***
  • Posts: 121
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #475 on: April 24, 2025, 01:56:38 AM »

I'm on the latest game version and the mod shows as RED in the mod list, so I can't activate it in the selection menu.   :(
Logged

Mazrim

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #476 on: April 24, 2025, 03:14:47 PM »

Go into Mod Info.json with a text editor of your choice. Change the version to .98a-RC5 or whatever. Should work just fine.
Logged

WariousGaming

  • Ensign
  • *
  • Posts: 26
  • I love Sci-Fi <3 Stargate & Mass Effect <3
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #477 on: May 01, 2025, 09:57:54 AM »

Can we get VIC Space Station, instead of them using ugly stock Midline Space Station?
Logged

fdmalchemist

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #478 on: May 06, 2025, 03:29:09 AM »

https://jmp.sh/s/tCXUb3eMKtzZ1ul2vvFw
When installing using TriOS v1.1.9
Logged

RAGE

  • Ensign
  • *
  • Posts: 1
  • make some [REDACTED]
    • View Profile
Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« Reply #479 on: June 11, 2025, 09:57:16 AM »

Hi, I'm doing a Russian translation of the mod, but I ran into a small error. I was able to translate the names of ships, descriptions of planets, and so on, but after editing the rules.csv file, I get an error.
Here is the starsector log

181258 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
181385 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Starship Legends-2.5.3]
181387 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\What remains of Stinger Shipyards]
181401 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Metelson]
181409 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\VIC]
182307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: Mismatched quotes in the string; last quote: [,,,,,,


], last added row:
{"id": "FireAll vic_JeremyHoloGuideMainBranchNoZenith"}
org.json.JSONException: Mismatched quotes in the string; last quote: [,,,,,,


], last added row:
{"id": "FireAll vic_JeremyHoloGuideMainBranchNoZenith"}
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Logged
Pages: 1 ... 30 31 [32]